Re: Map Rotation Opinions
Posted: Thu 26 Dec , 2013 1:44 am
Ah oops, my bad.
Azarael wrote:[*]server picks an option randomly, weighted based on votes for each map.
The free space for seq / play still should be used for the actual filename, at least for the beginning, as people rather remember the maps by that + to see actual versions of the map.Azarael wrote:
- map vote reworked to be closer to instant action map selection layout - seq / play therefore gone, and optimally map name would be read from LevelSummary instead of sending map filename to clients which is extremely 2003
The result here will be completely opposite: a popular map has a greater chance to be voted, so it's more probable that the votes will be accumulated on the popular maps, because the votes for the "not-so-popular" maps will be shattered among the maps + many players will rather vote for something where they have a chance of winning effectively reducing the chance of rare maps to zero.Azarael wrote:
- anonymous voting with server confirmation of your vote only
One bad vote for a shit map may get it voted and in some cases the server to get emptied. This is definitely bad idea, many of you have maps you wish not to play at all.Azarael wrote:
- server picks an option randomly, weighted based on votes for each map.
Impractical - how do you want to check TS? How do you want to check trolls, that would have a shit map voted, because other players didn't see that map has high votes and had their votes shattered?Azarael wrote:
- influencing the votes of other players becomes an offense (in ALL forms - whether by calling out what you voted, drawing attention to a map just coming back up into the list, complaining that <mapname> hasn't been played in a while, anything like this) to stop bitching about the occasions when a majority vote is not selected through implication - chatbox could be removed from voting menu and chat blocked entirely during voting if necessary
This is false because that assumes every gametype has the same popularity. Same effect as with the maps and also makes the chances even worse because two players may vote for a single map and different gametype and they would be counted separately.Azarael wrote:
- no tactical voting, stops "<gametype> votes unite" because the chance for a particular gametype to win is exactly the same regardless of how the votes are spread across its maps
Correct, although affilated because you may think that map xxx has no chance to win and the vote to be wasted.Azarael wrote:
- vote for what you want without persecution or having to vote a particular way to stop a hated map
Correct.Azarael wrote:
- no sheep effect - you actually have to think about what you want to vote
Also correct.Azarael wrote:
- no playcount effect - judge for yourself the quality of a map
As Bono pointed out, we can use similar system we have on AS / Race on popular maps.Azarael wrote:
- far more fair and representative than pure majority voting is, especially in the case of 55-45 splits - works to prevent server domination by a majority which forces the minority to quit because they have no chance in the voting at all
Possibly.Azarael wrote:
- means that VIP voting boosts are ALWAYS effective, instead of being useless in the face of a majority voting a hated map (a complaint which I've received) thus increasing incentive to donate
Actually this is a pretty good idea.Azarael wrote:
- offers the opportunity to rework the voting to be more convenient to players by storing the recommended player count as LDG defines it as part of the map vote history entry and using this on the client's side to group maps into separate subsections of the main voting list. High playercount, medium playercount, low playercount, very low playercount, 1on1 would be my examples - this also prevents players from feeling overwhelmed by the massive list of maps