New Idea For Map Picking
I find that I usually never run into those one version maps and always the maps with the three different versions so I thought of a fix. what if the system first picked one of the versions of a map so say for cold wind farm it would only pick one version of it but for like the game map since its the only one there is it would be put in at default and then randomly pick a map so that every map variety has an equal chance to be put in. I know that for some people this would not mean much but for me, it might be a big change that would provide more map variety. anyone else think its a good idea?
Comments
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anyone at all?
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@TheLegendDyl4n1 said:
anyone at all?i know that feeling when none responds to your post sucks a lot doesn't it i feel for you
i do agree though im sick of only playing on the same map for 5 games in a row3 -
I would be more in favor of the survivors having a map voting system in place (maybe 2 or 3 random maps they can vote on) since the killer has the benefit of being the host.
BUT, the maps need to be reworked for better balance first.
i would not like getting coldwind or haddonfield every single time.0 -
@d3ftc0n said:
I would be more in favor of the survivors having a map voting system in place (maybe 2 or 3 random maps they can vote on) since the killer has the benefit of being the host.BUT, the maps need to be reworked for better balance first.
i would not like getting coldwind or haddonfield every single time.this wouldnt cause this it would lesson the chance to get the same map everygame. im so tired of coldwind every dang game. it was litteraly the exact same setup
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The game used to first choose a region (Coldwind Farm, MacMillan Estate, etc.) and then choose a map from the selected region (Rotten Fields, Cowshed, Silo, etc.).
What ended up happening was that there were only 5 or 6 regions at the time, and 3 of those regions only had 1 map, so while there was variety in regions, there wasn't variety in maps.
People complained, and now it has been changed to have every map have 1 weight.
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@Nos37 said:
The game used to first choose a region (Coldwind Farm, MacMillan Estate, etc.) and then choose a map from the selected region (Rotten Fields, Cowshed, Silo, etc.).What ended up happening was that there were only 5 or 6 regions at the time, and 3 of those regions only had 1 map, so while there was variety in regions, there wasn't variety in maps.
People complained, and now it has been changed to have every map have 1 weight.
that was also when there wasnt as many regions as there is now
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I've actually had the same thought about the variety of maps, and it always feels like the indoor maps like "The Game" almost never come up, and yet in every play session I'm on coldwind farm
An idea I've had to help with this issue would be to track backward each of the 5 players most recent maps, and weigh the "common missing" maps more heavily, so an example would be
Meg last 5 maps: Map 1, Map 7, Map 9, Map 4, Map 1
Dwight last 5 maps: Map 7, Map 7, Map 1, Map 4, Map 9
Claudette last 5 maps: Map 2, Map 7, Map 1, Map 9, Map 5
Jake's last 5 maps: Map 9, Map 7, Map 1, Map 4, Map 5Trappers last 5 maps: Map 9, Map 8, Map 1, Map 9, Map 6
Since no player has recent been on map 3,4, or any map number above 10, it will weigh those maps more heavily, and since every player has been to Map 1 recently, it will have almost no weight.
Since Map 7 for one player has been played twice or more in the last 5 matches, it should also be weighed less heavily, as 3/5 times of playing on the same map would be boring, but this system would allow the best variety for each player in the match, and help avoid long streaks for any individual player (not counting
map offerings of course).1 -
@PoppaSquat said:
I've actually had the same thought about the variety of maps, and it always feels like the indoor maps like "The Game" almost never come up, and yet in every play session I'm on coldwind farmAn idea I've had to help with this issue would be to track backward each of the 5 players most recent maps, and weigh the "common missing" maps more heavily, so an example would be
Meg last 5 maps: Map 1, Map 7, Map 9, Map 4, Map 1
Dwight last 5 maps: Map 7, Map 7, Map 1, Map 4, Map 9
Claudette last 5 maps: Map 2, Map 7, Map 1, Map 9, Map 5
Jake's last 5 maps: Map 9, Map 7, Map 1, Map 4, Map 5Trappers last 5 maps: Map 9, Map 8, Map 1, Map 9, Map 6
Since no player has recent been on map 3,4, or any map number above 10, it will weigh those maps more heavily, and since every player has been to Map 1 recently, it will have almost no weight.
