The case for Map Rotation

Make sure to bring lots of med packs, our 64 player beach server is intense!

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Re: The case for Map Rotation

Postby Slaughter2 » Fri Apr 03, 2009 6:49 am

liquidswords wrote:beach isn't the king of anything except the wolf test/demo. noobs are just afraid of change. i think you're underestimating your own player base as well, i would hardly call the players coming back a fraction.


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Re: The case for Map Rotation

Postby SavageParrot » Fri Apr 03, 2009 6:56 am

liquidswords wrote:beach isn't the king of anything except the wolf test/demo. noobs are just afraid of change. i think you're underestimating your own player base as well, i would hardly call the players coming back a fraction.



It's not an estimate, it's based on experience. We have had rotations before, they did noticably (you might even say drastically) reduce the numbers of players on the server.

Bottom line it's more dependable to keep it on beach to ensure a steady flow of players and use admin map changes to spice it up. Full on rotation causes havoc.

I suppose you could enable map votes but then there's always some arsehole that spams map votes when no-one wants to change which gets old really fast so why bother?
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Re: The case for Map Rotation

Postby Twitch » Fri Apr 03, 2009 7:22 am

to be fair though, early this morning i played from 3-4:30am eastern time and we did not play beach at all. No beach that entire time and the server stayed around 20 people. Puzzy was changing the maps. For a while there the server would be completely empty at this time even with beach on.

So I do believe the life force of the server is quite stronger than before. But I don't see the problem with letting the admins switch the maps and use their judgment to decide when it needs to go back to beach for a bit.

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Re: The case for Map Rotation

Postby +HEADSHOT+ » Fri Apr 03, 2009 9:46 am

Admins are right on this one. Get away from Beach and lose the server. It happened to me when I ran the Beach server for ND80. I started another rotation server because of the input on the forums (with the same regs) and it didn't last a month. People are addicted to Beach and the noobs kept on joining. However, there are other ways to change up on the map. I used to keep certain keys bound with server settings that I would change during warmup. Different Lt. charge times, Panzers from 1 to 2, number of nades, throwing medpacks with docs, FF on/off, respawn times (Axis or Allies), even as far as gravity, etc.. Sometimes it would get into a hillarious slaughterfest, but it kept Beach, plus it added a little (or a lot) of change. It makes it interesting. :blow:

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Re: The case for Map Rotation

Postby SavageParrot » Fri Apr 03, 2009 9:56 am

Twitch wrote:to be fair though, early this morning i played from 3-4:30am eastern time and we did not play beach at all. No beach that entire time and the server stayed around 20 people. Puzzy was changing the maps. For a while there the server would be completely empty at this time even with beach on.

So I do believe the life force of the server is quite stronger than before. But I don't see the problem with letting the admins switch the maps and use their judgment to decide when it needs to go back to beach for a bit.


Yeah once you have the players you can do the map changes but to fill the server up, it's better to be fixed on beach.

Don't ask me why, it's never made sense to me, because I find it the most boring of all the rtcw maps (railyard and the never ending objective aside). I guess you just know where you stand on beach. The objective is clear and the spawn zones are rigidly defined. Apparently some people like that...
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Re: The case for Map Rotation

Postby Leafy » Fri Apr 03, 2009 11:19 am

SavageParrot wrote:We've had this discussion a thousand times and every time it boils down to the same thing, which is that every time we've ever tried a rotation the server ends up dead.

Players beget players and when the beach lovers leave the server gets empty, no-one wants to join an empty server on their own so the server stays empty and pretty soon you have a lemon.

It sucks but it's unavoidable.


Pursuant to my comments in previous threads, so why not host another server with rotation. What's the issue? People would be thrilled. You'd have two top-of-the-heap servers running. The only two in 1.4 even. Try that...?

I mean, Beach is a great map, blah blah, and I like playing with (most of) you. But it could be a lot more fun of a game with some options. I've been playing this game for about 1/5 of the years of most of you regulars, and I'm already tiring of this map a bit. Can't imagine how it must be for you long-timers.

Having said that, Mastery, Pooty, Macabre and MsB almost always go for a tour if they're on, and they're asked, and they're on for a while, and there are enough players to support it... a lot of variables have to align for there to be a rotation. But thanks admins - we do appreciate it when you take us on a tour.

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Re: The case for Map Rotation

Postby SavageParrot » Fri Apr 03, 2009 11:58 am

Well the issue thereis pretty simple, servers cost money and the game is 7 years old and not so much of the crowd pleaser it used to be. Plus in starting a new server you'd empty the other so likely as not you'd end up with 2 empty servers instead of one that has players.

If there were enough players for more servers the other servers wouldn't have died on thir asses. The game is dead.

We're extremely lucky the guys here have been generous enough to host the one server for all this time, they've been a torch that's kept the flame flickering long after everyone else moved on to other games and for that they definately need a :beer:
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Re: The case for Map Rotation

Postby weezy » Fri Apr 03, 2009 12:28 pm

Paco.

Any map, no matter how garbage requires some sort of skill (even beach), yes spamming nades and camping is a skill. :roll:

Tram, avoiding detection while grabbing flag, holding chokepoints while allies try to go up hill. Marketgarden, was just throwing it out there. v583 And destruction even though how ridiculously one sided it is, it requires a little thought process to recognize a good opportunity to grab the second flag and not grab it when your away from the team. (otherwise your position is given away and ur raped) assuming the enemy knows you are in the area.

