Non-DSD Host
Moderator: Moderators
Non-DSD Host
There once was a host specifically dedicated to any other map than DeltaSiege Dry. I am just baffled by how people come to host to ask for DSD when there has ALWAYS been plenty of DSD games available. It would be nice to have a host for people who play more different maps than mods again.
Re: Non-DSD Host
because they only want to play 1 thing over and over and over. It requires less imagination, adaptation and most importantly critical thought. By playing the same map and mod every day, they hope to become skillful at that setup, they know the map, they know what units work where. It happens in all games that a few specific maps get play constantly because players want to try and eliminate all variables that could cost them the win.
Re: Non-DSD Host
No need to be too critical of these players. Keep in mind that if you play only one map/mod you can improve your strategy/micro to really high levels that you normally wouldn't be able for a random map. A random mod would really focus on general RTS knowledge and rely more on intelligence than knowledge.smoth wrote:because they only want to play 1 thing over and over and over. It requires less imagination, adaptation and most importantly critical thought. By playing the same map and mod every day, they hope to become skillful at that setup, they know the map, they know what units work where. It happens in all games that a few specific maps get play constantly because players want to try and eliminate all variables that could cost them the win.
Re: Non-DSD Host
The only "real" flaw with the single map stuff is that people will get bored of it and instead of playing on a different map just leave the game entirely... if we had maybe 10 solid maps that people played on regularly it would be much harder to get bored... it might be cool to see one of the Games implement a ranking system that required ranked games to be played on maps randomly selected from an approved "pool".
Re: Non-DSD Host
Because people are TOO SENSITIVE(take that how you want)
This means they want to TRAIN, TRAINING eliminates thought and reduces a response to a specific set of thoughtless and natural behaviors. Producing in an individual a sort of condition where by they no longer have to think, they "KNOW" what they need to do without thought.smoth wrote:because they only want to play 1 thing over and over and over. It requires less imagination, adaptation and most importantly critical thought.
Through repetition they develop these responses both in muscle memory and in behavior. However, when they are unfamiliar with a different map, their prior training may fail them. Maybe this map has low wind? So they should build solars.. too bad, already built wind gens out of habit! Or wait, there are no hills, suddenly an indirect fire unit is less valuable... that indirect fire unit has a different cost, there is no 1:1 direct fire/indirect fire unit they can build!smoth wrote:By playing the same map and mod every day, they hope to become skillful at that setup, they know the map, they know what units work where.
Because many people in the community want to feel like big fish in this very small pond!smoth wrote:It happens in all games that a few specific maps get play constantly because players want to try and eliminate all variables that could cost them the win.
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Non-DSD Host
For what it's worth, I think its partly social too - people enjoy an element of working in a team and that's helped by start positions having 'predefined' roles.It happens in all games that a few specific maps get play constantly because...
Re: Non-DSD Host
Part of the problem is that many spring/*A maps make behavior non-obvious. I mean, there's all those questions when you start - what's the wind level? What units can navigate which paths? How much metal is in the individual metal patches? Are there any hidden speed boosts/nerfs in the typemap? Can my nanolathe reach the mexes above/below a cliff?
Etc. etc. etc. All of these conspire to make playing a new map a frustrating experience. And it doesn't stop with the first game - each game you find more and more subtle details that other players already know how to exploit. And this kind of learning isn't *fun*. It's not an exciting process of discovery. It's "oh crap, something that I had the perfectly reasonable expectation that it would work suddenly isn't an option!" and you fail because you failed Trivial Pursuit: Spring.
Players want *consistency*, however if they have to choose between monotony and inconsistency? They'll take monotony.
Etc. etc. etc. All of these conspire to make playing a new map a frustrating experience. And it doesn't stop with the first game - each game you find more and more subtle details that other players already know how to exploit. And this kind of learning isn't *fun*. It's not an exciting process of discovery. It's "oh crap, something that I had the perfectly reasonable expectation that it would work suddenly isn't an option!" and you fail because you failed Trivial Pursuit: Spring.
Players want *consistency*, however if they have to choose between monotony and inconsistency? They'll take monotony.