25-04-2012, 06:26 AM
+1 to Zeanomourph's comment. This is how I personally feel. Too many people don't even seem to look at the map when they start playing it, so of course they wouldn't find good strategic locations. This was the exact same thing that happened pre-Great Hall and pre-cavalry removal. Players just rush in regardless of what map they are playing until somebody "discovers" good locations to fight (and even then it's a problem of getting people to work together and actually shield and properly get into a role/not block overhead swingers).
This happened when there was the Jeldan Citadel room. A few people would have to log on and try to influence the rest of the players on the server to stay in the room after wave 6 and it was managed by example showing how effective it was. But nobody ever wanted to shield, and nobody ever wanted to not be the one attacking and getting the kills even if they were T1 or 2 while there were T3s who could do the job properly, and so often got in the way. There was the Lake Town spot discovered by Sphinx which required only two shielders, and when that got removed people immediately started whining without considering new locations. This happened back in town as well. And then when town got "nerfed" people complained, but there were some immediately obvious spots to camp that came into use after the so-called nerf that were technically much better. After Town became a smoldering pile of rubble, people once again complained, and then City became the spot of choice. After a while city was also changed (not without massive moaning on the forums), but I believe at that time new maps were implemented and old maps were edited to all have narrow choke points. The problem was that everybody was too fixated on the map rather than the strategy, which was pretty obvious. As it is now, every map in rotation has at least one easily defensible spot (if I recall correctly), the real issue is getting people to use those spots instead of blindly choosing the same map over and over again.
Even at T2, with coordination players would at the very least be able to reach wave 12 with high survival rates if they defended properly with a shield line. At the very least they wouldn't all wipe on berserkers/skirmishers/zweihanders. As a firm advocate of pragmatism, it is difficult for me to grasp the reasons for this behavior. Defending together in one spot is so much easier and beneficial than charging head-on into the enemy spawn. Time spent dead is time spent not earning assist experience, which is particularly important for lower level players.
This happened when there was the Jeldan Citadel room. A few people would have to log on and try to influence the rest of the players on the server to stay in the room after wave 6 and it was managed by example showing how effective it was. But nobody ever wanted to shield, and nobody ever wanted to not be the one attacking and getting the kills even if they were T1 or 2 while there were T3s who could do the job properly, and so often got in the way. There was the Lake Town spot discovered by Sphinx which required only two shielders, and when that got removed people immediately started whining without considering new locations. This happened back in town as well. And then when town got "nerfed" people complained, but there were some immediately obvious spots to camp that came into use after the so-called nerf that were technically much better. After Town became a smoldering pile of rubble, people once again complained, and then City became the spot of choice. After a while city was also changed (not without massive moaning on the forums), but I believe at that time new maps were implemented and old maps were edited to all have narrow choke points. The problem was that everybody was too fixated on the map rather than the strategy, which was pretty obvious. As it is now, every map in rotation has at least one easily defensible spot (if I recall correctly), the real issue is getting people to use those spots instead of blindly choosing the same map over and over again.
Even at T2, with coordination players would at the very least be able to reach wave 12 with high survival rates if they defended properly with a shield line. At the very least they wouldn't all wipe on berserkers/skirmishers/zweihanders. As a firm advocate of pragmatism, it is difficult for me to grasp the reasons for this behavior. Defending together in one spot is so much easier and beneficial than charging head-on into the enemy spawn. Time spent dead is time spent not earning assist experience, which is particularly important for lower level players.
ba da bing ba da BAN! -Hypernoma