Ticket amount, and flag value adjustments
Posted: 2008-11-26 08:37
I've been playing PR now for over 1.5 years or so, and I've always wondered why it is that on so many maps the ticket bleed doesn't occur (or perhaps occur in any meaningful way) until one side has pushed the other all the way back to their main. This does cause the winning side to be almost entirely determined by kill ratio, as opposed to successfully holding objectives. Is that intentional? While usually good kill ratio and holding objectives go hand in hand, its not always the case. I can remember many occasions particularly on kashan desert, road to kyongan ni, and some other maps, where my team had very decisively held more objectives the entire game yet we lost because from a ticket perspective holding the flags was meaningless. One recent example was a game of road to kyongan ni I played a couple days ago where our team held the middle flag the *entire* game, however due to constant fighting and nades lobbing over from outside we lost, our k/d ratio wasnt even all that much worse than theirs. Now you would think that from a purely logical point of view that this would change the way people play to more of a "spawn rape instead of objective" style of play, however to the communities credit that really hasn't happened to any meaningful degree. I would be interested to hear the logic behind why its setup like that, is bf2's ticket system simply not granular enough to allow a smaller than default ticket bleed? Or is k/d supposed to be the primary way of winning a map?
Secondly, and heres the suggestion part of this post. Some maps (imo) have way too many tickets, namely Kashan. Now yes I understand its supposed to be a longer more major PR map, and yes I understand that with a really organized team you could potentially win the map in 1 hour. However thats only very rarely the case, don't get me wrong, I love the map. It's just that 2+ hours on one map is a bit much. Few squads, let alone a whole team, can work together on a public server for that long. The map lasts so long that often the whole team winds up changing during the course of the map, so for the first hour you might have all the flags, and then the next it swings all the way back to the other side because people leave, new ones come, etc. And thats when you have a 64 player server, 40 or less and the map winds up taking even longer.
Kashan takes so long that in a typical map rotation its not uncommon to see every populated server stuck on it at the same time as in my attached screenshot. So I propose that the tickets be taken down a bit to bring its duration in line with other larger maps so that it doesn't have such a disproportional representation. I'm sure there are some other maps that could use some adjustments along these lines as well, some maps tend to play to quickly. Jabal al Burj, and Qwai River, both have perfect durations imo.
Secondly, and heres the suggestion part of this post. Some maps (imo) have way too many tickets, namely Kashan. Now yes I understand its supposed to be a longer more major PR map, and yes I understand that with a really organized team you could potentially win the map in 1 hour. However thats only very rarely the case, don't get me wrong, I love the map. It's just that 2+ hours on one map is a bit much. Few squads, let alone a whole team, can work together on a public server for that long. The map lasts so long that often the whole team winds up changing during the course of the map, so for the first hour you might have all the flags, and then the next it swings all the way back to the other side because people leave, new ones come, etc. And thats when you have a 64 player server, 40 or less and the map winds up taking even longer.
Kashan takes so long that in a typical map rotation its not uncommon to see every populated server stuck on it at the same time as in my attached screenshot. So I propose that the tickets be taken down a bit to bring its duration in line with other larger maps so that it doesn't have such a disproportional representation. I'm sure there are some other maps that could use some adjustments along these lines as well, some maps tend to play to quickly. Jabal al Burj, and Qwai River, both have perfect durations imo.