CELESTA AUNGM
Kang Lo Directorate Gallente Federation
538
|
Posted - 2015.04.23 16:00:00 -
[1] - Quote
HmmmGǪ.
I'm siding with those who believe the "Trainyard" map is a good, righteous map---both in Domination and in Skirmish mode.
The fact that the map is active too frequently compared with other maps is obviously due to whatever internal processes CCP is going through in their Igor-Laboratory, so there's little sense in criticizing them too much for it----they will adjust it as soon as they've finished what necessitated the "deployment lockdown" in the first place. All is good.
But I think boredom or sense of futility in players only comes from inability (or flat refusal) to change our corny methods of competing for the map objectives. Even though I may carry the same sort of gear/deployables into the trainyard map, I WON'T rigidly use the same darn assault/defend methods in every session.
If the reds charged straight for the Objective this time, and I see no one running with me to snatch the Objective before them, I may deploy equipment near the Objective to "encourage" reinforcement.
If the reds came with Forge Guns, or HMGs, Mass Drivers, etc, I can't really think of myself as a 'skilled' player if I am not interested in trying new experiments to counter this surprise weapon the enemy brought with him this time. Good players TRY to change-up their methods and adapt.
If my fellow blues claim the Objective before I even join them, I may not put equipment down at all---especially if I see they seem to have the same deployables already set up---COOL. I'll stick with you guys and defend. Or I'll fall back and support you with the Installations, to stall the red vehicle assault I see massing at the top of the map.
Or I'll circle around and try to shut down all red CRUs I can reach.
Or I'll use uplinks to try to get behind the reds in their own staging area---and invite a Redline.
So, how boring, or not worth fighting, the trainyard map becomes is really determined by us, not by the map, (not even by the red team, as much as we may often assume).
And I'd hate to see a penalty for players needing to (or punking out and choosing to) leave the match. Maybe a "lock" that prevents you from voluntarily leaving after the first 120 seconds or soGǪ so the only way you can leave is to log out of the game entirely. But no penalty-punishment. They have the right to choose leaving, even if I may not always want them to.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
|