Although the techniques i am implying hardly hold up in this server environment they do in a more competitive, less chaotic environment. Even rocket. I remember holding rocket for 9 minutes on a 6v3, with those losers having a panzer.

Although I know the server struggles to keep everyone on tabs with 50 simulataneous connections, i can't play with 12 fps.

Parrot

Game isn't dead yet. I think there are over a 100 players that play daily. Far from dead. In 1.3 the community there were 20 players on a crap mod and it still lived.

As long as admins are cool :yes: enough to change maps. Thats fine with me. Just dont make us play beach for a week straight. Thanks for the rotations though. :D

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Re: The case for Map Rotation

Postby Arachnyd » Fri Apr 03, 2009 12:37 pm

If you all are so deadset against an actual rotation, then please start changing the map more often through admins. And actually staying on a map for more then a single round.

Don't get me wrong, I like beach. But only when there is like 25 people playing. Beach is a BLAST around that size, but when you get into the high 30s and above it is just painful. That seems like a good time to cycle the map a bit and clear out some of the retards.

If you want, you can give me limited admin and I'll change the map from beach every now and then. :P I promise I'll always leave it on beach!

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Re: The case for Map Rotation

Postby Blaster » Fri Apr 03, 2009 12:43 pm

The party starts at 40+.:red:

The game is to dead, to care about map rotations,new servers etc.
And rumours will wolfenstein come 28 july so even more ppl will perhaps leave rtcw. :violin:

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Re: The case for Map Rotation

Postby Sorry » Fri Apr 03, 2009 1:08 pm

my 2cents

If you guys love rotation so much, how about you all pool some money together and heck rent a server.. Spares us having to hear you whine all round about rotation..:D

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Re: The case for Map Rotation

Postby S.Shooter » Fri Apr 03, 2009 3:03 pm

Blaster wrote:The party starts at 40+.:red:
The game is to dead, to care about map rotations,new servers etc.
And rumours will wolfenstein come 28 july so even more ppl will perhaps leave rtcw. :violin:


Obviously its not "dead", or else we wouldnt be here on ECG day in and day out. We, the core community that still are here after all this years.

I care about other maps, and appearently loads of others by reading this forum.
Those who can't play other maps after 8 years, it's theirs problems, not ours who really can play this game. We all had to learn other maps during the years.
And Wolfestein coming in middle of the summer, geesus there is 4 more months (120 days ffs) until that date, IF released then.

It's not the end of the world without a rotation, just as long as the admins keep changing the map now n then. (hopefully remember that half the server is living on the other side of the planet, thus having other times on the clock.)
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Re: The case for Map Rotation

Postby SavageParrot » Fri Apr 03, 2009 4:58 pm

I think it's kind of funny that people criticse the noobs for only wanting beach when everyone who's playing rtcw is doing the exact same thing but with the whole game rather than one map :D

I vote for going mental and cranking evrything up the the max. Bring on the madness!
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Re: The case for Map Rotation

Postby Paco's Gun » Fri Apr 03, 2009 5:20 pm

Paco, I feel those maps do require skill, a different skill then just standing at corners and shooting ... What I don't understand is how beach requires more skill, I mean the camping is the same, the spam is the same and just like any other map the offense needs to work together.


They're all one sided maps with sizes that don't fit the objective of the game. All of the corner camping and other shit that happens on the server now is directly related to the amount of players. And, like I said, the spam should be reduced by lowering the grenade limit and disabling flamethrower. Right now, either people don't do the objective at all (on axis) or they sit around in the war room for the entire round (headshot), because they aren't forced to play a significant role.

With this many people it is not going to be anything but a camping fuckfest, and more so when its on maps that are nothing but alleyways and corners, or incredibly spread out like marketgarden. The fact that it is dual objective doesn't help either... the more complex the objective gets the less likely it is that anyone will bother to take part in it.

Any map, no matter how garbage requires some sort of skill (even beach), yes spamming nades and camping is a skill.


Everything can be considered a skill if it's done well and in a pragmatic way... except nothing is on this server, it's just lotto. Those maps are poorly designed with regards to rtcw objective gameplay. Not that they aren't entertaining in some ways (for some people), but they would only make it more likely that people wouldn't be doing the objective. Which, from what I can tell by reading the shit every admin writes, is the biggest problem on the face of the earth, regardless of the fact that their insistence in staying in a crowded repetitive cycle is what feeds that.

I've been playing at this server for a few years now and I can't remember a time that it was ever on a rotation. Twitch is right, whenever the map changes now the server fills up, I've seen 55 people on ice... I don't think I've ever seen 55 on beach.

A rotation doesn't necessarily mean that the map changes every round... you could set it up so that it has 8 rounds of beach before it begins to cycle through maps.

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Re: The case for Map Rotation

Postby Leafy » Fri Apr 03, 2009 5:39 pm

SavageParrot wrote:We're extremely lucky the guys here have been generous enough to host the one server for all this time, they've been a torch that's kept the flame flickering long after everyone else moved on to other games and for that they definately need a :beer:


Agreed there. What's it cost to host a wolf server these days?


Paco's Gun wrote:A rotation doesn't necessarily mean that the map changes every round... you could set it up so that it has 8 rounds of beach before it begins to cycle through maps.

Beach On
Beach Off
Beach On
Beach Off
:repeat:

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