The case for Map Rotation
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- liquidswords
- Posts: 209
- Joined: Mon Mar 09, 2009 2:18 am
Re: The case for Map Rotation
ok here is the thing...you guys keep mentioning you have tried setting a rotation BEFORE. you haven't tried NOW.
happy penguin moved it's server to a horrible location and most people's ping is unplayable there. their server has been losing a lot of players who are going to ecgn now.
older players have been coming back. there are more than you think and they want a rotation.
bottom line, ecgn is the only server left for north americans. the server will not die if you have a rotation.
since i started playing again i have not seen a set rotation and i have been playing for several months now. so i think it's irrational to say a rotation won't work because it hasn't worked in the past. things have changed.
happy penguin moved it's server to a horrible location and most people's ping is unplayable there. their server has been losing a lot of players who are going to ecgn now.
older players have been coming back. there are more than you think and they want a rotation.
bottom line, ecgn is the only server left for north americans. the server will not die if you have a rotation.
since i started playing again i have not seen a set rotation and i have been playing for several months now. so i think it's irrational to say a rotation won't work because it hasn't worked in the past. things have changed.
- Paco's Gun
- Posts: 180
- Joined: Mon Jun 23, 2008 9:28 pm
Re: The case for Map Rotation
That's not what I said leafy... I said a number of rounds before the cyle aka:
beach (8 rounds) > base (2 rounds) > frostbite (2 rounds) > etc...
A rotation doesn't mean that the server changes to a different map after every single round.
beach (8 rounds) > base (2 rounds) > frostbite (2 rounds) > etc...
A rotation doesn't mean that the server changes to a different map after every single round.
Re: The case for Map Rotation
Arachnyd wrote:That seems like a good time to cycle the map a bit and clear out some of the retards.
absolutely.
Paco's Gun wrote: 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.
well i didn't mean it fills up, I just mean it can retain its numbers MUCH better than I've ever seen before. Especially in the time slot I mentioned. That would have killed the server 6 months ago. And I have seen over 60 on beach lately.
Leafy wrote:Agreed there. What's it cost to host a wolf server these days?
maybe around a buck per slot.
Re: The case for Map Rotation
liquidswords wrote:older players have been coming back. there are more than you think and they want a rotation.
Well, 1100 players is not that far up from what it has been in the past year. Rotations have failed when the player base was twice that. Only a couple years ago the numbers were over 2400 and rotation emptied the server at night and was very hard to get going in the morning. They went back to beach only and it stayed populated.
But from what Ive seen lately I think the players today are more willing to play other maps. And I think you are right when you talk about ECG being the last server. It's a refugee camp now. The numbers might be the same but it's a more varied group of players with different backgrounds.
Re: The case for Map Rotation
I think there is definitely room for compromise here. We could do a rotation like:
-Beach (Four Rounds)
-Ice (Two Rounds)
-Base (Two Rounds
-Beach (Four Rounds)
-Village (Two Rounds)
-Assault (Two Rounds)
This way, the server has long chunks of time on beach to "recover" if the player count drops off a bunch during the other maps. The beach rounds will last longer than the others too, since the factors I mentioned in my original post prolong each round a great deal. Earlier today I saw like 40 people playing Ice and Base though, so I really am not buying this "other maps kill the server".
-Beach (Four Rounds)
-Ice (Two Rounds)
-Base (Two Rounds
-Beach (Four Rounds)
-Village (Two Rounds)
-Assault (Two Rounds)
This way, the server has long chunks of time on beach to "recover" if the player count drops off a bunch during the other maps. The beach rounds will last longer than the others too, since the factors I mentioned in my original post prolong each round a great deal. Earlier today I saw like 40 people playing Ice and Base though, so I really am not buying this "other maps kill the server".
- liquidswords
- Posts: 209
- Joined: Mon Mar 09, 2009 2:18 am
Re: The case for Map Rotation
Twitch wrote:Well, 1100 players is not that far up from what it has been in the past year. Rotations have failed when the player base was twice that. Only a couple years ago the numbers were over 2400 and rotation emptied the server at night and was very hard to get going in the morning. They went back to beach only and it stayed populated.
yes but a couple years ago there were more servers to choose from. and i'm willing to bet the player base on your server back then consisted of only casual players that only wanted beach. now you have competitive/osp players making up a good percentage of the population on ecgn right now. i for one would have never played on ecgn a couple years ago. i don't mean that as an insult at all, it's just i would have been playing osp or a server with a rotation. but since there's nothing else, ecgn is where i have to play. and i think a lot of players are in the same boat as me.
- MAN-AT-ARMS
- RTCW Admin
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- Location: State College, PA
Re: The case for Map Rotation
Nope...doesn't work...not gonna happen...end of story.
It's been discussed and tried before many times. So you need not waste any more time or thought on this.
It's been discussed and tried before many times. So you need not waste any more time or thought on this.
