Typical troll mentality.
So I spent most of my Sunday into Monday morning (6:30 am local time) just to troll your monkey butt? You really believe that? Talk about narcissism.
The issue with the original state is that nobody knew what the heck to do with the plant, and that it tended to lead to snowbally games as people with talent tier advantages would keep getting to 100
Yep thats the basic strategy, but the real issue was the inconsistent behavior of the 2 level maps and the extra QA cycles this map caused when adding a new hero to make sure interactions work across transitions from top to bottom . Also any changes to existing heroes needed to be constantly checked to make sure something didnât break. When you have reduced development cycles you canât afford to have tasks of diminishing return like testing a map nobody really likes CONSTANTLY. Not only bad design but a burden on the dev team so its probably gone forever. Let it go.
So while Iâm trying to argue with people who make zero effort in a constructive thread or the subject matter is simply over their heads a moderator has decided to remove a highly important post altogether rather than edit out whatever is deemed offensive, as if the most offensive aspect of this thread isnât thoughtless responses.
Now it is. The original battleground failed. Accordingly, I would have been a complete fool to retain everything. [snip]
The original battleground had a total of 180 dispersed seeds, 90 on each side. I would imagine the intention was to incline teams to go for the extra 10 they needed for the Terror, leading to engagements. However, pro teams were apparently collecting 90 seeds, avoiding fights, then simultaneously getting Terrors during the next cycle. Thatâs the premise, if someone thinks itâs incorrect correct it.
So a way needs to be figured out to induce fights out of very passive players. That doesnât happen by increasing the number of seeds and it doesnât happen by allowing seeds to carry over (technically it could; it is some food for thought that at the moment I donât find compelling, entails heavy distribution imbalances [that or you change the nature of the map from dispersal to centralization, and avoiding this is the whole damn point] and could be a bigger competitive mess, I think itâs silly). Given that the maximum number of seeds should be capped at below 200 itâs always possible that both teams collect < 100 seeds. The trick is to get one to collect 100 seeds with the involvement of the other through conflict. That happens by making even the most passive bozos aggressive in denying their ability to split the battleground, forcing them to fight. Unlike with seeds carrying over and relying on heavy spatial imbalances in seed distribution to induce fights, which leads to randomness having a big competitive effect (or without randomness is just centralization of the objective, the thing to avoid), the randomness in distribution only serves to force decisive conflicts rather than really tip the scales.
Iâm guessing my response to this quote was potentially inappropriate? Why not lay off the moderation and just let me handle these people?
Donât bother.
Contend with this:
Proceeds to note exceptional conditions, without explaining, that make âwinner take allâ battlegrounds work.
Thatâs dependent on the power level of the objective, which is battleground specific. Infernal Shrines Punishers are a counter-example, but in your unparalleled genius you decided to make this exception:
Why, I donât have the faintest idea. Here are some other maps where winner takes all:
- Volskaya Foundry
- Dragon Shire
This is the battleground that bears a close comparison. Your âfixed capture pointsâ exception makes no sense - itâs a semantic difference. Players are induced to break splits or win individual or smaller engagements to attain a winner-takes-all objective that spans a huge portion of a battleground. Thatâs why you donât have seeds carry over - you remove the incentive for passivity. If that may not be enough touches of imbalance get the job done.
- Hanamura Temple
The different conditions you try to claim are significant are arbitrary - youâre just looking for a reason to disagree rather than understanding why youâre disagreeing. The only thing that matters is that players are induced to engage one another in a winner-takes-all objective. The differences in distributions of that objective (centralized, decentralized, dispersed or diffused) amount to greater gameplay variety, something to value most of all.
Same poster:
Because developers canât exclusively balance or judge battleground designs relative to players like you. Pro players generally figure out best ways to play a game and if the game plays poorly at their level thatâs a problem.
This is another place where I may have offended someone.
I watched the video on the introduction of the rework, same key complaint noted in the comments. Pushing during the objective. If anything one change I should have mentioned was redistributing skulls from the Undead Army to the Grave Golem.
And here.
And here. If Iâm not allowed to deal with these people theyâre never going to learn, and just deleting constructive posts indicates a terrible priority. Why not get a community manager or a developer to respond so I donât have to discuss things with these people or does literally no one care about substantive matters? Not like thereâs a lot to do in a bustling game! Years of this ensured things would slow down.
LoL. If you wonât do it, how else will anyone recognize your âbrilliantâ ideas?
I prefer the old version of GoT. It was perhaps more complicated, but it was different and made the map dynamic and often split up teams to different points on the map (The way Shapeshifter describes does not at all describe my experience with the map). Was always fun trying to see how greedy I could get to sneak in the minor seeds. Make the choice between bursting down your own boss or ganking their attempt. And as silly as it was, chasing down terrors actually had urgency to it.
Blizzardâs âreworkâ just made the map pool less interesting, and I disagree with people like Sami who said the map âneededâ to be changed, but your modifications are unnecessary.
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Gathering supplemental seeds means thereâs always some value in getting them. Thatâs one of the problems with Haunted Mines.
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Making the shambler placements random is unnecessary because the map was already quite complex and the variations in which people approach seed gathering is part of that fun.