Since Map 7 for one player has been played twice or more in the last 5 matches, it should also be weighed less heavily, as 3/5 times of playing on the same map would be boring, but this system would allow the best variety for each player in the match, and help avoid long streaks for any individual player (not counting
map offerings of course).your system is a great system i just think the devs will think it will take to long and its unnecessary since they would rather make more cosmetics and dlcs
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@PoppaSquat said:
I've actually had the same thought about the variety of maps, and it always feels like the indoor maps like "The Game" almost never come up, and yet in every play session I'm on coldwind farmAn idea I've had to help with this issue would be to track backward each of the 5 players most recent maps, and weigh the "common missing" maps more heavily, so an example would be
Meg last 5 maps: Map 1, Map 7, Map 9, Map 4, Map 1
Dwight last 5 maps: Map 7, Map 7, Map 1, Map 4, Map 9
Claudette last 5 maps: Map 2, Map 7, Map 1, Map 9, Map 5
Jake's last 5 maps: Map 9, Map 7, Map 1, Map 4, Map 5Trappers last 5 maps: Map 9, Map 8, Map 1, Map 9, Map 6
Since no player has recent been on map 3,4, or any map number above 10, it will weigh those maps more heavily, and since every player has been to Map 1 recently, it will have almost no weight.
Since Map 7 for one player has been played twice or more in the last 5 matches, it should also be weighed less heavily, as 3/5 times of playing on the same map would be boring, but this system would allow the best variety for each player in the match, and help avoid long streaks for any individual player (not counting
map offerings of course).A couple problems off the top of my head:
This would require a fairly complex algorithm that took into account every map in existence (and thus would only grow in size with each new map), as well as a way to save this information on their servers.
It'd incentivize DCing on "bad maps" (i.e.: maps you suck in), leading to the Survivors having more power over which maps the Killers play on (there's four of them, after all, and to take that into account would only make the algorithm even more complex) without even having to use an offering.As the orangutan put it, sounds good, doesn't work.
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@Orion said:
@PoppaSquat said:
I've actually had the same thought about the variety of maps, and it always feels like the indoor maps like "The Game" almost never come up, and yet in every play session I'm on coldwind farmAn idea I've had to help with this issue would be to track backward each of the 5 players most recent maps, and weigh the "common missing" maps more heavily, so an example would be
Meg last 5 maps: Map 1, Map 7, Map 9, Map 4, Map 1
Dwight last 5 maps: Map 7, Map 7, Map 1, Map 4, Map 9
Claudette last 5 maps: Map 2, Map 7, Map 1, Map 9, Map 5
Jake's last 5 maps: Map 9, Map 7, Map 1, Map 4, Map 5Trappers last 5 maps: Map 9, Map 8, Map 1, Map 9, Map 6
Since no player has recent been on map 3,4, or any map number above 10, it will weigh those maps more heavily, and since every player has been to Map 1 recently, it will have almost no weight.
Since Map 7 for one player has been played twice or more in the last 5 matches, it should also be weighed less heavily, as 3/5 times of playing on the same map would be boring, but this system would allow the best variety for each player in the match, and help avoid long streaks for any individual player (not counting
map offerings of course).A couple problems off the top of my head:
This would require a fairly complex algorithm that took into account every map in existence (and thus would only grow in size with each new map), as well as a way to save this information on their servers.
It'd incentivize DCing on "bad maps" (i.e.: maps you suck in), leading to the Survivors having more power over which maps the Killers play on (there's four of them, after all, and to take that into account would only make the algorithm even more complex) without even having to use an offering.As the orangutan put it, sounds good, doesn't work.
it may be hard but its the fix we need to not go to coldwind every time its kinda getting old all i see is corn. dcing has nothing to do with this because dcing is a whole other matter to deal with separately
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bump
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@TheLegendDyl4n1 said:
@Orion said:
@PoppaSquat said:
I've actually had the same thought about the variety of maps, and it always feels like the indoor maps like "The Game" almost never come up, and yet in every play session I'm on coldwind farmAn idea I've had to help with this issue would be to track backward each of the 5 players most recent maps, and weigh the "common missing" maps more heavily, so an example would be
Meg last 5 maps: Map 1, Map 7, Map 9, Map 4, Map 1
Dwight last 5 maps: Map 7, Map 7, Map 1, Map 4, Map 9
Claudette last 5 maps: Map 2, Map 7, Map 1, Map 9, Map 5
Jake's last 5 maps: Map 9, Map 7, Map 1, Map 4, Map 5Trappers last 5 maps: Map 9, Map 8, Map 1, Map 9, Map 6
Since no player has recent been on map 3,4, or any map number above 10, it will weigh those maps more heavily, and since every player has been to Map 1 recently, it will have almost no weight.
