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Berlin Map Development: Go Behind the Scenes

Дата: 22.06.2020 13:33:00
View PostBuoze, on 21 June 2020 - 07:01 AM, said: I know how it is hard to produce something that satisfies people. And this post shows how much work and effort was put into this map. It is a beauty! Thank you WarGaming. Still am not sure if it is balanced properly, played mostly with heavys on it. Medium and TD side looks like very sneaky/campy. No idea if LTs have a play on it. Just hope that "wheelchairs" will crash on everthing there. Let them burn! :)

Dwigt: Thank you! I think the article shows how long it takes to create maps. LT have a nice vast playground next to the bunker to play in and flank the enemy team.   

View Post_Old_Spice_, on 21 June 2020 - 08:10 AM, said: In my opinion, it’s always good to have new map:)
There are a lot of complains cuz people didn’t learn it well yet (and some of them banned it and will never do so(learn)).
Anyway, my first impression told me that respawn should have been moved a little to the center, due to impossibility to get to the flank fast with some averaged-speed tanks, as a result - most of them going to small city, push each other, block each other and die fast in that hell of Berlin city:)
For sure after that 2 min battle ( with one Grille and Strv left on other side):) they will ban it:(08:16 Added after 5 minute And yes, WG, it’s time for Trade-in... come on Gents, it’s been a while since last one...gonna trade M4mle49 for HWK30;)

Dwigt: And yes, WG, it’s time for Trade-in... come on Gents, it’s been a while since last one...gonna trade M4mle49 for HWK30;) Hey Old Spice, thank you for your feedback and I agree that players should give this new map a chance to try it with different tanks and playstyles. I understand that you can get frustrated if you get eliminated in the first minutes of the battle but that can happen on every other map.
No news on the Trade-in sorry :hiding: 

View PostRock_n_Rollie, on 22 June 2020 - 09:36 AM, said: While i appreciate all the work that goes into the beatiful and detailed maps..., it also illustrates what is wrong... it is the tendency to:  * ''superbalance'' maps * create corridor maps * define spots where each class should go   Maybe the (Russian) majority of the playerbase they listen to is somewhat autistic and wouldn't want it any other way. Because if all maps are just copy paste, then you dont have to change your ''tactics'' and thus the maps just become eyecandy.  The corridors all seems to be build up around ''this is where russki HTs with their autobounce armor should go and slug it out and press the skill key. What shall we do for the other classes to go and use their skill key Yuri? '' Maybe design is based on how the designers would like to play the games and thus ram it down our throats. Because they know better and we are just cows that need to be milked? Add to that the publishing of the pre-defined places/spots for the classes to go, which leads to lotsa players thinking this is how it must be played. Which leads to ''i am a TD with 0,54 accuracy, i sit here, you with your German accurate glass cannon should go brawl in the city with the other heavies'' - ping-ping-ping....   I pose that maps do not need to be superbalanced. One side has an advantage? So be it, adapt & overcome. Besides you'll spawn on the good/bad side 50% of the time anyways (in theory) Also, no need to publish the pre-determined spots/paths/corridors for each class, we'll find out (eventually) and the resulting meta might not be the controlled meta the designers had in mind.   And btw, all the corridors/spots/paths meta went out of the window with the introduction of the EBRs... as they can fly by almost anywhere without being stopped.   Again the maps are beautifull, detailed, lotsa work went into them. I appreciate that.  But it seems that most creativity went into integrating the ''spend credits, spend gold, spend more, spend it faster'' model without making it too obvious. And this is where they fail, because we've noticed that the design is blatantly centered around the spending model.   i accept the business model needs a steady income, but why does it have to leave a ''you've been milked - hard'' aftertaste?  

Dwigt: I appreciate your feedback but I must also say that this article show how we design maps and why it take so long to release new ones and not only because of the details and visual elements.
The maps need to be balanced to give both teams an equal chance. And you can see that there are different opinions when it comes to balancing maps.It's not a corridor map per say, if you look at the 2D shots of the heatmaps.
I also don't see how this will affect the spending model if we introduce a new map that is "superbalanced".
What maps do you prefer now and would like to see more of them in the game?
Let's give this new map a chance :)   

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