Non-DSD Host

Non-DSD Host

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Renofox
Posts: 25
Joined: 04 Jan 2007, 20:45

Non-DSD Host

Post by Renofox »

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.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Non-DSD Host

Post by smoth »

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.
gajop
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Joined: 05 Aug 2009, 20:42

Re: Non-DSD Host

Post by gajop »

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.
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.
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smoth
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Re: Non-DSD Host

Post by smoth »

Any negativity is in your head
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Non-DSD Host

Post by SinbadEV »

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".
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Non-DSD Host

Post by smoth »

Because people are TOO SENSITIVE(take that how you want)
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.
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: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.
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: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.
Because many people in the community want to feel like big fish in this very small pond!
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Non-DSD Host

Post by Silentwings »

It happens in all games that a few specific maps get play constantly because...
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.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Non-DSD Host

Post by Pxtl »

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.
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