downtime of NS in my opinion
[snapback]53118[/snapback]
It's not an opinion it's a fact.
[snapback]53128[/snapback]
Ok, so it's a downtime of NS for a fact. Big deal? No reason to start wondering what other game to switch LM to. Downtimes end and players come back... give it time.
And seriously, (links follow)pay attention to what players want. Because if they don't get it, they won't be playing here - and the usual "our way or the highway" isn't working, because too many people are choosing the highway.
[snapback]53151[/snapback]
Well, the thing is, the down times
always come back and have been coming back for the same damn reasons every time. I don't remember CS ever having big down times and that game is pretty bland yet people can enjoy the bland gameplay for years straight, I know I did. NS has only ever been fun for a few months at a time and then the "this always win unless this happens" gets really damn tiring.
Round times aren't that big of an issue, especially since most people only want to knock off 5 minutes which isn't that big of a difference. It also seems to be that it's more of a "all of NS maps suck so we don't like to play them much" but really there's only like 2 or 3 good maps in all of NS and playing those over and over again all day gets really really boring.
When we allowed votes, everyone always started a vote at the start of every map. Res slotters like votes way too much. Also, when NS was going quite strong the server would fill up with *co* players, as in when it changed to ns_ half the players would leave. If you've got 8 players in the server play for 10 minutes it will be full with an ns_ map unless you have one of the really bad ones(which there are like five of).
Structure blocking was just swiftspear talking, which was basically "well can we do it?" "No, that's being a llama" "CAL doesn't say it's being a llama!" "Well this isnt CAL so seeing as it's that type of argument *locked*" although basically the reason we don't allow structure blocking is because if you need to do it you're still gonna lose because it just prolongs the game. If you win with structure blocking you could have won without the blocking just fine(unless it was a specific area on specific maps).
CO Timelimit is a valid issue yes, but we don't want LM to get known as a good combat server. We want to attract classic players moreso than combat players, but that doesn't mean we don't want players who like both. I will say that I've only ever enjoyed combat with at least 10 players and a longer time limit myself, and the more modified the combat the more fun I've had just because "epic" battles for an hour straight is a hell of a lot of fun.
Altair is bad yes, but most of the maps are goddamn terrible so we would have to get rid of more than just altair. I myself only pretty much like caged and tanith anymore, my old favorite maps were "balanced" which pretty much ruined all the fun on those(bast, nothing, etc). Well I do enjoy playing veil sometimes too, even though it's the only map I can command and win on(whoever says that it is a balanced map is a goddamn liar, marines have a cakewalk.)
No mines in an active or building hive is a LOT easier to enforce than "no mines in an active hive" just because someone could be mining up the hive and it *goes active* and continue doing so. This isn't much of an issue though, just because if there's a hive going up you can take it down before reinforcements arrive, I've done it with one other player countless times before easily and I can't aim for crap. The main issue is fades/lerks defending that building hive and mines aren't going to do much against them, just kills the skulks who don't pay attention to where they are running.