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Wayward Pains is a poorly designed map

Discussion in 'Bugs, Issues & Inquiries' started by BasedCarpen, 31 Oct 2017.

  1. BasedCarpen

    BasedCarpen Well-Known Member

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    It's too cluttered, too much crap around the walls blocking the camera and too many overhangs and aerial blocks.

    It is a handout to the two most OP weapons; big torp and sniper cannon and it hurts mortar users. Sniper cannon and big torp are the two most widely used weapons and it seems the devs just want everyone to use them making the game boring and less dynamic.

    I've had one active guild member, WinterIsComing scrap all his items, quit and uninstall because of it
     
  2. Spartacus

    Spartacus Active Member

    Joined:
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    159
    My mortars are mostly useless. I genuinely dislike this map and have been playing less since it's being pushed disproportionally and effecting my Infamy. What a disappointment.
     
  3. Mr. Chompers

    Mr. Chompers Well-Known Member

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    There are a surprising amount of mortar spots on the map. I agree, it is bad for mortar, ( I have played on it with a Berta.) but so far I have mostly enjoyed it.
     
    Ability6 likes this.
  4. Joey who

    Joey who Well-Known Member

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    Horrible spawns. Rest is ok imo
     
    The Otherguy likes this.
  5. ViscountSniffit

    ViscountSniffit Well-Known Member

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    It’s probably my favourite map, but then I don’t run mortars, however, I don’t run snipers or torps either.

    I run BC and ExC, which are both quite short ranged. On most maps I’ll have to avoid a whole bunch of mortars and snipers before I ever get to use them.

    In fairness, mortars are pretty good on most maps (as are snipers come to think of it).

    Out of the 9 maps (IIRC), is it really too much to ask, that just one is geared more towards close ranged fighting?
     
  6. Mr. Aussie

    Mr. Aussie Well-Known Member

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    Australia
    Sounds like WinterIsComing has anger issues.
    They told us it'll be played more until Halloween was past. So people who didn't like it could have Just taken a break until then.
    And there are plenty of places to use mortas, just need to learn where they are.
    And maybe they are just trying to get rid of morta spammers? Whatever the circumstances it's best to just learn from mistakes and try to adapt. I applaud the developers for trying to make some more diverse Maps. (we have all been asking for more diversity) I personally really look forward to any new maps to come.
    Wayward Pains is a good map.
    Just gotta adapt.
     
  7. Spartacus

    Spartacus Active Member

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    I know that its completely subjective, but how much infamy do I need to lose until I "master" 1-map. At least if it was evenly selected, I would deal with it, but it's being disproportionately pushed ahead of the other maps. Just sucks for my specific ship setup, thats all.
     
  8. Spartacus

    Spartacus Active Member

    Joined:
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    Not to mention, this has happened more than I like on an excellent connection, only when facing off against another player, and to other team members within the same game as well.

    Take a look at the screen video with an emphasis on the 0:03 mark and 0:30 mark.




    P.S. I think this an excellent game with dedicated and talented developers. I don’t want my complaints to overshadow all of the wonderful things!!
     
    Last edited: 1 Nov 2017
  9. BasedCarpen

    BasedCarpen Well-Known Member

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    Its not just fighting, when you use mortars the camera raises and is more likely to be obstructed by all the over head obstacles.

    All maps you can have close fighting, there is no map that prohibits speeder with carronade point blank shooting people, if they were to make such a map lets say that was divided by a wall that blocked cannons and torps with one passage way you can control I would complain about that as well even though I use two mortars and it would benefit me, its not how maps should be designed
     
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  10. ViscountSniffit

    ViscountSniffit Well-Known Member

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    I hadn’t considered the angle change. That does sound like a more serious issue.

    That’s not really what I said, but a lot of maps do make it very difficult to get within carronade distance, Chill Zone and Damage Depot spring to mind. That’s not to say you can’t do it, but for a good portion of the game, attempting it would be suicide. Late game when there are fewer ships, and everyone has dispersed it’s not a problem, but if you have to wait until then to utilise your weapons, your team may have already lost.
     