- +HEADSHOT+
- Posts: 38
- Joined: Sat Jan 03, 2009 3:04 pm
Re: The case for Map Rotation
or they sit around in the war room for the entire round (headshot), because they aren't forced to play a significant role.
Why does it bother you how someone else plays their matches? This is a TEAM game and I'm helping my team by stopping 90% of the people who enter the War Room. I may be a camper, but I'm good at it. And, I do play med and lt., usually getting best accuracy about 50% of the games I play. If you want to rant about how people play, get on the people who block the back stairs so bad that you can't even get to the bottom, or the players who run the opposite way (usually to the War Room) when you're running the docs.
- Slaughter2
-
- Posts: 2486
- Joined: Thu Dec 23, 2004 3:00 am
- Location: Belle Vernon
Re: The case for Map Rotation
MAN-AT-ARMS wrote:Nope...doesn't work...not gonna happen...end of story.
It's been discussed and tried before many times. So you need not waste any more time or thought on this.
Thanks Donny, was wondering when u would put your 2 cents in
We tried to explain
"You Create Your Own Destiny"-Doug Kleitz
That's a [color="Red"]PRESENT[/color] from [color="DarkRed"]SLAUGHTER[/color]
[font="Arial Black"][SIZE="4"]Give respect you might get it back![/SIZE][/font] [SIZE="4"](a lesson in life as well as gaming) [/SIZE]
That's a [color="Red"]PRESENT[/color] from [color="DarkRed"]SLAUGHTER[/color]

[font="Arial Black"][SIZE="4"]Give respect you might get it back![/SIZE][/font] [SIZE="4"](a lesson in life as well as gaming) [/SIZE]
Re: The case for Map Rotation
Slaughter2 wrote:Thanks Donny, was wondering when u would put your 2 cents in
We tried to explain
You try to explain but you don't listen to what we're saying. The server is plenty healthy with other maps, at least for periods of time. What is the harm in trying a rotation like I suggested that has long contiguous periods on Beach interrupted by regular map changes.
I appreciate the fact that it is your server, but I would like it if you guys would at least respond to some of our points rather then just repeating "
we've tried it before and it didn't work". There was multiple ways to do this, and "now" is not the same as "then". Besides, if you guys are right then all you have to do is switch it back to beach. There is literally NO WHERE ELSE to play. All of the beach noobs will come back.
If your argument is that the server drops from 45 players to 28, then this seems like a good thing. The only people who are leaving are the ones who run around with flamethrowers or Venoms the entire time anyways.
- Paco's Gun
- Posts: 180
- Joined: Mon Jun 23, 2008 9:28 pm
Re: The case for Map Rotation
And it doesn't even drop to that either... last night the server was off of beach for 3-4 hours and it never went under 45.
Headshot, it isn't helping your team when you go to the war room before the allies are off of the beach, and if you were the only one in the war room I wouldn't have a problem with it. But since I always need to run all the way to the war room just to get ammo, and when I look around there are too many people to count, that's when it becomes a problem. Not least because when a panzer drops down from the ducts half of them go away anyways. And I only pointed out you because as far as I know you're the only one that's in there that also reads this forum.
Headshot, it isn't helping your team when you go to the war room before the allies are off of the beach, and if you were the only one in the war room I wouldn't have a problem with it. But since I always need to run all the way to the war room just to get ammo, and when I look around there are too many people to count, that's when it becomes a problem. Not least because when a panzer drops down from the ducts half of them go away anyways. And I only pointed out you because as far as I know you're the only one that's in there that also reads this forum.
- SavageParrot
-
- Posts: 10599
- Joined: Wed Mar 19, 2003 5:42 pm
- Location: Cheltenham, England
Re: The case for Map Rotation
MAN-AT-ARMS wrote:Nope...doesn't work...not gonna happen...end of story.
It's been discussed and tried before many times. So you need not waste any more time or thought on this.
That's the sound of the conversation ending fellas. The Don has spoken:yes:
- Slaughter2
-
- Posts: 2486
- Joined: Thu Dec 23, 2004 3:00 am
- Location: Belle Vernon
Re: The case for Map Rotation
time to lock at this point
"You Create Your Own Destiny"-Doug Kleitz
That's a [color="Red"]PRESENT[/color] from [color="DarkRed"]SLAUGHTER[/color]
[font="Arial Black"][SIZE="4"]Give respect you might get it back![/SIZE][/font] [SIZE="4"](a lesson in life as well as gaming) [/SIZE]
That's a [color="Red"]PRESENT[/color] from [color="DarkRed"]SLAUGHTER[/color]

[font="Arial Black"][SIZE="4"]Give respect you might get it back![/SIZE][/font] [SIZE="4"](a lesson in life as well as gaming) [/SIZE]
- liquidswords
- Posts: 209
- Joined: Mon Mar 09, 2009 2:18 am
Re: The case for Map Rotation
MAN-AT-ARMS wrote:Nope...doesn't work...not gonna happen...end of story.
It's been discussed and tried before many times. So you need not waste any more time or thought on this.
great reasoning. obviously you haven't read any of this thread.
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