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gdeangel wrote:
[quote='incandenza"]
5. The idea that mapmakers should have to drag people into their threads to comment is ludicrous. Mapmakers are not allowed to advertise in GD, tho many if not all put an image or link in their sigs. The foundry is open to all.
Pedronicus wrote:I have just returned from the foundry and i left my thoughts.
cairnswk wrote:Pedronicus wrote:I have just returned from the foundry and i left my thoughts.
And i responded
hulmey wrote:cairnswk wrote:Pedronicus wrote:I have just returned from the foundry and i left my thoughts.
And i responded
Ps...Can you please clicky your sig ,as other map makers do ???
cairnswk wrote:hulmey wrote:cairnswk wrote:Pedronicus wrote:I have just returned from the foundry and i left my thoughts.
And i responded
Ps...Can you please clicky your sig ,as other map makers do ???
how this hulmey....finally took all that text VVVV
hulmey wrote:There is a neeed for play testing maps but lackattack doesnt want to do it for some reason
milwood wrote:Note to self... don't ever play a map marked "NEW"...
BaldAdonis wrote:I don't think test games are necessary. If you've played a lot of games you can tell how maps will work out. For example, Sydney has a lot of bonuses with few territories, worth a lot. This makes for a terrible 2 player/team game (the first to play will be a long way ahead, even if they don't drop a bonus) and also makes for ugly escalating games (too many dead ends, low connectivity and again, a lot of bonuses, make eliminations unfeasible), but it would play quite well as a flat rate or no cards game, especially in the fog.
There aren't as many game options as people are claiming. Two player and two team games essentially work the same way, regardless of cards (your gains are their losses; first to play has an advantage). Then multiplayer (and multiteam) games can be divided into flat rate/no cards games (where the primary source of armies is the map) and escalating (where the primary source is cards). Most maps can be accommodated to play well in these three scenarios, and still leave a lot of freedom.
The primary qualities altering gameplay are bonuses, connectivity (the average number of neighbours) and dead ends (territories with only 1 neighbour). Higher connectivity improves escalating and 2 player (or team) games; lower makes a better no cards game. There is a large margin where they both work well (somewhere between 3 and. Very high connectivity (think Waterloo) improves a 2 player game more than an escalating game, because the latter are affected by dead ends. Dead ends slow down escalating games (because they are very simple blocks, and so make eliminations difficult), but improve the no cards game (two territories for the defense cost of one). Again, a large range where both work well (1 for every 15 or more territories). Bonuses can be arranged any way the mapmaker likes, but the values of each will change the games. Any amounts at all are fine for no card games (they'll just result in more fighting for the valuable regions, hence more cost associated with capturing them), and high values don't change escalating games much, except to make them last longer. The bonuses should be structured towards 2 player games, since a player or team who starts with one can make it difficult for their opponents to do anything if it is too high.
Number of territories has less effect then the emphasis on it would imply. It increases the advantage of playing first in 2 player/team games, but has almost no effect on the other two playing styles.
gdeangel wrote:Why the hostility gents?
edbeard wrote:NEW tags is play testing. it's just not official or known to anybody except me. like I've said, just put up a disclaimer about the NEW tagged maps and that's the best way to solve any problems. play at your own risk. it allows us to figure out if the map has bugs or poor gameplay in a real setting.
Thezzaruz wrote:edbeard wrote:NEW tags is play testing. it's just not official or known to anybody except me. like I've said, just put up a disclaimer about the NEW tagged maps and that's the best way to solve any problems. play at your own risk. it allows us to figure out if the map has bugs or poor gameplay in a real setting.
It's kind of a poor mans way to do it but it should work well none the less.
I would add having a set time frame (2 weeks or so) for games to be startable and then have a bit of contemplation about the pros and cons of the map. And if no bugs where found send it up again without the "new" sign and if bugs where found solve and then put it up for play (with a new period of testing if the changes are bigish). Could avoid this "haistily fixing of bugs/updating map that created wierd effects in all ongoing games on that map" malarky of the galapagos map.
yeti_c wrote:gdeangel wrote:Why the hostility gents?
The way I see it is that you're the only person with the hostility in this thread. - You have insulted all of the mapmakers with some fairly stereotypical comments and brash remarks. - Thus attempting to turn what is a decent topic of interest and comment into a "them and us" topic - thus trying to further entrench your mistaken views that the mapmakers dislike "outsiders".
rabbiton wrote:i looked it up from a thread from a while back (one of numerous to bring up the topic) and here was my primitive business analysis of the process:
1. a db flag on each map to indicate status ('test' in this case)
2. simple logic to hold test maps out of live play
2. the special ability for some individuals to set up games on test maps
3. simple logic that stops maps in test status from issuing points, or changing stats
would probably be an afternoon's work, with some fixes in the morning, and some enhancements the following thursday.
gdeangel wrote:Again, why the hostility?
yeti_c wrote:and for "you" to come and tell us we're not doing that is a bit rude n'est pas?
Once again I call upon you to become part of the solution instead of trying to be part of the problem.
C.
gdeangel wrote:yeti_c wrote:and for "you" to come and tell us we're not doing that is a bit rude n'est pas?
There it is again... more of the same: who are you to tell us how we can do a better job / how we're not producing quality product.
Well, I'm your end-user yeti. And I don't think I was particularly rude... just stating my perception of what's out there and asking for thoughts of the general community.Once again I call upon you to become part of the solution instead of trying to be part of the problem.
C.
I took the time to make this thread. I took the time to bother responding to the ideas that have come up, as well as to the attempts to crush the original spirit of this thread, such as sucking it back into the foundry where, and here I'm citing a few other people's thoughts, even mapmakers, above, actually players with insight into strategic gameplay, are in short supply. I don't know what solution you refer to, but my thoughts on the testing, the beta labelling, etc. are above. My thoughts on withholding medals are also an attempt to craft a solution, albeit indirect motivation. The fact that mapmakers can't advertise is not a gating issue to QA because, as said by me and others here, not to criticize by to point out that, with some exceptions, just getting players to intuit on the visual representation of a map is not a way to validate gameplay. It's great for critiquing the visual, but, and as I said above, even if it means printing a map and rolling dice in the living room, after looking at what people have said, I am coming down on the side that the deficiency is lack of a live QA environment for maps.
And as I also said above, the idea of a mirror development environment where site upgrades SHOULD be tested would be the ideal place to implement game testing without compromising the production environment and confusing the rank-and-file player.
And here comes another user to say I'm whining and not helping the site. Let's see, oh, what a surprise... it's another mapmaker. Who is setting up the "us" vs. "them" dynamic here? This is the same kind of crap that goes on in the foundry. Maybe I'm wrong, maybe the issue isn't the process or lack thereof... maybe it's just the fact that we've got a bunch of antisocial miscreants with their heads shoved too far up the Photoshop manual to respect outside criticism who are dominating the foundry.Now that IS an "us" vs "them" statement, and if I'm going to be tarred as making them, at least you aught to know what they look like.
I'm done with this waste of time.
hulmey wrote:Just played the new prison supermax map and the gameplay on it is awful. I played 1 game on it and never ever ever again.
Tactics are drop your armies in the yard and the person with the best dice wins the game. Not only that i started with an 11 bonus and the other player started with friggin 17.
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