stahrgazer wrote:Dukasaur wrote:My general rule about maps would be:
exclude all maps with one-way doors
exclude all conquest maps
include everything else.
These rules you suggested would, indeed, exclude the very maps I mentioned. Halloween Hallows has some one-ways. Civil War has some one-ways. And, like it or not, Alcatraz on SF is a 1-way.
I used to be in favor of excluding maps. My post maybe makes it sound like I still am. But I'm not, so I'll clarify.
The ONLY reason to exclude maps is to prevent farming of noobs. That, essentially, punishes the victim rather than the perpetrator. Instead of excluding players from any maps, we should take a closer look at near-farmers or as someone called it, "cherry pickers."
Yes, yes, some of the settings and some of the maps can be very complex. Some folks can handle it. Some folks even like it. The only way they'll know is if they try.
Kids these days are a lot more savvy about different things than kids used to be. I highly doubt "the maps are too complex" is why many don't stay. Instead, I think most kids think of "bored games" rather than board games when they see non-moving gameplay like CC. Most want bang-em-up games these days. Those that do enjoy board games can probably handle even the complex maps.
Now, on an opposing argument, f2p newbies may get tired of large maps and default. That's where a default button could come in handy; and let them default with no penalty might actually be an option if we ever get there for a default button. Just keep an eye on how many defaults a single player is making, and if possible, code things so that someone who'se played/won on a given map they're now defaulting on, DOES lose points.
Punish the "criminals" not the "potential victims" and let the potential victims roam central park if they want.
Just to be very, very clear: when I say "exclude" I don't mean "prohibit". I am NOT in favour of prohibiting players from choosing any map or setting that they want to play. Apologies if that was already clear, but I wanted to be very sure not to be misunderstood on this.
We're just talking about what maps to put on which side of a Basic/Advanced toggle. There are dozens of different suggestions about how exactly that should work, but I'm thinking this toggle will be the same for Join a Game and Game Finder, so that people can choose between basic and advanced games to play. So, we're not talking about "punishing" anyone. If someone wants to play advanced maps, one click of the toggle lets him do that.
The main impetus for doing this separating is, as you say, to prevent farming of new players. I'd say thats 70% of the motivation for making the Basic/Advanced toggle. However, I think it can be good for established players.
I cut my teeth playing Avalon Hill games which, in case your're not familiar with them, were very realistic war games in which everything from supply conditions to weather and terrain effects were modeled. Avalon Hill games came with 36-page rule booklets. A turn sometimes took your whole weekend to plan and two hours to execute. You typically had to keep your board game in a separate locked room so your kids wouldn't come in and disturb the pieces on days when you weren't playing. So, to cut a long story short, there's no map on CC too complex for me to understand, but some days I just don't feel like it! When I was young it was all fine and dandy to obsess about one turn on a board game for two days. Nowadays I come home from work tired and half-asleep, and I don't want to try to figure out a move on Stalingrad or Waterloo. I just want something nice and simple that isn't going to tax my last few brain cells too heavily. Maybe not something quite as dumb as Luxembourg, but maybe something along the lines of San Marino.
To cut a long story short, while avoiding noob farming may be our primary motive in creating the Basic/Advanced toggle, I think tired old men like me will appreciate it too. It will also go at least part way to satisfying those that suggest eliminating complex settings.