Lack of map consistency between common maps.

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legoscape
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Lack of map consistency between common maps.

Post by legoscape » #603485

Each and every station has huge inconsistency issues depending on the station, Meta Cargo has a Ripley to help cargo, Tram...Does not. Some maps have more resources than others, Other maps have no resources. Some maps :clean: :tile: :thelaw: work. Others? No. Some maps have better medbays with operating computers and surgery rooms. Others do not.

Would it be possible to make the maps consistent with each other with resources and specific features that help jobs like the Ripley for cargo?
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oranges
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Re: Lack of map consistency between common maps.

Post by oranges » #603495

no it's not possible, maps should feel and play distinctively.

what are you finding is an explicit outcome of our design direction.
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Re: Lack of map consistency between common maps.

Post by MMMiracles » #603503

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bro why u lyin' tram has a ripley
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legoscape
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Re: Lack of map consistency between common maps.

Post by legoscape » #603507

oranges wrote:no it's not possible, maps should feel and play distinctively.

what are you finding is an explicit outcome of our design direction.
Wouldn't the design direction benefit from consistency? I understand different station layouts help refresh and renew the player experience. But with a lack of consistency, it can cause haterade towards certain maps such as Kilo and Tram station. These two stations are well designed but have blaring issues and very unique from every station. However, Tram has issues with moving from place to place, And Kilo is too small with maintenance being too big. Couldn't a little bit of Job assisted consistency be more beneficial than harmful in the design?
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legoscape
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Re: Lack of map consistency between common maps.

Post by legoscape » #603508

MMMiracles wrote:Image

bro why u lyin' tram has a ripley
Some stations do not have a ripley, Is the point.
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oranges
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Re: Lack of map consistency between common maps.

Post by oranges » #603510

legoscape wrote:
oranges wrote:no it's not possible, maps should feel and play distinctively.

what are you finding is an explicit outcome of our design direction.
Wouldn't the design direction benefit from consistency? I understand different station layouts help refresh and renew the player experience. But with a lack of consistency, it can cause haterade towards certain maps such as Kilo and Tram station. These two stations are well designed but have blaring issues and very unique from every station. However, Tram has issues with moving from place to place, And Kilo is too small with maintenance being too big. Couldn't a little bit of Job assisted consistency be more beneficial than harmful in the design?
no
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Re: Lack of map consistency between common maps.

Post by Armhulen » #603512

People want meta but the rooms are shuffled around. If you give them that, they will declare the map as "worse meta" and then it will never be great, as it is a direct comparison to what it tries to be. If you try to make distinct maps, as delta did way back when and tramstation did recently, it has the choice of being something of its own.
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Re: Lack of map consistency between common maps.

Post by cacogen » #603922

they added the orange ripley to meta as a sort of proof of concept and then it was never rolled out to the other maps

but each map playing differently is fine
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pubby
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Re: Lack of map consistency between common maps.

Post by pubby » #608964

Maps naturally move towards having identical item spawns because when they're different, people whine and complain.
oranges wrote:no it's not possible, maps should feel and play distinctively.

what are you finding is an explicit outcome of our design direction.
Based opinion, but there's something working against that. Meta has always been the primary map, meaning every new feature and QoL change gets added to Meta first. This means meta always the map to compare others; Meta has everything, other maps have less.

IMO the design would work better if new features were more evenly split up among the maps. Tramstation having a tram and other maps having Z-levels are good examples of that.
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Re: Lack of map consistency between common maps.

Post by EOBGames » #609032

pubby wrote:Maps naturally move towards having identical item spawns because when they're different, people whine and complain.
oranges wrote:no it's not possible, maps should feel and play distinctively.

what are you finding is an explicit outcome of our design direction.
Based opinion, but there's something working against that. Meta has always been the primary map, meaning every new feature and QoL change gets added to Meta first. This means meta always the map to compare others; Meta has everything, other maps have less.

IMO the design would work better if new features were more evenly split up among the maps. Tramstation having a tram and other maps having Z-levels are good examples of that.
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Re: Lack of map consistency between common maps.

Post by EuSouAFazenda » #609047

Isn't the purpouse of different maps being to provide slightly or majorly different experiences?

If people are suiciding roundstart it isn't because a map doesn't have a Ripley, it's because something was poorly design. All of the maps should have the minimun to work with - all Cargo's should have supply consoles, the ORM, the civilian bounty control, etc. Stuff that aren't necessary to do the job, but are a nice convenience - MULEBots, Ripleys, HAUL Gauntlets and Meta's fancy department delivery system - are all luxuries. They're fantastic to have, but not every map has to have them.

In fact, each map having different ones of those conveniences makes the game more engaging as a whole; if every map had Meta's department mail, nobody would play as a deliveryguy and would just use that. Each map having different luxuries is a good thing for the game; it gives a nice change of pace from map to map, forcing you to focus on different parts of the job based on what luxuries you do or don't have.
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