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Implemented new maps and elo thresholds for ranks / elo

ceeew

New Member
Hello, I would like to ask for new maps and elo in ranked.

In most maps there are a ton of corners with very little fighting space, random obstacles, and not a lot of flat fighting ground. In some cases, there are ledges that make an avoidable situation unlivable. In the Cherry Springs map, all 3 sets of buffs can be drained just by running around. My solution to this - flat maps with little to no obstacles in the map. This will allow for clean PvP and get rid of all of the weird interactions that occur from the current maps.

As for elo, I believe this is a quality of life change that mostly everyone would enjoy. Currently, I am #1 in ranked but have no idea as to where my closest opponent is to me. Having elo will be an easy fix to this and all of the other higher rank players. I think that there should be a certain amount of elo for each rank to be obtained.
Ex.) Wood - 0-99 elo, Stone 1 100-149, Stone 2 149-199, Stone 3 199-249 etc..

<- just one example of something that can happen with a ledge encounter
 
17 voters
+1 whoever is building the ranked maps clearly doesn't play ranked there are so many cheese locations on half the ranked maps in rotation you can buff drain on the cherry blossom one and there are a few spots in walls like in the picture you sent before. Also the newer forest map they added is all fine except that you can just ledge pot your opponent. Atp i would be more than fine playing on a flat box ranked map
 
+1 whoever is building the ranked maps clearly doesn't play ranked there are so many cheese locations on half the ranked maps in rotation you can buff drain on the cherry blossom one and there are a few spots in walls like in the picture you sent before. Also the newer forest map they added is all fine except that you can just ledge pot your opponent. Atp i would be more than fine playing on a flat box ranked map

I do agree about maps where you can just outrun your opponent literally the entire time, but as we've said countless times before, it is our strong feeling that players who need a pure-flat pvp arena with no obstacles are objectively worse than others because they cannot adapt to terrain.
 
I do agree about maps where you can just outrun your opponent literally the entire time, but as we've said countless times before, it is our strong feeling that players who need a pure-flat pvp arena with no obstacles are objectively worse than others because they cannot adapt to terrain.
if i wanted to pvp with terrain i could just go to proving grounds or c train, ranked should be about actual player vs player rather than whoever can play around the map the best
 
thats... the point of fighting ranked matches. To find out who is the better pvper. There is more skill to fighting than clicking the top of heads and potting.
skill isnt running circles around the map to drain peoples buffs either make that bannable or remove the maps where this is possible and just remove all unnecessary terrain where if youre stuck in a corner you dont have enough headspace to crit
 
skill isnt running circles around the map to drain peoples buffs either make that bannable or remove the maps where this is possible and just remove all unnecessary terrain where if youre stuck in a corner you dont have enough headspace to crit
Then don't let them drain you of your buffs? If its working for them, then its a legitimate strategy. You gotta adapt, and if you don't, then you fall behind, simple enough.
 
EDIT: This idea could be pretty cool if we did eventually want flat arenas.

Super edit: Opinion changed, I don't think that the arenas gain an awful lot when they have mainly obstacles and much height variation and I wouldn't be surprised if they changed to be more flat in the future over time just because it's what people push for. It's kind of subjective which is better in terms of skill though.
 
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Then don't let them drain you of your buffs? If its working for them, then its a legitimate strategy. You gotta adapt, and if you don't, then you fall behind, simple enough.
“then dont let them drain your buffs” bro what can i do when i just rebuff cus i think its a normal 1v1 and then they start running circles around the map? nobody wants to sit in a duel for 5 minutes just to lose to some player running around draining buffs. its actually so annoying when that happens and ur acting like its some strategy because its working for them
 
What maps have an issue with players running away to drain buffs? Just cherry springs?
 
EDIT: This idea could be pretty cool if we did eventually want flat arenas.

Super edit: Opinion changed, I don't think that the arenas gain an awful lot when they have mainly obstacles and much height variation and I wouldn't be surprised if they changed to be more flat in the future over time just because it's what people push for. It's kind of subjective which is better in terms of skill though.
idont see that happening. I get that flat maps are better for pvp, and i do get mad in my own map cuz of the corners(an error that i made, and i will try not to make again on future maps), but making superflat maps is no brainer, i dont see no one talking bad about fighting in tiles who are definitely not super flat and the reason is because the tiles are huge with allot of space to pvp(and ofc also because of kb and pearls), my idea is starting making ranked maps more bigger(but not to big otherwise players can just ran away lol) and less claustrophobic, so things like UghBraces said wont happen ''i get in corners just by turning arround to pot''. The reason of all this drama about terrain change is simply because server got more famous and allot of ppl that do tier tests and play on ffa servers with superflat maps are not accustomed with this type of maps! (And yes i do play ranked)


(And also with no circle in the middle to prevent ppl running arround to waste buffs)
 
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I do agree about maps where you can just outrun your opponent literally the entire time, but as we've said countless times before, it is our strong feeling that players who need a pure-flat pvp arena with no obstacles are objectively worse than others because they cannot adapt to terrain.
Ranked should be a showcase of the raw skill level between players, the outcome of matches shouldn't be swayed by poorly designed maps with weird corners and ledges.

I understand the current maps have had a lot of effort put into them to make them visually pleasing, but no one is stopping mid ranked duel to admire the scenery.

Almost, if not every tournament in the last few years has been hosted in a flat and clear arena, made by the players themselves because of the rare titles at stake. No one ever said "I think there should be some trees or a cave over there". If Loka's most prestigious PVP title of Champion is fought for under these conditions, why shouldn't Hero also be? This is what the players themselves are doing when given the control.

I suggest a competitive pool of maps be created for ranked, whilst retaining the existing maps for casual duels. Flatter maps with less awkward corners is a step in the right direction to reward players who spend the time improving their mechanical skill rather than those who rely on weird cheesy playstyles.
 
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We have new maps incoming, have removed bits of maps that allow for endless kiting, and will be showing elo rating (as a value of like +100, meaning you are 100 over the bedrock min rating).

Also a change to placement matches to hopefully make them a bit more accurate.

Our stance on flat maps however remains unchanged.
 
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