[FEEDBACK] New Layout Rotation - December 2018

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vicious
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#26 » Tue 01 Jan, 2019 8:02 pm

Mudokon wrote:Whoever created Layout "Northwest": Good job, such a good layout :bigthumb:


Thanks! Every feedback is welcome :cheers:

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Deeelite
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#27 » Sat 05 Jan, 2019 8:59 pm

KAVALA RUMBLE is lagging like HELL !!! UNPLAYABLE !
"When taking part in a discussion, the most difficult thing is not defending your opinion, but knowing what it is in the first place." André Maurois

3Hugger
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#28 » Sun 06 Jan, 2019 11:50 am

Hey Deeelite, thank you for the feedback.
It has been reported and an updated version is already waiting to be rollout with the next update of the servers.

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GiPPO
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#29 » Sun 06 Jan, 2019 8:32 pm

2019.01.07 It will be live tomorrow
  • Unfinished Complex : Added 2 connections based on community/designer feedback.
  • Stratis Steinar : Removed more rocks, replaced by Wrecks, removed cave, mad the objective open.
  • Narcos Airfield : added stairs around runway for ppl whom spawn under the runway.
  • La Rochelle II : added stairs around runway for ppl whom spawn under the runway, Added disability ramp for Bender and also improved safety practices
  • Athira Fields : lowered 2 bunkers at camp area.
  • NorthWest : Lowered 2 containers at fuel station.
  • Stratis Valley : Complete overhaul of Flight Control objective
  • StreetFight : Removed rocks and decreased total objects.
  • Kavala Rumble : small tweaks in placement to address community feedback, emoved rocks
  • Kavala II : small tweaks in placement to address community feedback, removed rocks
  • Beachfight : Replaced objects & tweaked island objective, altered the Aquanova island houses (damage building on hill problem) & tweaked Solar according to community feedback.
  • Goisse : Community feedback : fixed floating light posts, statue and castle alignment.
"If It Isn't Documented, It Doesn't Exist"

Flipps
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#30 » Sun 06 Jan, 2019 9:54 pm

Happened just now: server with malden mountains immediately started new game. Both factions didnt own any of the flags.

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GiPPO
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#31 » Wed 09 Jan, 2019 12:11 am

2019.01.08
  • Malden Mountains : Precaptured objectives placed.
"If It Isn't Documented, It Doesn't Exist"

3Hugger
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#32 » Sun 13 Jan, 2019 10:30 am

The incoming stream of feedback seems to slow down a lot, as without data we can not measure where we are and what we need to do to polish the layouts. So please give us more detailed feedback purely based on the last rotation update which was rolled out 10 January 2019.

Anything you encountered or noticed since then?

- Floating objects (i.e. when they get damaged)
- lag in specific areas / times / amount of players in the area and on which hardware?
- stuttering, when where how, which hardware?
- layout connection flaws?
- areas without sufficient cover to spawn / attack / defend?
- typo's in objective names? - specific layouts that you really like?
- specific layouts you really dislike?
- specific layouts you hear a lot of complaining, and about what and from who?
- specific layouts you hear a lot of enjoyment on, and about what and from who?
- is the balance/mixture and ratio of teams fulfilling?
- is the balance/mixture and ratio of islands fulfilling?
- is the balance and ratio of regular/lite fulfilling?

Thank you in advance, as without your input we can only guess what it is at best.

Kiwiszn
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#33 » Sun 13 Jan, 2019 10:57 am

- lag in specific areas / times / amount of players in the area and on which hardware?
I always find that the Kavala layout, kinda laggy obviously. ARMA is terrible for close combat play.

- areas without sufficient cover to spawn / attack / defend?
Sector A flag in Zaros, for Independent I think, while there is some cover and walls, the middle is just completely open. I just have a bad feeling about it, it always turn into a meat grinding. Also a bit laggy.

- specific layouts that you really like?
I liked most layouts on Stratis, you should have more on Stratis again, LITE is really dope on that map IMO. Malden can suck a big fat one if it's not the island layout.