Since Map 7 for one player has been played twice or more in the last 5 matches, it should also be weighed less heavily, as 3/5 times of playing on the same map would be boring, but this system would allow the best variety for each player in the match, and help avoid long streaks for any individual player (not counting
map offerings of course).A couple problems off the top of my head:
This would require a fairly complex algorithm that took into account every map in existence (and thus would only grow in size with each new map), as well as a way to save this information on their servers.
It'd incentivize DCing on "bad maps" (i.e.: maps you suck in), leading to the Survivors having more power over which maps the Killers play on (there's four of them, after all, and to take that into account would only make the algorithm even more complex) without even having to use an offering.As the orangutan put it, sounds good, doesn't work.
it may be hard but its the fix we need to not go to coldwind every time its kinda getting old all i see is corn. dcing has nothing to do with this because dcing is a whole other matter to deal with separately
That can be fixed in a much simpler way, which is by randomizing realms before maps. However, the core issue is that humans don't understand probability, and that's a little out of the realm of possibility for even the best software developer.
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Nos37 said:
The game used to first choose a region (Coldwind Farm, MacMillan Estate, etc.) and then choose a map from the selected region (Rotten Fields, Cowshed, Silo, etc.).
What ended up happening was that there were only 5 or 6 regions at the time, and 3 of those regions only had 1 map, so while there was variety in regions, there wasn't variety in maps.
People complained, and now it has been changed to have every map have 1 weight.
[1] Yamaoka Estate - Family Residence
[1] Gideon Meat Plant - The Game
[1] Springwood - Badham Preschool
[2] Backwater Swamp - Grim Pantry, The Pale Rose
[1] Lery's Memorial Institute - Treatment Theatre
[1] Red Forest - Mother's Dwelling
[1] Haddonfield - Lampkin Lane
[2] Crotus Prenn Asylum - Disturbed Ward, Father Campbell's Church
[5] Autohaven Wreckers - Wretched Shop, Wrecker's Yard, Azarov's Resting Place, Blood Lodge, Gas Heaven
[5] Coldwind Farm - Rotten Fields, Rancid Abattoir, The Thompson House, Fractured Cowshed, Torment Creek
[5] Macmillan Estate - Groaning Storehouse, Shelter Woods, Suffocation Pit, Coal Tower, Ironworks of Misery
If this was re-introduced, it would mean that we would see Lampkin Lane far more often than Coal Tower. There are already some maps that I feel like we see far more often than others, I would hate to have many maps even scarcer than they already are. A 9% chance of going to Lampkin vs a 1.8% chance of ever seeing Gas Heaven. That sounds awful. Yes, some of your hated maps would have a smaller chance, but so would some of your favorites0 -
@FoggyDownpour said:
This is pretty much what I was going to say. Having different regions be drawn first is great, but only if there is a pretty even spread of sub maps within each region. As it stands currently, here is the region/sub-region break down:
[1] Yamaoka Estate - Family Residence
[1] Gideon Meat Plant - The Game
[1] Springwood - Badham Preschool
[2] Backwater Swamp - Grim Pantry, The Pale Rose
[1] Lery's Memorial Institute - Treatment Theatre
[1] Red Forest - Mother's Dwelling
[1] Haddonfield - Lampkin Lane
[2] Crotus Prenn Asylum - Disturbed Ward, Father Campbell's Church
[5] Autohaven Wreckers - Wretched Shop, Wrecker's Yard, Azarov's Resting Place, Blood Lodge, Gas Heaven
[5] Coldwind Farm - Rotten Fields, Rancid Abattoir, The Thompson House, Fractured Cowshed, Torment Creek
[5] Macmillan Estate - Groaning Storehouse, Shelter Woods, Suffocation Pit, Coal Tower, Ironworks of MiseryIf this was re-introduced, it would mean that we would see Lampkin Lane far more often than Coal Tower. There are already some maps that I feel like we see far more often than others, I would hate to have many maps even scarcer than they already are. A 9% chance of going to Lampkin vs a 1.8% chance of ever seeing Gas Heaven. That sounds awful. Yes, some of your hated maps would have a smaller chance, but so would some of your favorites
Thus proving that there is no perfect solution, because people will always complain.
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What exactly is wrong with just using offerings?0
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@wisdom said:
What exactly is wrong with just using offerings?they're talking about base chance, not map offerings. The problem I see is that people are consecutively getting the same map and they are finding it boring to play. If there was more of a chance to get other maps then people may be more inclined to continue playing.