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  11. Rainbow Warrior

    Rainbow Warrior Well-Known Member

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    I loved the new map. I do use all the boats and a lot of different weapons, including mortars. The only thing i do not use is to put only mortars on any boat, because that would cause me a lot of trouble on any map. I love to face mortar spamers because if i'm with one carronade the game is over.
     
  12. Spinners71

    Spinners71 Well-Known Member

    Joined:
    27 Jul 2017
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    The concept of the map wasn't to have lots of overhead obstacles, it was to have lots of sea-level obstacles.
    When you create a map with many sea-level obstacles, it's an interesting map concept because it encourages awareness of your surroundings, and ability to navigate, scout, ambush, etc.
    It's all in tight quarters, danger is present right from the start...
    It "feels" like Laser Tag in a big flooded mansion, complete with rooms, hallways, ceilings, and even some windows!
    Anyway, I love the creativity of this whole concept. There is so much potential for success from a map design perspective!

    But to pull off this concept within the game of Battle Bay, there are many things to consider...
    The combination of so many sea-level obstacles plus the close proximity to the enemy at the start...
    All this has the effect of making it harder for any ship to make adjustments or wander around freely.
    When you go from any point A to point B, there are fewer options. Thus, we are all slower and more predictable. Obstacles act as a sort of funnel in this way.

    Now, if you use mortars, you would normally absolutely LOVE this.
    "What's that? Everyone is moving more slowly, predictably, they have less room to dodge, and there are tons of obstacles between us to block their cannons and torpedoes? YES PLEASE!"

    Now, that is precisely why they had to put overhead obstacles into this map. They had no choice. Mortars could not be allowed to go un-checked at the start.
    So, they made the starting areas more covered up -- they had to. It was the right decision.
    But they didn't want to completely negate mortars for the entire map either, as that would be a horrible decision.

    So the question comes down to -- how much of the map should allow mortars, and where should those areas be?

    And this is where I want to express my problem with the map.
    The ceiling feels like it's swiss cheese. Mortars will work in one spot, but if I move an inch, then they won't work, but then I move yet another inch, and all of a sudden they work again. Same story if you try to lead a shot, you target is green, you think you have a shot, you start to lead your shot, it's still green, but then a split second later when you actually release, it turned gray but you couldn't react in time. It's incredibly frustrating.

    The map would be less frustrating for everyone (whether you like shooting mortars or dodging mortars) if it was more visually obvious where mortars should work and where they shouldn't. It doesn't feel good as a mortar shooter to think you can take a shot, but a micro-adjustment ruins everything. It doesn't feel good as a mortar dodger to think you're safe because there's all these ceiling obstacles everywhere to be suddenly hit by a lucky shot that flew through the swiss cheese.

    On the whole, every other map in the game has a lot more visual clarity on where mortars will/won't work. I'm fine with this map starting you in close proximity where mortars shouldn't work. But then I want to know where they will work. I'm even okay with a few "holes" as part of that starting cover. The problem is, I try to look around for some sort of visual perception of what kind of cover I have in the various parts of the map, and in many areas, it's incredibly hard to decipher. Part of this (as someone else pointed out), is a problem with hanging "decorations" and the camera angles. Floating around in this map is not a treat for the eyes... I think if the map decorations were cleared out a bit, it would be more obvious where mortars should/shouldn't work.

    If the goal was for the map to play like Laser Tag while being blinded by random strobe lights, then actually I think they succeeded perfectly!
    But if it were up to me, I like the Laser Tag feel, but would prefer to do without all the hanging stuff, and would want a little more clarity on what sort of coverage you have in different areas of the map.
     
    Rango8, Mr. Chompers and Elena Kr like this.
  13. Riddlerpaji

    Riddlerpaji Active Member

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    Map is temporary or permanent??
     
  14. Rainbow Warrior

    Rainbow Warrior Well-Known Member

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    Map is permanent, the high frequency he was appearing was temporary :D
     
    Mr. Chompers likes this.

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