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Big maps need to be smaller or have more players (Destiny)

by Grizzlei ⌂ @, Pacific Cloud Zone, Earth, Monday, July 28, 2014, 20:36 (3771 days ago)

Teams of six on Crucible are more than fine for small and medium sized maps, but on a large map like First Light on the Moon, I found it to be a pretty desolate environment without the constant presence of other players on screen. At any one time, it seems like everyone was inside a building holding a control point or camping trying to find that one key vantage point to snipe or ambush from.

Perhaps this is just because we were playing an objective game like Control, but I'm kinda worried that this is going to remain much the same for Destiny's other gametypes come September. On the other hand, maybe it's just the maps themselves that are too big. For Control on First Light, and other gametypes too, I'd imagine, there are many empty spaces that I know were never used to fight in or even walk through. That includes not only the tunnels and wide open spaces on the side, but many of the inner, built-up structures like the dome.

The mobility provided by each person possessing a Sparrow and having access to Interceptors and Pikes allows for the map to make you feel less isolated, yeah, but I don't think you should have to rely on that to substantiate the large space.

I think two or three more players per team would be a wonderful addition to these large maps. When you could potentially have two players using and chilling on Interceptors and/or Pikes, that leaves only a small handful of Guardians to be on foot in the thick of it and typically in the exact same place to maximize the team's effectiveness. Maybe a few more players could open up some previously unutilized spaces and shift the balance of combat around the map more often than not.

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Big maps need to be smaller or have more players

by Ragashingo ⌂, Official DBO Cryptarch, Monday, July 28, 2014, 20:46 (3771 days ago) @ Grizzlei

Teams of six on Crucible are more than fine for small and medium sized maps, but on a large map like First Light on the Moon, I found it to be a pretty desolate environment without the constant presence of other players on screen. At any one time, it seems like everyone was inside a building holding a control point or camping trying to find that one key vantage point to snipe or ambush from.

Perhaps this is just because we were playing an objective game like Control, but I'm kinda worried that this is going to remain much the same for Destiny's other gametypes come September. On the other hand, maybe it's just the maps themselves that are too big. For Control on First Light, and other gametypes too, I'd imagine, there are many empty spaces that I know were never used to fight in or even walk through. That includes not only the tunnels and wide open spaces on the side, but many of the inner, built-up structures like the dome.

The mobility provided by each person possessing a Sparrow and having access to Interceptors and Pikes allows for the map to make you feel less isolated, yeah, but I don't think you should have to rely on that to substantiate the large space.

I think two or three more players per team would be a wonderful addition to these large maps. When you could potentially have two players using and chilling on Interceptors and/or Pikes, that leaves only a small handful of Guardians to be on foot in the thick of it and typically in the exact same place to maximize the team's effectiveness. Maybe a few more players could open up some previously unutilized spaces and shift the balance of combat around the map more often than not.

I disagree. It wasn't thirty seconds at any control point that I'd have to face down an enemy. Usually it was even less than that. Were there moments that someone wasn't shooting at me? Sure. But given how lethal everyone is in Destiny that's a very good thing. The more people you add the great chance you have of just getting pinned down and killed over and over. A little moment of space here and there is good as it allows you to mount an attack or set up a defense without dying every few seconds. Given that everybody can potentially have a sniper rifle I think it's a very very good thing that I'm not constantly staring down the barrel of a gun.

I think the smaller maps, especially something like the Twilight Gap, will pretty easily fulfill that wish to be constantly engaged, but I was quite happy with the pace of enemy contact with the four we got to play.

Agreed

by Velociraptor112, Places., Monday, July 28, 2014, 21:24 (3771 days ago) @ Grizzlei

The player count doesn't need to be crazy big, like Battlefield, but 8v8 would be nice. More going on. Not that it's bad how it is, but it could be a bit busier.

Big maps need to be smaller or have more players

by Blue_Blazer_NZ, Wellington, New Zealand, Monday, July 28, 2014, 21:31 (3771 days ago) @ Ragashingo

I think the smaller maps, especially something like the Twilight Gap, will pretty easily fulfill that wish to be constantly engaged, but I was quite happy with the pace of enemy contact with the four we got to play.

