Low Ticket numbers for small maps = bad

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cat
Posts: 260
Joined: 2005-10-31 20:38

Low Ticket numbers for small maps = bad

Post by cat »

After comparing the ticket numbers for various maps, I came to the conclusion that I dont like it.


Mestia 64
150 tickets

Fools Road 64
400

This leads to a very short game on Mestia because the rate at which tickets go down is relative to the density of players compared to the map. So to provide a longer play time Mestia would need much more tickets. And believe it or not, many players enjoy 1km maps and would like to play them for some time. Some like me, would even prefer 1km over 2km maps. I can take running 500m after spawning to get into action. However I do not need an extra km to run (which is stacked with the respawn time).

So yeah I would suggest giving us more mestia playtime.
Epim3theus
Posts: 1110
Joined: 2007-01-03 13:23

Re: Low Ticket numbers for small maps = bad

Post by Epim3theus »

I agree with more tickets for smaler maps with lots of players on them. Haven't played Mestia yet in 0.8 unfortunatly, but in the last version the rounds were over before they kicked of for real.
If you can read this the ***** fell off.
Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: Low Ticket numbers for small maps = bad

Post by Cassius »

Well I do play PR because i prefer to spend 1 hour+ on one map that has a lot of back and forth resulting in epic games than chewing through 3 maps in the same ammount of time, but PR should also accomodate admins who want to up maps with shorter rounds.

However Mestia should have a kashan sized ticket count for the full loadout and maybe less tickets in the 32 player version.
|TG|cap_Kilgore
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Cobhris
Posts: 576
Joined: 2008-06-11 07:14

Re: Low Ticket numbers for small maps = bad

Post by Cobhris »

Ticket counts should be inversely proportional to map size, because on larger maps, people die less often, and therefore fewer tickets are needed to keep a good game going. Mestia has so few it ends just as the action is getting good, and Kashan has so many that the game lasts for over 3 hours 90% of the time.
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: Low Ticket numbers for small maps = bad

Post by cat »

Ticket counts should be inversely proportional to map size, because on larger maps, people die less often, and therefore fewer tickets are needed to keep a good game going. Mestia has so few it ends just as the action is getting good, and Kashan has so many that the game lasts for over 3 hours 90% of the time.
Exactly what I wanted to say. Whoever decides the ticket numbers did overlook this. Added to this is that mestia comes alphabetically after kashan. And since most rats leave the sinking ship (Kashan?! Oh gawd! run!)*** And mestia only gets like 30 minutes to play it is basically removed from the maps list. And that would not be cool for 1) the mapper and 2) the players who like the map.


*
I do not mean to diss kashan. It is a great map that succesfully created the feeling of endless desert. However 16 km2 of yellow can get to me abit fast. Also people who dont like vehicles would prefer smaller maps
vilhelm123
Posts: 417
Joined: 2007-09-23 20:11

Re: Low Ticket numbers for small maps = bad

Post by vilhelm123 »

The new Mestia is brilliant. I say that mainly because it's a great map and its nice to be able to have a quick game of pr, which is something almost no other map will allow you to do.
Lots of love
Vilhelm xx
Cobhris
Posts: 576
Joined: 2008-06-11 07:14

Re: Low Ticket numbers for small maps = bad

Post by Cobhris »

Mestia is fast. A bit too fast. Like I said, just as the game is starting to get fun, the tickets run out. On maps like Mestia, everyone is packed into a small area and there is nonstop intense combat. Therefore, the tickets run down very quickly. Kashan is an excellent combined arms map, but the huge ticket count drags the gameplay out to the point where it becomes boring and tedious. Very few of the initial players remain after a round of Kashan, which can last for hours on end.
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