- specific layouts you really dislike?
Northwest, I like it but I also hate it. Kore flag creates some huge stalemates, coupled with Lakka being so far away it has a really weird dynamic going on for it. and the Syrta flag is also a giant pain in the ass to cap as well, super easy to defend, really difficult to find MHQ spots without it being glaringly obvious.

While the layout in Zaros with the sector flags are fun, as soon as one team breaks through and manages to cap every single sector, the other team just ends up leaving in despair. Not as much a layout issue more so of an attitude issue I feel. It must be a recent thing because it did not use to happen. I think people have just gotten better at pushing? People like to complain other players suck massive dongs, but the skill really has gone up IMO.

- is the balance/mixture and ratio of teams fulfilling?
Absolutely, people like to complain on Opfor stacking but it's actually not that bad anymore.

- is the balance/mixture and ratio of islands fulfilling?
Personally, I want more island based layouts, it creates a different kind of gameplay that not many of us are used to playing. Inserting with helis is still very difficult and those layouts really reward the good pilots that we have in this community because you really got to dip down and then gtfo asap and hoping your load don't get machine gunned or you get AAd

- is the balance and ratio of regular/lite fulfilling?
I like it better now, I still have a problem with LITE being twice in a row. Not as much for my own sake but it just kills the server for that day typically when that happens.

- Additional suggestion / feedback
Machine gun nest addition, if it would be possible to buy a kit that you can load into a truck, and then you can deploy a machine gun nest, while making it quite expensive could help promote more rush in plays, or place it ontop of a mountain and rain down. Can seem overpowered but you'll still be a sitting duck, just some sandbag wooden tiny encampment. Might make it more campy? But you'd also be a sitting duck.

TheMasterofBlubb
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#34 » Sun 13 Jan, 2019 11:05 am

Kiwiszn wrote:- is the balance and ratio of regular/lite fulfilling?
I like it better now, I still have a problem with LITE being twice in a row. Not as much for my own sake but it just kills the server for that day typically when that happens.

- Additional suggestion / feedback
Machine gun nest addition, if it would be possible to buy a kit that you can load into a truck, and then you can deploy a machine gun nest, while making it quite expensive could help promote more rush in plays, or place it ontop of a mountain and rain down. Can seem overpowered but you'll still be a sitting duck, just some sandbag wooden tiny encampment. Might make it more campy? But you'd also be a sitting duck.


I want to answer on this 2.

1. The rotation is beeing set randomly on server restart and stays so till the next restart.
We cant do much about that right now. Maybe its possible to edit the randomizer, but im currently working on another project.

2. If im correct there should be a HMG Backpack. So take a friend pack up and make a small nest in the bushes

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GiPPO
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#35 » Tue 22 Jan, 2019 11:46 pm

2019.01.23
  • Limni : Adjusted 'floating cars' at Junkyyard (depending on variable presence objects below them, corrected presence to prevent the floats).
  • Zaros : removed floating diesel factory building and rusty tank.
    Adjusted the spawn defense around them (h-barriers).
    Lowered towers, replaced spawn cover around objectives and added a second repair point SE (other is NW) of center.
    Some arrow signs were damage disabled - they got either placed close to a wall or damage enabled to avoid them stopping vehicles.
  • StreetFight : Realigned many objects, lowered object count & removed rocks.
    Altered objective: BEND, added 1 building Westside. Objective CP KORE: removed h-barrier in building and added a ramp at other building.
    Widened the Town objective barricades so large vehicle can drive through.
  • Dump : removed rocks at hilltop, altered 3 houses, removed rocks and little tweaks at synnergy, tweaked the jet model and the heli model at dump, replaced rocks spawncover with random wrecks at shed.
"If It Isn't Documented, It Doesn't Exist"

3Hugger
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Posts: 242

Re: [FEEDBACK] New Layout Rotation - December 2018

Post#36 » Wed 23 Jan, 2019 3:52 pm

Without data we can not measure where we are and what we need to do to polish the layouts.
So please give us detailed feedback purely based on the last rotation update which was rolled out 23 January 2019.

Anything you encountered or noticed since then?

