Why are the ground maps so small and games so short

Does the match not have a set time limit?

Why must multiple aspects suffer for a single mindset of potentially dying in 5 minutes and leaving match?

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Camping happens either way.

1 Death leaving is a issue anyways.

Because the people that buy premiums aren’t buying them to play competitively they just want to shoot things with their new tank

So you have 20 minutes to do it.

Plan your day better if you want to have a quick game before work / school.

Gaijin doesn’t want your games to last 20 minutes. That would give you a large multiplier.

Premium
Convertible RP
Reworked Economy
Incoming RP bonus on completed Tech Trees…

Your point?

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Gaijin does not want you to play lengthy fulfilling matches. They want CoD style gameplay.

2 Likes

WoT already exists.

You’re telling me this instead of Gaijin.

big tunisia is straight up snipe and camp map

Shows how little knowledge of the map you have.
Big tunisia had plenty of flanking routes on it thanks to all the dead ground so if you didn’t want to “snipe” at pretty normal engagement ranges for modern MBTs then you had the option to use the terrain to flank.
Lack of creativity on your part if you think it’s just a “snipe and camp” map.

2 Likes

i dont play on it pretty often and left spawns are hell

The left spawns are the best spawns though?
There is so much dead ground to work with over there that you have to actively be trying to get killed.
It’s nothing but large sand dunes.
I do not understand how you could possibly be struggling to utilise the dead ground.

Developers are always taking Feedback on Map Designs… they also watch data as well…

Have you made suggestions ? if not, might be a good idea

I don’t think suggestions are needed, the forum is already littered with map threads. The consensus that maps are either too small or unsuitable for top tier gameplay is pretty solid and widely accepted here. You even have big WT YouTubers like DollarPlays and Hunter_i86 asking for bigger maps, so it’s not just a few people complaining.

I just wish maps would stop catering to the casual ADHD crowd, at the very least they should make new game modes that focus on realistic scenarios like PvE EC so that you don’t lose or alienate the casuals.

I’m so sick of the close quarters corner shooting simulator that ground “realistic” is right now.

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Personally, I have seen very few people actually say why the map changes are bad, other than “map smaller=bad.”

I want to see actual suggestions to improve maps, but I don’t see any of that.

I think most of the criticism comes from the fact that most small maps are too linear and only promote head on engagements (see images below), which gets stale and doesn’t account for all the type of vehicles that are in the game that can’t just hold W to the action.

The second major complaint I see is that they don’t provide enough flanking or freedom of movement, I actually have a few favorite small maps like Advance of the Rhine and American Desert because they are actually well thought out, the same can’t be said for the rest of the small/urban maps which are hell in top tier.

Just look at these maps. How on earth is anyone supposed to have fun in these? Most of these maps just stop being fun once you get to top tier, there isn’t enough room for them (Why I suggested lowering the player count in top tier RB)

Small Maps

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The moment they stop restricting player movement and butchering maps because some lack the brain cells to understand tactics, maybe less people will complain, and the game will start to heal.

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too small, too fast, too many people
If you like arcade, go play aracde

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Lets be real here, the forums have ended up being the complaint section of the game, but it by no means, means you are a majority or have any true basis.

I agree with you, and I think many maps suffer from that linear engagement style.

Caps are positioned too closely to borders on many maps, which often gives only 1–2 places to attack from. This also funnels players into 1 area, which is bad for certain tanks. Ideally all caps should be able to be approached from all sides.

Poor red zone design is also a huge issue, many of the zones seem lazily tacked on without any thought. They don’t follow the terrain, or any buildings or streets, either.

Some restrictions of player movement make sense, such as blocking off camping spots, or preventing players from getting into unintended places. However, there are often better solutions than a lazily put in red zone.

For example, Mozodok had a part of the map cut out because it was often used to easily spawncamp. However, this had the unintended(?) effect of preventing flanking on part of the map. A better solution would be to make the spawn less open, change the terrain to be steeper, or adding more hilly sections in the dead area on the side of B.

1 Like