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BabA_YA6A #21 Posted Jun 25 2018 - 20:26

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View PostGnomon, on Jun 22 2018 - 21:14, said:

Hey, everyone!
 
Hope that you're having a good Friday.
 
I've got some Supertest news for you, and it's that we’re balancing the Province map.
 
Province has always been a special map. Some loved it, some hated it, some were always getting killed by invisible foes. It seemed there were no tankers with a neutral opinion on Province. When we took Province out of the game in 2015, the reaction was mixed. Quite a lot of people were actively demanding that we return it.
 
The map made its comeback in May 2018 and received some mixed feedback. The feebdack is split: some are grateful for having the legendary location back (these people exist, we promise), and some are asking us to introduce tier limitations. The latter are saying that the map is too small top-tier vehicles with great spotting ranges, and that the teams spend the battle being constantly lit up by the enemy. This opinion is expressed via the forums, social networks, and YouTube. We want to assure you that we are following the situation and examining the feedback very closely. We do think that some time is needed for the Province gameplay ‘stabilization’: the player base can get used to the location and develop map-specific tactics.
 
How long will it take? There’s no exact answer; still, when the audience adapts to a location, we dp see this on our end, because the map’s overall stats stabilize. Usually, this happens in 2 to 3 months after a map’s release. So, in Province’s case, we’re not yet ready to introduce any tier limitations: we need more data to support the feedback. We’re going to monitor the average battle duration, how long different tanks survive on Province, what firing positions are most popular, and where vehicles are destroyed most often. The info we collect will influence the decision we take, together with your feedback. If the data supports the feedback that the map isn’t suitable for top tiers, and if the community members continue to have this feedback, we’ll introduce the limitations by tier. Until then we kindly ask you to be patient, and share your reasoning in support (or against) the said limitations. The more info the better! 
 
So what are we changing now if we’re not introducing limitations by tier?
Well there’s a certain imbalance in team positions, and we intend to get rid of it. The eastern side currently has an upper hand and wins more often. The western team has less firing positions so they have fewer opportunities for building up and coordinating attacks. Today, we’ll try the improvements that should set the balance right.
 
 
 
They are:
 

 

  1. The southwestern corner of the map. Several houses have been moved so it’s easier for the western team to shoot at their opponents right from the start (which the eastern side already had the ability to do.)
  2. Near the monastery, on the eastern side’s mountain slope. The nearby buildings’ geometry has changed, allowing the team attacking from below and firing from behind them to be more efficient.
  3. We’ve added a cover that will help the western team in a fight for the eastern team’s mountain slope.
  4. After the western side takes the position mentioned in (3), they can advance to a large rock which now is more comfortable as a cover and offers better protection from tank destroyer fire.
  5. Both teams’ bases. We’ve added several covered positions inside the capture circles to decrease the number of draws. In the current map setup, it’s almost impossible to capture a base, as both teams can be shoot from any slope. Cover will increase your chances to grab a base, and will also make the defending team play more active. We’ll see whether this works; we know that lots of people dislike base cover so we’ll follow the issue closely.
  6. We’ll cover the backs of tankers from the western team defending the uphill road from the eastern attackers. Currently, they are often shot at from the opposing slope.

 

Province Screenshots
 
The Supertest starts today, and we need some time to analyze the results. We hope we’ll be able to eliminate the existing imbalance.
As soon as we decide the fate of Province, we’ll make an announcement. Let us know what you think! 
 
Make sure to follow the news, and best of luck in battle! 

 

This map is great for tier I to III but for higher Tiers almost every match is just a "GIANT" sniping camp fest.

There are so many maps that have been removed from this game and someone at wargaming had a brain fart and brought back on of the most useless ones.



ToothDecay #22 Posted Jun 25 2018 - 22:05

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View PostGnomon, on Jun 22 2018 - 08:14, said:

Hey, everyone!
 
Hope that you're having a good Friday.
 
I've got some Supertest news for you, and it's that we’re balancing the Province map.
 
Province has always been a special map. Some loved it, some hated it, some were always getting killed by invisible foes. It seemed there were no tankers with a neutral opinion on Province. When we took Province out of the game in 2015, the reaction was mixed. Quite a lot of people were actively demanding that we return it.
 
The map made its comeback in May 2018 and received some mixed feedback. The feebdack is split: some are grateful for having the legendary location back (these people exist, we promise), and some are asking us to introduce tier limitations. The latter are saying that the map is too small top-tier vehicles with great spotting ranges, and that the teams spend the battle being constantly lit up by the enemy. This opinion is expressed via the forums, social networks, and YouTube. We want to assure you that we are following the situation and examining the feedback very closely. We do think that some time is needed for the Province gameplay ‘stabilization’: the player base can get used to the location and develop map-specific tactics.
 
How long will it take? There’s no exact answer; still, when the audience adapts to a location, we dp see this on our end, because the map’s overall stats stabilize. Usually, this happens in 2 to 3 months after a map’s release. So, in Province’s case, we’re not yet ready to introduce any tier limitations: we need more data to support the feedback. We’re going to monitor the average battle duration, how long different tanks survive on Province, what firing positions are most popular, and where vehicles are destroyed most often. The info we collect will influence the decision we take, together with your feedback. If the data supports the feedback that the map isn’t suitable for top tiers, and if the community members continue to have this feedback, we’ll introduce the limitations by tier. Until then we kindly ask you to be patient, and share your reasoning in support (or against) the said limitations. The more info the better! 
 
So what are we changing now if we’re not introducing limitations by tier?
Well there’s a certain imbalance in team positions, and we intend to get rid of it. The eastern side currently has an upper hand and wins more often. The western team has less firing positions so they have fewer opportunities for building up and coordinating attacks. Today, we’ll try the improvements that should set the balance right.
 
 
 
They are:
 

 

  1. The southwestern corner of the map. Several houses have been moved so it’s easier for the western team to shoot at their opponents right from the start (which the eastern side already had the ability to do.)
  2. Near the monastery, on the eastern side’s mountain slope. The nearby buildings’ geometry has changed, allowing the team attacking from below and firing from behind them to be more efficient.
  3. We’ve added a cover that will help the western team in a fight for the eastern team’s mountain slope.
  4. After the western side takes the position mentioned in (3), they can advance to a large rock which now is more comfortable as a cover and offers better protection from tank destroyer fire.
  5. Both teams’ bases. We’ve added several covered positions inside the capture circles to decrease the number of draws. In the current map setup, it’s almost impossible to capture a base, as both teams can be shoot from any slope. Cover will increase your chances to grab a base, and will also make the defending team play more active. We’ll see whether this works; we know that lots of people dislike base cover so we’ll follow the issue closely.
  6. We’ll cover the backs of tankers from the western team defending the uphill road from the eastern attackers. Currently, they are often shot at from the opposing slope.

 

Province Screenshots
 
The Supertest starts today, and we need some time to analyze the results. We hope we’ll be able to eliminate the existing imbalance.
As soon as we decide the fate of Province, we’ll make an announcement. Let us know what you think! 
 
Make sure to follow the news, and best of luck in battle! 

 

I have NOT been pleased with the map reworks, cause I can barely remember what the maps are supposed to be.

If the purpose was to rebalance them SO much that they are totally different, then Yay, thats what you did.

Most every map now turns into a camp fest, CAUSE NO ONE KNOWS THEM NOW.

Put them all back.

We asked for NEW maps (what about the word "new" dont you guys get ?).

All you all did was screw around trying for "balance".

Some maps WERE fun Unbalanced.  You had to work to counter an advantage. 

The complaints came when MM KEPT putting people on the bad side, over and over.

Again, WG went overboard.

I hardly recognize this game anymore.



ToothDecay #23 Posted Jun 25 2018 - 22:11

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Idea for new map.

Flatten ALL of Prokhorovka.

Put 1 giant boulder dead center.

Perfect map for arty.

all can camp the red lines.



Xenuex #24 Posted Jul 02 2018 - 15:23

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so, when is this map going to be removed?