- Floating objects (i.e. when they get damaged)
- lag in specific areas / times / amount of players in the area and on which hardware?
- stuttering, when where how, which hardware?
- layout connection flaws?
- areas without sufficient cover to spawn / attack / defend?
- typo's in objective names?
- specific layouts that you really like?
- specific layouts you really dislike?
- specific layouts you hear a lot of complaining, and about what and from who?
- specific layouts you hear a lot of enjoyment on, and about what and from who?
- is the balance/mixture and ratio of teams fulfilling?
- is the balance/mixture and ratio of islands fulfilling?
- is the balance and ratio of regular/lite fulfilling?

Please try to provide an idea of the time frame you are talking about, as we are looking for feedback from the last update onward: 23 January and later. Thank you!

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GiPPO
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#37 » Mon 28 Jan, 2019 11:35 pm

2019.01.29
  • Unfinished Complex: Realigned objects around the Neochori objective, placed stairs next to the unfinished complex itself and altered the road blockades, removed some misaligned stones at beach and realigned the plane and tank wreck next to the beach flag.
  • Naval_Superiority : Removed vehicles and rocks, added sand ramp to the small bridge island.
  • Bridge : removed rocks
  • Goisse : Removed bridges, some buildings, rocks and 5 pier objects to lower object count. Reconstructed the construction objective to fix glitches.
  • Larche : Rearranged rock formations and lowered total amount, added wreck spawn cover at airfield.
  • Malden Mountains : Redesign of Lunar objective, lowered object count, tweaked rocks.
  • Stratis Steinar : Optimized objective 'Steinar'. Added stairs at cliff. Airfields switched factions to match the base faction.
    Entrance ramp of bunker replaced by concrete, dirt ramps realigned near canal walls. Lowered 1 house at southern objective for potential damage clipping on hillside.
"If It Isn't Documented, It Doesn't Exist"

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GiPPO
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#38 » Wed 27 Feb, 2019 6:18 pm

2019.02.27
  • Stratis Steinar: Altered the bunkerhill objective to minimize clipping options and removed vegetation from 1 bunker.
    Altered the watchtower entrance at the bunkerhill objective and removed a rock.
  • Goisse : Realigned walls, added ramps to damaged buildings states, so they won't float when damaged.
"If It Isn't Documented, It Doesn't Exist"

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Deeelite
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#39 » Thu 28 Feb, 2019 8:34 pm

:bouncy:
TY man !
"When taking part in a discussion, the most difficult thing is not defending your opinion, but knowing what it is in the first place." André Maurois

Leroy
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#40 » Thu 07 Mar, 2019 8:00 pm

Malden Mountain plays really laggy too. Same reason as before. Too many extra rocks and stuff. Weird stuttering and laggy feeling while FPS seem fine.

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Deeelite
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#41 » Fri 08 Mar, 2019 6:18 pm

CBA server keys need 2 be updated, gents.

thank you boyz ! ;)
"When taking part in a discussion, the most difficult thing is not defending your opinion, but knowing what it is in the first place." André Maurois

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Deeelite
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#42 » Sat 09 Mar, 2019 12:25 pm

Thank you very much, guys: keys updated.
"When taking part in a discussion, the most difficult thing is not defending your opinion, but knowing what it is in the first place." André Maurois

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GiPPO
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#43 » Sun 10 Mar, 2019 5:03 pm

2019.03.10
  • Malden Mountains : Removed rocks from objectives, west base & boat repair points. Added canal walls to boat repair points & West base & NE airfield. Added 1 additional truck to the NW airfield.
"If It Isn't Documented, It Doesn't Exist"

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GiPPO
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#44 » Mon 01 Apr, 2019 11:36 pm

2019.04.02
  • Narcos Airport : Lowered various buildings at the Narcos Comms objective. Community feedback: relocated repair points more central on the layout.
  • Limni : lowered dome in Reseach objective.
  • Malden Mountains : Adjusted Lunar, Winery & Vista building damage states. Removed Northern objective 'Beach', some other little touch ups.
  • Malden Mountains : Relocated bunker at Rough Spot and hidden a tree.
  • Sektor B : Added boatshops & realigned various small objects at storage.
  • Sektor B : Relocated repair point from nowhere the west coast to Arudy.
  • StreetFight : Added slum housing at Ditch objective and spawn cover on the heath field North.
  • Stratis Valley : Rocks removed.
  • StreetFight : Relocated the central objectives, to accommodate community feedback.
"If It Isn't Documented, It Doesn't Exist"