I agree, the change of pace that First Light offered was great - it stops all the maps playing to similarly.
Also, that map actually provides people with a large range of options; people could range out looking for sweet sniping spots or they could flick between interior spaces for the CQC or they could hit up the vehicles if they wished. I'll also point out that you were always able to simply pull out your sparrow if you were stuck out in a quiet spot on that map.

On a side note, Bungie have already said they are adjusting the Interceptors on that map and are actually removing them from base spawns and only having one on a delayed spawn in neutral territory. I think the map often gets knocked a bit for being vehicle heavy and that the interceptors basically decide the match - hopefully these changes will address that.

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Big maps need to be smaller or have more players

by Ragashingo ⌂, Official DBO Cryptarch, Monday, July 28, 2014, 21:39 (3771 days ago) @ Blue_Blazer_NZ

I was thinking the other day what the map really needed were Snowbound style shield doors. The Intercepters and Pikes didn't really bother me that much unless they drove up into C and blew me away with no options to evade them... Keep all that firepower outside and it might be an even more interesting map...

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Big maps need to be smaller or have more players

by Grizzlei ⌂ @, Pacific Cloud Zone, Earth, Tuesday, July 29, 2014, 00:12 (3771 days ago) @ Ragashingo
edited by Grizzlei, Tuesday, July 29, 2014, 00:17

I disagree. It wasn't thirty seconds at any control point that I'd have to face down an enemy. Usually it was even less than that. Were there moments that someone wasn't shooting at me? Sure. But given how lethal everyone is in Destiny that's a very good thing. The more people you add the great chance you have of just getting pinned down and killed over and over. A little moment of space here and there is good as it allows you to mount an attack or set up a defense without dying every few seconds. Given that everybody can potentially have a sniper rifle I think it's a very very good thing that I'm not constantly staring down the barrel of a gun.

That's a great point, and I would agree otherwise, but I think our disagreement on this comes more from our prefered intensity. As you mentioned, you enjoy a short lull in the action to develop a strategy and maneuver yourself into position. I enjoy a hectic, always dynamic scenario that never lets up from start to finish. One might think that what I enjoy would be preferable to a small close-quarters map like you said. However, I'm excited more by constant large-scale encounters that involve everyone both in close proximity to each other and over a dispersed area.

I think eight players per team would allow both your ideal scenario and mine to flourish simultaneously with an average six players fighting on foot with at least two in a vehicle at any one time or not engaged.

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Big maps need to be smaller or have more players

by kidtsunami @, Atlanta, GA, Tuesday, July 29, 2014, 00:51 (3771 days ago) @ Ragashingo

I was thinking the other day what the map really needed were Snowbound style shield doors. The Intercepters and Pikes didn't really bother me that much unless they drove up into C and blew me away with no options to evade them... Keep all that firepower outside and it might be an even more interesting map...

Grenade and concede. You can see them coming so you have time to plant a grenade and just get out of there. If they're in their vehicle catching a point then they aren't killing people elsewhere on the map. Giving them the kill AND the control point is silly.

After you get away, find a spot where you'd be able to take them out if they then try to take B. The interceptor pilot, if they're dumb enough to try to take B will be a sitting duck and you can headshot them off.

Of course this is different if you're at C and you have your super/heavy ready. Then stand your ground guardian.

Big maps need to be smaller or have more players

by Blue_Blazer_NZ, Wellington, New Zealand, Tuesday, July 29, 2014, 01:17 (3771 days ago) @ kidtsunami

Good tactic for the start of the round - jump straight into the turret near your base; often the enemy pikes and/or interceptors come past half way and you can just tear them apart or at least help out the dudes on your own team.

I lost track of the number of anti-vehicle kills I got this way at the start of rounds.

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Truth!

by kidtsunami @, Atlanta, GA, Tuesday, July 29, 2014, 01:27 (3771 days ago) @ Blue_Blazer_NZ

- No text -

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