Author Topic: Mindenao too small, too crowded now, seen too much I hear and definatly too much lag!  (Read 207 times)

Offline GRUNHERZ

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HTC please fix.

Offline Nomde

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Frenchy using Nomde's account :

For the xxxxx time, yes. It's a gangbang map, most like it, I'm just not one of them.

Nomde
56th Fighter Group "Zemke's Wolfpack"
nomde@56fg.net

Offline -ammo-

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As much as I like this terrain, tonite was just one huge gangbang. Those knights that managed to survive in that maess tonite, One big <S>. It was too much for me.
Commanding Officer, 56 Fighter Group
Retired USAF - 1988 - 2011

Offline Raubvogel

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I logged in, took one look, and logged out. I hope that thing resets soon.

Offline aknimitz

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The problem as it exists now is the sheer numbers we have in the MA.  Typically there are 100 ppl on each side.  Mindanoa is just too small/compact to support this many ppl.

Nim

Offline Soviet

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plus it's way over played, it's been mindano mania since a month before 1.08.  1.08 came out, mindano for a whole tour, some new maps come out they get used 1 month all combined now it's mindano again forever it seems like.  I just want this damn map taken off the rotation and blown away with a shotgun  :D

Offline gatt

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I'm very happy for the huge number of new players but these maps are simply not enough for 3 hundred players. Mindanao, for example, doesnt allow GV players to have fun and above all on every front there is a big furball-gangbang. It is very difficult to pick a 1vs1 fight, even a 2vs1. And lets talk about warps  :(
"And one of the finest aircraft I ever flew was the Macchi C.205. Oh, beautiful. And here you had the perfect combination of italian styling and german engineering .... it really was a delight to fly ... and we did tests on it and were most impressed." - Captain Eric Brown

Offline J_A_B

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No map is truly "big" enough for 300+ players.

We had this same problem in AW.  The map is technically "big" enough, but the gameplay still has problems.

The root of the problem is the sheer number of people in the arena, and the fact that people naturally go to where the action is.  With 300+ people in one arena, you are going to have these massive ganging furballs regardless of how large the map actually is.  As the map gets bigger and bigger, you just end up having a mostly empty map with most the people in a few massive furballs localized over just a few bases.

This has all been done before, with the same results.

AW's map designers went so far in one map as to put a massive frame-rate killing mountain range in the middle of a map, to try to spread out the fights--even this drastic step failed.  In fact this made the country-ganging even worse.  They also tried reducing airfield ZONE limits--this too failed (people just took off from the next base over).

The best solution to these massive 40-50 plane rampant ganging furballs isn't a bigger map, but smaller maps in alternate arenas.  Dividing the player base, while not really desirable, is something that will have to happen eventually.

AW found numbers greater than about 250 in one good-sized arena to be undesirable.  AH seems about the same; with the normal AH map size I find the best fights when the arena has about 200-250 people.  Over 250 or so and it starts to turn into a gangfest.

AW also used small (about 128 x 128 mile), 150-player limit maps for a long time.  While this further divided the player base, it also kept the furballs fairly small and tended to balance out the country gangbanging somewhat.  IMO these were the most "balanced" maps.

I think AH should limit the MA to no more than 250 people, and add "MA 2" to hold the overflow (basically they already have this except the name and numerical limits are different, and scoring doesn't seem to work right in the alternate MA).  A good idea would be to make sure that different maps are always in rotation in these arenas.   AW went so far as to have completely different plane sets in their various arena (with "europe", "pacific", and "mixed" arenas), but I don't feel such a drastic step is necessary in AH.

Just providing all the info I can.  Make what you will out of it.

J_A_B

Offline Voss

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I love it!  :D Tons of cons, no where to hide, and plenty of fields to fly from! What more could you ask?

Well, actually, the Bishops are in the NW corner this rotation and that makes things a lot easier it seems.

What was it you all said when Bishops complained about this setup? Ah, I remember! "Suffer bischets" was the phrase (or something similarly mispelled).

Offline BlauK

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Those 20-30 Bish Tiffie raids were very well executed last night. When such gang hits a base and blows ground targets the lag makes it simply impossible to hit anything air-to-air. Every time I pull the trigger the tiffie in my sights warped away. Tiffies had it much easier since them ground targets dont warp away  ;)

It looks like when there are 300 player online such raids are unstoppable  :( Kinda reminds me of those Knit 30+ goon flights... several complaints about lag after that night.

I really wish you had continued your push all the way to reset though. Mindanao has been there FAR too long now.

Maybe there should be some other additional way to reset the map... reset could occur if one country has all of its strat targets destroyed?? That would give new motivation to buffers. Resupply should be made a bit harder though... maybe 1/3 resupply per plane only.


  BlauKreuz - Lentolaivue 34      


Offline gatt

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Quote
Originally posted by BlauK:
Tiffies had it much easier since them ground targets dont warp away   ;)

LOL  :D
"And one of the finest aircraft I ever flew was the Macchi C.205. Oh, beautiful. And here you had the perfect combination of italian styling and german engineering .... it really was a delight to fly ... and we did tests on it and were most impressed." - Captain Eric Brown

Offline SKurj

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LARGER MAPS

Offline SirLoin

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I agree with Grun.
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