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solution? add more maps to non-licensed maps and give licensed regions less weight since other regions with more map variety
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@lionsou said:
@wisdom said:
What exactly is wrong with just using offerings?they're talking about base chance, not map offerings. The problem I see is that people are consecutively getting the same map and they are finding it boring to play. If there was more of a chance to get other maps then people may be more inclined to continue playing.
There could literally be a billion maps, and some people would still be getting the same maps several times in a row, because that's how probability works.
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@Orion said:
@lionsou said:
@wisdom said:
What exactly is wrong with just using offerings?they're talking about base chance, not map offerings. The problem I see is that people are consecutively getting the same map and they are finding it boring to play. If there was more of a chance to get other maps then people may be more inclined to continue playing.
There could literally be a billion maps, and some people would still be getting the same maps several times in a row, because that's how probability works.
when there is 5 maps for the 3 original ones and all the others have less than 5 five and i dont get those but get the one with the majority more then there is a problem
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@TheLegendDyl4n1 said:
@Orion said:
@lionsou said:
@wisdom said:
What exactly is wrong with just using offerings?they're talking about base chance, not map offerings. The problem I see is that people are consecutively getting the same map and they are finding it boring to play. If there was more of a chance to get other maps then people may be more inclined to continue playing.
There could literally be a billion maps, and some people would still be getting the same maps several times in a row, because that's how probability works.
when there is 5 maps for the 3 original ones and all the others have less than 5 five and i dont get those but get the one with the majority more then there is a problem
No, that's just probability.
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@Orion said:
@TheLegendDyl4n1 said:
@Orion said:
@lionsou said:
@wisdom said:
What exactly is wrong with just using offerings?they're talking about base chance, not map offerings. The problem I see is that people are consecutively getting the same map and they are finding it boring to play. If there was more of a chance to get other maps then people may be more inclined to continue playing.
There could literally be a billion maps, and some people would still be getting the same maps several times in a row, because that's how probability works.
when there is 5 maps for the 3 original ones and all the others have less than 5 five and i dont get those but get the one with the majority more then there is a problem
No, that's just probability.
not when the numbers are there
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@TheLegendDyl4n1 said:
@Orion said:
@TheLegendDyl4n1 said:
@Orion said:
@lionsou said:
@wisdom said:
What exactly is wrong with just using offerings?they're talking about base chance, not map offerings. The problem I see is that people are consecutively getting the same map and they are finding it boring to play. If there was more of a chance to get other maps then people may be more inclined to continue playing.
There could literally be a billion maps, and some people would still be getting the same maps several times in a row, because that's how probability works.
when there is 5 maps for the 3 original ones and all the others have less than 5 five and i dont get those but get the one with the majority more then there is a problem
No, that's just probability.
not when the numbers are there
You said you get the realms with more maps more often than the ones with fewer maps. That's probability.
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@Orion said:
@TheLegendDyl4n1 said:
@Orion said:
@TheLegendDyl4n1 said:
@Orion said:
@lionsou said:
@wisdom said:
What exactly is wrong with just using offerings?they're talking about base chance, not map offerings. The problem I see is that people are consecutively getting the same map and they are finding it boring to play. If there was more of a chance to get other maps then people may be more inclined to continue playing.
There could literally be a billion maps, and some people would still be getting the same maps several times in a row, because that's how probability works.
when there is 5 maps for the 3 original ones and all the others have less than 5 five and i dont get those but get the one with the majority more then there is a problem
No, that's just probability.
not when the numbers are there
You said you get the realms with more maps more often than the ones with fewer maps. That's probability.
and that's why i suggested they add the same amount of maps to every realm or give maps in one realm less weight then say the game since its only on map in that one realm
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@TheLegendDyl4n1 @Orion I know where your getting at. since there are 25 maps in total, you want it to where the maps are equally chosen rather than probability.
I was suggesting that out of the 11 realms, they are all given a 1 in 11 chance of being picked. Then a sub routine to choose a sub-realm (if any) e.g. Rotten fields. Making all maps chosen equally rather than being bias towards the original maps because they have 5 maps out of the 25 total (1 in 5 chance)
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While there definitely is room for improvements for map count and selection, no way in hell should the selection be put into player hands.
Currently its like that in LY:N, and oh noy is the suurvivor favored map picked a lot.0