Seriously, it’s every other game that i’m playing this map. It’s tremendously long, a lot of breaks in your sights, the “edges” don’t work most of the time (sometimes they’ll hang you off the ledge so far out no one can reach you, sometimes you don’t get the opportunity to even hang off the ledge, sometimes the ledge just sucks you off and somehow you’re falling through the floor now). Just take it out of QP it’s annoying to have to leave every time i try to QP only to find i have to leave 2-3 times in a row to make a game that’s not Trail of Treachery. It’s “quickplay”, which means it should include ALL maps each with an EQUAL chance to be playable. Enough of this “least played maps get higher priority” because you only ever see the same maps. If they actually updated the algorithm to include maps that are “least” played then this might actually work but then that begs another question, WHY are these maps played so much less frequently? You could say they newer sure, but a few of them have been out long enough that we have enough data on their plays to give them an average or a percentage instead of just giving them flat numbers. If your algorithm just chooses the maps based on flat amount of times played then of course the only maps that we’ll see are the new ones. This is obtrusively annoying and should be addressed as the older maps are generally more fleshed out, have fewer bugs, and are just more fun to play in general.
I believe the algorythm leans towards maps failed rather than maps played and by quitting out of a map you’re failing it as far as algorythm is concerned, so by quitting out you’re gently nudging it higher on the list.
Having said that, it’s a bit of a pain of a map I agree.
Disagree,
While it’s a little annoying when you get a single map too much, but I would hate the map being completely out of rotation and only accessible via custom games. This will greatly reduce encountering the map except for people who specifically want to do it, thus condemning it to weaves status
The appeal of quickplay is that it gives you a random map
Just make QP more likely to select maps that haven’t been played. It shouldn’t weigh by losses.
Also, maybe give players a brief chance to vote on a selection of three missions or at least veto a mission.
They just need to fix the asinine QP “random”-ization so that it’s actually random and not trolling the players with the maps they don’t like. Everyone used to suicide out of blightreaper and QP was nothing but that for years until enchanters lair came along and replaced it, then trail of treachery, then tower of treachery after that.
The real solution is to just make the QP bonus less essential for getting emperor vaults so that people can just play the missions they want without being locked out of the best loot.
This was a pretty cool thing in VT1, as a party you could just vote on the next map when you completed one.
You mean like VT1 where at endgame screen you could pick your map, select random, or quit? XD
Nah, we can’t go back to a working system!
if this is true then that’s by far an objectively WAY worse system. There’s a reason maps are failed constantly (quitting being a big reason). They’re generally either boring/poorly designed maps, because at this point, a lot of the maps have been around long enough for people to have played them a decent amount of times each already (at least enough to know the map and maybe where some tomes and grims are). People aren’t losing because they didn’t expect something that other maps wouldn’t throw at you (ie monster spawns, random special interactions, patrols, etc.) but most likely you’ve encountered those situations on other maps as well so the question comes to this: why are those maps being lost more often than not? There’s nothing intrinsically new to these maps in terms of mechanics for the most part, the only thing that’s new itself is the map and the events (which can be part of the “poor design” that i’ve talked about before). If the majority of people are failing certain maps, perhaps those maps need to be looked at in terms of balance and/or playability; sight lines, ability to funnel enemies rather than just constantly having them spawn on or near you, respectable amount of cliffs cuz some of the newer maps are suffering from chaos waste syndrome, and more things that could make just running the map more enjoyable. It’s not fun losing a run because there’s a bunch of cliffs you have to avoid getting yeeted off of, it’s already a gripe of mine as a “cheap” or “lazy” way to kill/challenge the player.