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Deeelite
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#45 » Sun 07 Apr, 2019 10:02 am

TY Gippo!
"When taking part in a discussion, the most difficult thing is not defending your opinion, but knowing what it is in the first place." André Maurois

Falcon
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#46 » Wed 17 Apr, 2019 11:52 am

Limni 9/10
Malden Mountains is fin. 9/10
Stratis Valley not my favorit, but ok. 8/10
Narcos Airport 8/10
StreetFight 7/10

Sektor B Unbalanced, 2/10

3Hugger
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Posts: 242

Re: [FEEDBACK] New Layout Rotation - December 2018

Post#47 » Wed 17 Apr, 2019 8:45 pm

TY Falcon for your feedback, it is appreciated.

You gave Sektor B in comparison to your other grades a very low grade (2/10) and state it is unbalanced, can you elaborate why you think it is unbalanced and if you have a suggestion of how fix it?

3Hugger
Community Member
Posts: 242

Re: [FEEDBACK] New Layout Rotation - December 2018

Post#48 » Wed 17 Apr, 2019 8:48 pm

We like the feedback of all of you regarding the current rotation, which has been on for the last 4 months.
Of course some layouts started quite rough, but most got quite polished over time, so from the last versions please tell us what you think.
(see the update schedule by GIPPO in this thread)

Which are according to you:
- the best 3 layouts?
- the worst 3 layouts?

please grade them from 1 to 10

Falcon
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Posts: 41

Re: [FEEDBACK] New Layout Rotation - December 2018

Post#49 » Thu 18 Apr, 2019 10:44 am

Its hard to balance. But mil camp and la pasage are easy controlt by South team.

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GiPPO
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Re: [FEEDBACK] New Layout Rotation - December 2018

Post#50 » Sat 18 May, 2019 12:39 pm

Credit goes to 3hugger

2019.05.18
  • Added additional map markers (mostly rocks) to all maps.
  • Streetfight: removed a floating stone at the 'Crash' objective.
  • BeachFight : Improved building damaged states, lowered total amount of buildings.
    Tweaked the staircase of House @ solar objective (standard BIS house).
    Tweaked the solar objective (reported house glitch & added cover at solarfield)
    Added ramps to the bridge, for access from the water.
  • Limni : Lowered a building at Limni Factory, realigned various objects & placed several sheds as MHQ hide spots on several objectives.
  • Stratis : removed some rocks & 2 floating bunkers/shelters.
    Rearrangement of connections to eliminate the Forest choke point. And relocated the forest objective for the equi-distance.
    Added spawn cover to the Drop Off objective.
  • La Rochelle II : Added stairs to the Tanoa National Park objective.
  • Unfinished Complex : Raised house @ forest objective, removed rocks @ unfinished complex and altered some wrecks, set variable presence.
  • Therisa : small tweaks on wrecks & added construction side North of Therisa.
    added repair points to Selakano & NW airstrips.
    small tweaks to compensate for the default BIS military walls damage states at the Zaros Outpost objective (floats).
  • Malden mountans: Small tweaks
    Lowered Lunar radar dome and tweaked various objects near the Lunar & Monument objectives.
  • Athira FIelds : removed 1 hangar from and tweaked the other objects at the Saltlake airfield.
    lowered total object count, placed rock markers.
  • Narcos Airport: Tweaked airfield objective cover & realigned a h-barrier at the Hotel Island and relocated the NW airfield to the Lijnhaven runway.
    Added sandbags to stairs and map markers, to locate the stairs around the airstrip.
  • Zaros : Altered Dam and Edessa (small tweaks to spawn cover) and changed the objective name Theresia into Therisa (to match the name on the map).
  • Dump : Various small tweaks, removed 2 simple objects, few rocks.
  • Sektor B : Added objective on the Military island, boatshop on Northern island and heli pad East of Sektor B island.
    Added pier object marker East of Sektor B.
  • Pyrgos Freedom : Realigned objects in Faronaki & Radar station.
"If It Isn't Documented, It Doesn't Exist"

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