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12-06-2008, 02:24 PM #121
Re: Map Rotation
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12-06-2008, 02:25 PM #122
Re: Map Rotation
No problem, we will discuss it again and see what the feelings are, but it seems that every time we do that....the server starts acting up. I personally miss Tampa and Shingle and would love to have them in the rotation, but it seems to effect the stability for some reason. Could just be coincidence, but since we went back to the basics the crashes have been minimal.
Always good to bring things up when you have a concern or an idea, never stop doing it. Now, get on the boring battlefield so I can kill ya!!!!
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12-06-2008, 02:52 PM #123
Re: Map Rotation
Minsk CQ ftw.
Perhaps we could do a poll on stability vs variety.
I for one don't mind crashes if we get out of the rut of these normal maps. I'm having to go on timeless servers to get my fix of tampa.In Order to Dance



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12-06-2008, 02:56 PM #124
Re: Map Rotation
Perhaps we need to make a rotation that is as complex as possible to see how much we can crash the server
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12-06-2008, 02:59 PM #125
Re: Map Rotation
Does auto-balance effect stability? I miss that on the TG servers.
|TG| Wineo
That's Wine-oh, maybe if I didn't drink, I could spell, ok?
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12-06-2008, 03:07 PM #126
Re: Map Rotation
When a dead player gets autobalanced while someone tries to revive them the server crashes or something
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12-06-2008, 04:17 PM #127
Re: Map Rotation
I was thinking something more incremental. The server has in fact been more stable lately. "We" have an idea of what does cause the crashes, if we avoid those and slowly work up a map or two a week, evaluate stability and proceed accordingly, I don't see the harm. Eventually we will get to an acceptable frequancy of crashes vs rotation mix and stay at that point.
But by all that is holy or of any value to an individual, could we consider taking tunis from the front of the rotation (not sure if it has happened since there have been no crashes while I have been on lately)? Oh, and also make sure there is an odd number of maps. For those that stay the circuit, it would be nice to start on the other side of a map when it comes back around
And if we do in fact consider more maps, I would love more gunship time (hint hint)
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12-06-2008, 04:44 PM #128
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12-06-2008, 05:58 PM #129
- Join Date
- Jul 2005
- Posts
- 822
Re: Map Rotation
The server is more stable? Are there statistics to show the server crashing less with this rotation? Is there some number crunching going on behind the scenes here, or are we just relying on subjective opinion to determine whether or not the server is crashing more or less?
I have never noticed any adjustment make a real difference in the crashing problem. I mean, I'd rather have a diverse rotation that crashes, than a simple rotation that crashes.
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12-06-2008, 06:28 PM #130
Re: Map Rotation
Yes, the amount of times that the server restarts according to the logs. The noticable stability in regards to playing and personal notice of less crashes. Although, as I have said already, it may be coincidence we have had less crashes since going to the stock rotation.
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12-06-2008, 06:36 PM #131
Re: Map Rotation
It certainly seems more stable to me since we switched to the stock rotation. I've played through several full rotations with zero crashes recently.
|TG-9th| BBgun. - I'll put your eye out, kid.
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12-06-2008, 07:12 PM #132
Re: Map Rotation
No they lie, more crashes!!! We want more!!!
Reapator, overlord of ponies

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12-06-2008, 07:27 PM #133
Re: Map Rotation
How about just dropping Suez?
Although that would cut into my tank-stalking time....
Proud to have been an Irregular!







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12-07-2008, 03:21 PM #134
Re: You make the rotation
Threads merged, look back and you can find many of your answers here.
The soldier formerly known as, Eroak.





From the TG Primer: 2) Create an environment where there is
mutual respect for your fellow gamers and where all members
would be working together to advance the enjoyment of their hobby.
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01-13-2009, 10:25 AM #135
Re: You make the rotation
I make the rotation? Fine

1. Belgrade. Good balanced map with both infantry and armor.
2. Cerbere Landing. Tough assaulting map for the PAC side.
3. Tunis Harbor 32 player version. Another balanced map.
4. Sidi Power Plant. Armor map that still allows for some fun infantry fighting in some places.
5. Operation Shingle. EU's turn to assault now.
6. Tunis 16 player. Yes it is Tunis again, but is an utterly different map with different challenges.
7. Fall of Berlin. Tough assault for the PAC side again
8. Shuhia Taiba. Balanced armor map.
9. Camp Gibraltar. Needs no introduction.
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