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Map List Revision


Fir3w411
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I think that the current map votes have too many maps with winrates over 20%.

 

These maps are usually the same boring scenario every time and never change; same cading spots, endgame, etc.

 

For instance, what fun is a map with a winrate of 54%? It's just boring and a huge time waste. They usually aren't fun for humans let alone the zombies.

 

 

I think it'd be a help to revise these maps individually or remove them entirely.

 

A balancing method you guys have already implemented is an increase to the number of waves on most maps, but not on the rest that need them. Increasing waves by a maximum of one or two on maps with a winrate over 30%, for example, would be a reasonable idea to further balance.

Edited by Fir3w411
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A balancing method you guys have already implemented is an increase to the number of waves on most maps, but not on the rest that need them. Increasing waves by a maximum of one or two on maps with a winrate over 30%, for example, would be a reasonable idea to further balance.

 

-----I don't think increasing the number of waves of a map with a high win rate map would be a great idea.Like you have stated, we have tested that idea a while ago and it just made some maps worse than it already is.

 

I think that the current map votes have too many maps with winrates over 20%. These maps are usually the same boring scenario every time and never change; same cading spots, endgame, etc. For instance, what fun is a map with a winrate of 54%? It's just boring and a huge time waste. They usually aren't fun for humans let alone the zombies. I think it'd be a help to revise these maps individually or remove them entirely.

 

-----What I find to be the issue with these maps is not the maps itself, but the attitude and ideals of the community as well.

-----There are many cading spots, but the community flocks around areas that have been frequently caded recently. New and fresh areas is a risk in the eyes of the players, so many players disregards these areas and revert to their own safe haven. Increasing the amount of caders with a taste for alternate cading spots could motivate a push for new alternate ending as you would like. The issue also comes to hand when teamwork on the human team eliminates the need for more than 1 cade, like the screams for relocation of resources to strengthen one single cade. For now, new spots for cading depends on the caders of the server, and only time and "POSITIVE MENTAL ATTITUDE" can mend this. On a side note, most "frequent" caders are major whores->whores chooses the best place for maximum profit-> high amount of win rates at that area in the eyes of other players-> repetitive games.

-----I also believe the issue with the high win rates maps is mostly due the high requirement of teamwork on the zombie team. With a bit of communication, the zombie team can overwhelm the human team, but I find this lacking most of the time. Forrest might be implementing a new boss zombie called the "cluster" that map increase this trait, so hopefully it will change the zs game play.

-----I do a agree with you about individual map modifications on only a few maps, such as sludge and subversive, but I am still hesitant about it.

Edited by dnascot
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