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Your last change makes no sense ever since they changed pots requiring you to stay and hit buildings to do extra damage.
problem is pros avoided being greedy like the plague since money was on the line
they take their own small seed camps, boss seeds, then stop
same thing with the haunted mines: they donât go in the mine shaft but push a lane because itâs so much safer
think about it, if your win or loss means winning or losing tens of thousands of dollars, are you going to make the risky play or the optimal play?
same thing when i look at old blackhearts bay games on youtube: they only take camps and avoid risks, thatâs boring as hell to watch
everyone instant locks camp takers first
Maybe thatâs where the disconnect might be. But even playing at masters in HL, that was not at all how the map was consistently played. If anyone knows of any old pro games on that map, Iâd be curious to see. Right now, the map plays more boring especially when we already have maps like Cursed and Alterac Valley.
Exactly, more or less. But you canât blame Blizzard for initiating its removal. It was the pro players who not only made it simple but very boring and passive. What Iâm trying to do is reintroduce its old essence by tweaking it enough to ensure it wonât be played in a boring and passive manner.
The way the map was ultimately played was anything but complex and varied, and it never ceases to amuse me that any change not totally straightforward immediately terrifies people from a complexity standpoint. The effect is relatively simple. Players react dynamically, seeing opportunities. This is exactly what you want. If there is no resolution, teams group, and due to the time it takes to collect enough seeds to win the objective along with the display information one team has enough time to realize that it needs to make a move as trying to split the battleground would lead to it losing the objective. A fight ensues.
There are three levels of inducing conflict.
- Seeds donât carry over. If you want the objective you have to take a risk or look for an opportunity. This alone could solve the mapâs key problem. But perhaps it is not enough.
- Shambler camp sizes vary, 20-40 seeds at least. This could be done with or without ensuring the halves are imbalanced, I presume top and bottom is how the map was played. The point is to dangle a carrot in front of players, and if they arenât hungry to threaten them with the stick of losing the objective.
- The number of possible shambler camp spawn locations is made greater than the number of camps spawning, enlarging the size of the carrot and the stick. If further variance is introduced to the shambler camp sizes then the number of locations itself can vary.
Another thing has also crossed my mind, not making it known to players when the objective will spawn so that players would be more spread out rather than grouped in preparation. This may be how pro teams were able to split the map in a top and bottom when lanes are symmetrical left and right. They grouped ahead of time.
One thing is certain, this map is solvable.
This poster generally gets it.
Right there in the first paragraph of the opening post. I donât know why people seem to think I write for the mere fun of it.
It was though lol and ultimately one of the reasons why they simplified the map. I played TOOOONs of QM and Masters HL. GoT was always the map where weird stuff always happened. Aside from the map playing a little longer, objective phases often played out in so many different ways. You can argue pros played it differently, but considering where HOTS is at the moment, is that a view that needs to be indulged? And did listening to them the first time really make the map better? Not in my opinion.
To clarify, I do not like the rework either but even prior of it there were issues that were tried being addressed, maybe it differs from experience between others, but from what Iâve read:
- Games took too long.
- Games were snowbally from multiple situations, including not to least gangs and macro pressure. (which honestly macro is was ok but I can clearly see how it will struggle if a level tier down team tries to push for seeds).
- Garden of Terror became weak as level passes on, that sometimes its usefulness is very timed as it tries to cross the map.
Those were the most ranting points I recall before the rework.
The map needed a change, not this way though.
Now thatâs funny.
Aside from the map playing a little longer, objective phases often played out in so many different ways.
And thatâs what I want to make robust.
And did listening to them the first time really make the map better? Not in my opinion.
It certainly got the map changed.
Which critters?
I would give the GoT the ability to polymorph back.
Also, did you play the map? Capturing siege giants after golems summoned to aid defense was a part of knowing timings on the map for defending golems.
Yep. And I always hated when my team mates ignored it.
The night phase ends without either team having a Garden Terror or progress toward one.
Ok that is a bad idea. You could go on for a LONG time with no one ever getting an objective Potentially the entire game). The objective has to mean something. If the chance of getting nothing is too high, it will just get ignored. The best thing to do if youâre losing in that scenario ,would be to avoid the enemy team, and pick up seeds wherever theyâre not. You donât have tp challenge them, and they still canât win the objective.
Based on a detailed response of another poster matching my pro play recollection the largest issue is camp clearing and the avoidance of fighting.
Yes, but the reason teams do that is precisely because the objective is so strong, and you donât need to fight to win it. You clear camps purely because they give coins for the obj. The camps themselves have little value since you donât need to push that map.
The issue with the map is that pushing is too effective to the point of superseding the objective.
Um ,Thatâs incorrect. The objective burns structures so fast that you donât need to prioritize pushing lanes. Planar was correct. BhB has the strongest objective in the game.
Your first two points are kind of at odds with each other, so I donât agree with the second. The third is definitely true, and I think a more targeted fix would have dealt with the first issue. Why that suddenly means we needed to make another Alterac Pass, I donât know.
These are the kind of âreworksâ that I detest from Blizzard. Theyâre limiting their imagination and pass off things already in the game, homogenizing them and passing it off as something ânewâ when it actually takes away its uniqueness. And that rework actually took a lot of work Iâm sure which makes it all the more tragic.
To clarify, I do not like the rework either but even prior of it there were issues that were tried being addressed, maybe it differs from experience between others, but from what Iâve read:
They did attempt an mini rework of GOT where they changed how the Terror vehicle and associated siege mechanic functioned. The changes didnât work and I believe they did a few mini updates in an attempt to improve the changes. It didnât fix any of the core problems that you listed in your post.
So itâs not like they didnât try to preserve the original GOT. At this point itâs doubtful they could just revert it and then rework the map, people are expecting too much from a game in maintenance mode.
Itâs like having a discussion with a brick wall. What a waste of potential and latent opportunity this game is. You just have to run everyone left over.
Your counter argument sir?