thepalgamer
Survivor
- Joined
- May 14, 2012
- Messages
- 119
- Reaction score
- 60
OK, STOP! JUST LISTEN!
Yes, I know that MCSGv2 is coming out, and that it will improve voting, but from what I've seen on how it'll work, I just don't feel that it will have that much of an impact in the long run. Also, I would like to point out first and foremost that my main problem with voting isn't because of maps getting repeated (although I will acknowledge that that is incredibly annoying), but because I feel that voting in general isn't suited for MCSG. I will just be giving you two points, one on each of these issues. And while I know that it is a big argument, if you do comment below, please try not to have MCSGv2 as the basis for your argument. So with that said, lets dive in.
1. MCSGv2 voting: I have seen a glimpse of how the new voting system will work, and I will admit it will help stop repeated maps, but even though I acknowledge it is a fix, It in my opinion will not fix the problem.
Let me break it down. The way it works is if one map has been played, then it enters a two map cooldown period, and I think it is a good idea in theory. But it still won't stop overplayed maps. Take the two most played maps: Survival Games 4 and Breeze Island for example. Should the new voting system be put into place, after playing SG4, it will take a break. Then someone might want to play Breeze island.
After that, the next map is anyone's guess. The problem is that after this game, SG4 will be back in circulation, and it gets picked again. This is my main worry: that although this voting system will fix side-by-side maps, I fear that 33% of maps played will be SG4, 33% will be Breeze, and 33% will be every other map. The only thing I can think of to fix this is to get rid of the /skip command, which would help it being as constant as I am making the worst case scenario to be.
2. The essence of MCSG: I guess that in the end, my main problem with voting is that it ruins the purest essence of MCSG. To everyone reading this, I want you to think back at the first time you saw or played a MCSG map. Remember how you were mesmerised at the environment, caught out by traps, and hiding in fear at another player. The main thing all of this is focused around: you were clueless.
The beauty of MCSG was not PvP or chest routes, it was instinct. You knew there was something in that cave, you knew that you needed to plan out how to take out that guy with the iron chestplate, you even knew what this random partner in your team who you've never met before was thinking the exact same thing as you. This stays true to the Hunger Games spirit, when contestants saw the arena only 60 seconds before they explored it.
So what has this to do with voting? Well, now many people know a lot of maps by heart, and instead of exploring new maps, they just want to stick to their favourite map. This means that they don't play MCSG to explore unfamiliar maps because they only played it twice and say that it "sucks", they play solely for chest routes and PvP. And this means that larger maps have absolutely NO chance to be played as much, because their open-endedness is the opposite of chest routes and PvP.
An example? Overgrown Arena, by far one of the least played maps. Many people hated it because it was too big, had very few 'designated' fighting spots (eg. towers on SG1, ship on Breeze, etc.) and was easy to get lost in. The reason I liked it? It's very big, has very few designated fighting spots, and was easy to get lost in. It was MCSG at its core, and I loved it. Exploration, and little PvP making PvP when it came round that much more exciting. Not to mention finding chests actually seem like you found a chest, rather them memorising its location on a previous play and dashing straight towards it.
Now because of its size and structure, I have only been able to play the map once in the past two months. I actually thought it was out of circulation! If you have maps going in a circle, every map is divided out equally, making Breeze and SG4 as played as Overgrown Arena and Hungry Hills. Taking the freedom of voting gives the true essence of MCSG, Being able to play 'arena maps' like Breeze from time to time while also having 'adventure maps' like Overgrown Arena. It leads to a perfect balance which makes us feel nostalgic while at the same time experienced.
Wow that was a long post. Give your opinion in the comments below, suggest new ideas, spread the word of this post, read my other suggestions, and any support is well received. See you next post!
-thepalgamer
Yes, I know that MCSGv2 is coming out, and that it will improve voting, but from what I've seen on how it'll work, I just don't feel that it will have that much of an impact in the long run. Also, I would like to point out first and foremost that my main problem with voting isn't because of maps getting repeated (although I will acknowledge that that is incredibly annoying), but because I feel that voting in general isn't suited for MCSG. I will just be giving you two points, one on each of these issues. And while I know that it is a big argument, if you do comment below, please try not to have MCSGv2 as the basis for your argument. So with that said, lets dive in.
1. MCSGv2 voting: I have seen a glimpse of how the new voting system will work, and I will admit it will help stop repeated maps, but even though I acknowledge it is a fix, It in my opinion will not fix the problem.
Let me break it down. The way it works is if one map has been played, then it enters a two map cooldown period, and I think it is a good idea in theory. But it still won't stop overplayed maps. Take the two most played maps: Survival Games 4 and Breeze Island for example. Should the new voting system be put into place, after playing SG4, it will take a break. Then someone might want to play Breeze island.
After that, the next map is anyone's guess. The problem is that after this game, SG4 will be back in circulation, and it gets picked again. This is my main worry: that although this voting system will fix side-by-side maps, I fear that 33% of maps played will be SG4, 33% will be Breeze, and 33% will be every other map. The only thing I can think of to fix this is to get rid of the /skip command, which would help it being as constant as I am making the worst case scenario to be.
2. The essence of MCSG: I guess that in the end, my main problem with voting is that it ruins the purest essence of MCSG. To everyone reading this, I want you to think back at the first time you saw or played a MCSG map. Remember how you were mesmerised at the environment, caught out by traps, and hiding in fear at another player. The main thing all of this is focused around: you were clueless.
The beauty of MCSG was not PvP or chest routes, it was instinct. You knew there was something in that cave, you knew that you needed to plan out how to take out that guy with the iron chestplate, you even knew what this random partner in your team who you've never met before was thinking the exact same thing as you. This stays true to the Hunger Games spirit, when contestants saw the arena only 60 seconds before they explored it.
So what has this to do with voting? Well, now many people know a lot of maps by heart, and instead of exploring new maps, they just want to stick to their favourite map. This means that they don't play MCSG to explore unfamiliar maps because they only played it twice and say that it "sucks", they play solely for chest routes and PvP. And this means that larger maps have absolutely NO chance to be played as much, because their open-endedness is the opposite of chest routes and PvP.
An example? Overgrown Arena, by far one of the least played maps. Many people hated it because it was too big, had very few 'designated' fighting spots (eg. towers on SG1, ship on Breeze, etc.) and was easy to get lost in. The reason I liked it? It's very big, has very few designated fighting spots, and was easy to get lost in. It was MCSG at its core, and I loved it. Exploration, and little PvP making PvP when it came round that much more exciting. Not to mention finding chests actually seem like you found a chest, rather them memorising its location on a previous play and dashing straight towards it.
Now because of its size and structure, I have only been able to play the map once in the past two months. I actually thought it was out of circulation! If you have maps going in a circle, every map is divided out equally, making Breeze and SG4 as played as Overgrown Arena and Hungry Hills. Taking the freedom of voting gives the true essence of MCSG, Being able to play 'arena maps' like Breeze from time to time while also having 'adventure maps' like Overgrown Arena. It leads to a perfect balance which makes us feel nostalgic while at the same time experienced.
Wow that was a long post. Give your opinion in the comments below, suggest new ideas, spread the word of this post, read my other suggestions, and any support is well received. See you next post!
-thepalgamer