Oh my... I cringed when I read anubis describing the amount of hides and quality of hides should be on a map... Players use the best 1 or 2 hides on a map all game, I just you want to make it more obvious which hides those are by limiting the amount... Tell me what is so fun about mindlessly fetching crates and returning to the same hide all game? Especially on one of these god forsaken miracle maps you guys preach about? Sounds like the most boring game of my life, if you ask me.
Quote from: Anubis on August 21, 2010, 09:08 AM
Hell I would say even if you make 2 plain Hills in a map with almost zero obstacles still 99% of the time the more skilled roper will win...
You mean 99% of the time whoever goes first will win?
Quote from: Komo on August 21, 2010, 05:25 PM
avirex, anubis is right though, it's got ridiculous, and fixing the maps is obviously the better choice because it has already been proven to work in the past, no scheme will fix these maps...
If you want to talk about the past, why do you not mention how w2 evolved their roping scheme over the years?
No scheme will fix the maps? Make me the hardest roper map you can make, and w2roper will "fix" it... if you want to know how it "fixes" it, read the countless number of points and arguments we have made in this thread, or play the scheme.
From what I'm reading, you guys want roper to be played on some marshmallow and cupcake map, with one or two hides being used the whole game, and where not a shred of tactical thinking comes into play... Because if you ask me, ANY scheme which requires killing a worm has to have tactics to it.
Quote from: Anubis on August 21, 2010, 02:13 PM
1. Extremely stupid caverns with RR aspects. (cr8 luck depends on the room there is inbweteen the land for cr8s, it's totally unnecessary)
2. A f@#!ing thousand hides with basically zero use in a real roper. (Why offer 15 useless hides when only one good hide is used; instead create 2-3 good ones on each side of the map) less possibly cr8 rape. fabrousse maps for example are not that high, but have a thousand hides. You think someone with a chainsaw randomly went through the map just to make hides with no real purpose.
Would you not agree that rr is one of the best ways to show off your roping abilities and skill? So why not implement that into A ROPING SCHEME? w2roper allows you to play on these "Extremely stupid caverns with RR aspects", you aren't forced to get the crate... but the more skilled you are at roping in this environment, the more likely you will be able to get further crates and attack. If you are truly a better roper than your opponent, then your crate length span should be larger than his, thus making true skill pay off.
Quote from: Anubis on August 21, 2010, 09:08 AM
Another thing what I wanted to say is, basically most people believe the easier the map the higher the chances for a newb to win the match. Well if that would be the case newbs would win easy RR maps. Like 20sec turners. But that is not the case.
Every time you come up with a scenario, you compare a pro with a noob, which is why your arguments and points are so convoluted and just plain out wrong. You don't tus someone nowadays that totally has no rhythm at roping or idea what they are doing, except for a few exceptions... those of which you shouldn't have a problem with anyway...
w2roper was made so the more skilled player could win more often than not... For example, dibz could be playing alcoholico at a regular roper... dibz is a much more skilled and distinguished roper than alcoholico, but alcoholico is still good at roping... he can go and fetch crates just like anyone else who knows how to use a rope... What roper today was doing, was allowing the alcoholicos of ropers win against the dibzes because of bad crate drops. Period. There are no tactics, no chance for one another to outsmart each other for an edge. Period. If you had these 2 play on your plain, lower, wide roper maps for 100 matches, I am betting you the score would be closer to 50-50 than what w2roper has to offer. The better roper and better strategist will be able to win more often than not. Period.
Anubis, it is true if you play a noob at a 20 second turner, it won't be easier to win... but only because HE IS A NOOB. I know from experience the wider the rr map gets, the closer the times become when two good ropers are playing. The tighter the map gets, the bigger the gaps become. A time of 50 vs a time of 52 on an AZ01 map, for example, does not show much... but if you took those same ropers and put them on a tighter qp map, the difference would be greater.
Quote from: CMV on August 21, 2010, 07:57 PM
Creating very tough roper maps is like creating w12w-s or 8000x8000+ shopper maps. It's not the scheme's fault, but the people's who love to exceed the borders. Don't want to get crateraped? Grab a map where you can rope smoothly, and voilá! No crate rape anymore. Don't complain about getting wet after jumping into the river. I agree with Anubis and Komo.
I don't like wxw, w4w, w8w, w12w, etc, at all, but what you are saying is that you want one of those wide maps with at most 4 walls with no hides... They are all over the place, and they take 2 minutes to make in ms paint... enjoy roping around 8 lines connected to each other