Results 1 to 10 of 27
Thread: This is so f*&^#$ stupid..
-
12-20-09, 03:57 PM #1
This is so f*&^#$ stupid..
I, along with a good portion of the ttp css comunity, are getting sick and tired of playing the same damn maps over and over again. D2, pira, inferno are extreamly over played, and its getting old. It will be great for the TTP servers to play funner maps. Custom maps would be amazing, but no. Just when a few people say no admin cancels the vote.
D2 unlimited
Forest
contra
lostte pom pro (I dunno how to spell it)
c747
^^^ Those should be some of the more played maps to make our competive gaming more fun.
Eventually playing the "overplayed maps" is going to effect the number of people that play in our servers daily.
And I for one would hate to see the day that happends. A few of the admins that play daily with us should keep this in mind for map suggestions. It would be great to see servers to have a more varitey to schoose from :P
-
- Join Date
- 02-13-07
- Location
- Fort Worth, TX
- Posts
- 42,785
- Post Thanks / Like
- Blog Entries
- 5
-
-
12-20-09, 04:07 PM #4
Re: This is so f*&^#$ stupid..
Originally Posted by JUNKii
As for the "custom maps" one. TTP already gave that a swing and it failed miserably. Empty 24/7.
I will admit, it is a bit annoying at times. But I love TTP too much to give a shit. The people are what makes the server, not the maps.
-
-
12-20-09, 04:26 PM #6
Re: This is so f*&^#$ stupid..
Originally Posted by JUNKii
They were voted on, so they will be played. Its that simple.
As for the reg server, the admin doesnt have time to make a custom map vote as they play. The default maps are chosen. Why? Because how hard is it to teach a person a new map during the warmup round? What does this cause? Teamplay drops. And "last I checked", this server is Texas TEAM PLAYERS. The maps may get old, but they are played everywhere. There is no escaping them.
So when a vote is put up, an admin is thinking of the community. So basic, default maps are chosen to keep the team play flowing.
And you may have noticed that when a weird, random map vote is chosen, 99% of the time its extended. And if it goes to a map rarely played, the server empties.
Its for the best of the server and this community. Which SHOULD make everyone tolerate it because this is the best servers/community around and always will be.
Texas ...TeamPlayers... Sukka Free Since 2005!
-
- Join Date
- 02-13-07
- Location
- Fort Worth, TX
- Posts
- 42,785
- Post Thanks / Like
- Blog Entries
- 5
-
- Join Date
- 09-08-06
- Location
- San Antonio, TX
- Posts
- 7,655
- Post Thanks / Like
- Blog Entries
- 2
12-20-09, 04:38 PM #8Re: This is so f*&^#$ stupid..
Sad but true. Most customs hurt the server more than anything. There are a few that enough regs have and know now that they can last and get extended. Lost Temple Pro comes to mind. But really they are few and far between. That is not to say we probably won't try more in the future as I'm sure we will. However, we probably won't have a lot of them as they do tend to empty the server.
-
12-20-09, 05:06 PM #9
Re: This is so f*&^#$ stupid..
Theres two types of players: A small handful (if it was any bigger, then they would outvote everyone else) of players who stay for a long duration (6-7 maps, or about 4-5 hours at a time); we will call these players extended-stayers. While the rest rotate out, playing for one or two maps then leaving; we will call these players short-comers. These short-comers are selfish and just want to play their favorite maps for the hour or so of game-time they have. Since the short-comers out-weigh the extended-stayers in numbers, the small handful extended-stayers fall victim and are forced to experience the repetitious map cycle. Furthermore, these selfish short-comers really, really, do not want to play a off-map (anything thats not dust2, office, pira, port) and refuse to play (rage quit) rejected maps (militia, Havana, prodigy, etc) for the short period of time they plan/have-time to play the game.
Now theres three possible solutions. A, go back to a mapcycle, have some kind of a weighted map voting system (recently played maps are more unlikely to win a vote), or leave it as it is.
I like Solution B, think of it ewok. Instead of a vote winning because of the number of votes, what about basing it on a point system. Each vote canidate has a certain point modifier, say one that is larger the greater the time since it was last played (ex if the map was played last map, it has a very low modifier, and if the map was played 8 maps ago, it has a much higher modifier). And another modifier for a maps popularity (decided in the forums), this way maps that are hated for a reason dont win just because they were played the longest ago. Then multiply these two modifers by the number of votes, and the vote candidate with the most votes wins.
Since CSS is not (for the time being) admined by lonestar Solution B is out. Leaving solution A and C, honestly, i Like solution A a lot more then C. I remember the times when there was no voting for maps in css and things were just on a mapcycle. Sure this pissed off the short-comers, who whined and quit, but when things are at the point that militia, Havana, or going to the extreme: dust, are fun to play because the cycle of maps is so repetitious something should be done. Furthermore, we can shorten the win limit, and total map time for maps that are less popular like milita, tides, havana etc. While extending the times and limits for maps that are more popular and please both the extended-stayers and short-comers.
EDIT: i forgot mani has a hybrid solution B, basing available maps on when they were last played and other configurable modifiers.
If we just stick with solution C, the extended-stayers get screwed and forced to play dust2 -> port -> pira -> office/inferno/nuke -> dust2 over and over and over and over and over. Anytime a off map comes around the short-comers whine to the point that their time rtv in hopes the map will change and they end up on a different team.
Though if we examine the player traffic, we know that short-comers usually make up 60%-75%. However, if we examine the traffic of reservist it actually approaches a even 50-50.... Maybe a map-cycle server with manipulated win limits and game times depending on the popularity of the map?
-
- Join Date
- 02-13-07
- Location
- Fort Worth, TX
- Posts
- 42,785
- Post Thanks / Like
- Blog Entries
- 5
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks