bigboyyacht
Member
1/27/2023
will post new logs every month or so as how players play on Fissure changes and evolves. I'm doing this to make sure the next map is even better than this one.
most of this stuff is in comparison to the previous map, cove
pros:
- much more flat, leading to it being harder to run and less aids cliff fights
- docks being elevated to the degree they are makes is harder to get into them when out of combat
- feels much larger
- teamfights feel much more fun
cons:
- uniform callouts not made for large portions of the map yet by the playerbase (particularly on the outskirts of the map)
- ravines are irritating during fights as you can get fucked over while chasing someone by falling into one
- loot shoots out super far now when you die
suggestions for next map:
- compass at top of screen for party members like what there is on old zyre
- rotation every week or 2 of allowing/disallowing kb enchanted items (eg. 1 week kb is disallowed, next week it is allowed, next week is isn't allowed, etc.). This would be beneficial because it would satisfy both those who want kb at the next map and those who don't. It would also help new players, who nowadays, care much more about ganking than they do about conquest, which the fact that there is kb in conquest doesn't help because currently they don't get that experience with kb from ganking outside of niche scenarios like RI ganks, radar ganks, fallen town ganks (eg. ppl fighting over loot in Frostholm after it was deleted), etc.). Why would a new player who just plays for ganking try conquest if they don't even have experience with kb from ganking when conquest has kb?
- do smth about loot shooting super far out when you die (if it's a plugin that makes it do it, remove it. If it's a Minecraft update, make a plugin to get rid of it and return it to how it was before)
will post new logs every month or so as how players play on Fissure changes and evolves. I'm doing this to make sure the next map is even better than this one.
most of this stuff is in comparison to the previous map, cove
pros:
- much more flat, leading to it being harder to run and less aids cliff fights
- docks being elevated to the degree they are makes is harder to get into them when out of combat
- feels much larger
- teamfights feel much more fun
cons:
- uniform callouts not made for large portions of the map yet by the playerbase (particularly on the outskirts of the map)
- ravines are irritating during fights as you can get fucked over while chasing someone by falling into one
- loot shoots out super far now when you die
suggestions for next map:
- compass at top of screen for party members like what there is on old zyre
- rotation every week or 2 of allowing/disallowing kb enchanted items (eg. 1 week kb is disallowed, next week it is allowed, next week is isn't allowed, etc.). This would be beneficial because it would satisfy both those who want kb at the next map and those who don't. It would also help new players, who nowadays, care much more about ganking than they do about conquest, which the fact that there is kb in conquest doesn't help because currently they don't get that experience with kb from ganking outside of niche scenarios like RI ganks, radar ganks, fallen town ganks (eg. ppl fighting over loot in Frostholm after it was deleted), etc.). Why would a new player who just plays for ganking try conquest if they don't even have experience with kb from ganking when conquest has kb?
- do smth about loot shooting super far out when you die (if it's a plugin that makes it do it, remove it. If it's a Minecraft update, make a plugin to get rid of it and return it to how it was before)