 



General_FireBall #25 Posted Jul 13 2018 - 05:19

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I'm sorr but out of all the maps you could've brought back, why did it have to be Province?? This map needs to be low tiers only or completely removed. No matter what you do to it, it's not suited for any tier higher than 4. I hated it when before and I still hate it now.

MagillaGuerilla #26 Posted Jul 13 2018 - 12:15

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The only thing good about it is the cliff I dive off when I get it.

sailorboy7982 #27 Posted Jul 14 2018 - 10:37

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I like the old Province map. It was fun at Tiers 1-3. Not so much anymore especially at higher Tiers. It's the NEW MITTENGARD, but at higher tiers.

cavalry11 #28 Posted Jul 14 2018 - 18:52

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used to be a fun map to play at lower tiers but what you did to it sucks, hate what you did to the map.

Jesse_the_Scout #29 Posted Sep 23 2018 - 19:18

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This map is terrible. At zero count both sides cross and rush out to the NW/SE corners. As long as you get your tanks over and in place all the remaining tanks in the base are screwed, it's only a matter of time before they get picked apart from two different angles of fire. All the bushy perches are pointless, the only thing you have line of fire on is the other bushy perches on the other side at long range, no one's going to spot each other anyway. Going down in the center is mostly suicidal, due to bushes along the cliffs you rarely spot anything anyway and half the map has shots on you while you're down there. Everything gets decided by the first minute rush, where the tanks that get into the dominating NW/SE corner positions get to pick apart a big pile of trapped tanks in their base who have no effective terrain to use to fight back.

eraser1962 #30 Posted Sep 29 2018 - 19:47

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 I do understand Wargaming (and tankers) being sensitive to the "fairness" of sides in maps, but frankly, I think too much energy is spent on trying to perfect "fairness" of terrain (maps) to achieve a 50/50 win rate split.  Fairness gets balanced to a large degree by randomness of team composition and the 50/50 chance of spawning on either side.  I am not suggesting that no attention at all should be given to having some balance, but the notion that each map should result in a 50/50 split on win rate seems like more energy than it's worth.  More maps, even if slightly imbalanced is vastly preferred to removing or waiting for new maps.  Case in point is Province.  Sure it has issues for higher tier vehicles due to be able to spot across the map.  But it required adaptation and it wasn't like you were playing Province repeatedly.  I would prefer that all (or the overwhelming majority) of maps be open to all tiers and simply force adaptation of play.  Just one tankers opinion.

Gral_Seineldin #31 Posted Sep 30 2018 - 21:14

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Dont know why you spent so much time and effort in this map, It just dont woth it. At first it was a low tier map, then you remove it, then you revive it, then you modify it, now again you touch it. Just dont waste any more time on it and make some new maps!!!!

Jesse_the_Scout #32 Posted Oct 28 2018 - 00:02

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So after some time and playing the map I have found the optimal strategy: Run to cross, sit. Wait. Whoever tries to move forward dies. Wait for other team to move, kill them. Once enough of them have wasted themselves trying to actually play, use your numbers to either cap or sweep the base.

 

Awesome work guys.



Rocker_Box #33 Posted Nov 01 2018 - 23:59

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 It's a favorite of mine, mostly because I'm winning way more then I lose on it!  Wasn't always that way, when it first went into the rotation I really struggled with it. 

Luminator #34 Posted Dec 12 2018 - 20:23

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I love province and am happy it got brought back, but I preferred the original one.

 

I like it alright and the updated province is fine, but It truly doesn't live up to what it was that made the original map great.

 

I would like this map to be opened up to the low tiers and see how it plays compared to the old map, as when I joined this game it was no longer a map for high tiers.

 

I do fine on it in my higher tier heavies, but I do think that if it has to be a map for high tiers than it needs to be bigger to account for their op view ranges. It's tier was restricted back then because of that and I would say it should be at least X1.5 bigger and with more instead of larger buildings in such a change.

 



Goat_Rodeo #35 Posted Dec 12 2018 - 20:44

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In anything above tier 5 it’s like stuffing a double barrel shotgun into a small goldfish bowl and dropping both hammers. 




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