Danimal
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Danimal last won the day on June 17
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At request, added some missing maps: Warbell, troop train, base race, praetoria mission 2 25 peeps have voted so far Special delivery favourite map to date, followed closely by Erden. 1️⃣ ETL SP Delivery 11 8.8% 2️⃣ Erdenberg_t2 10 8% 3️⃣ ETL Adlernest 7 5.6% 3️⃣ Bremen Truckmod 7 5.6% 3️⃣ ETL Supply 7 5.6% Strong mention to: Decay_b7, Oasi final, Pirates final, 6 votes each Library beta3, Haemar beta1, ETL Frostbite, ETL Base, ETL Braundorf, Cluedo, 5 votes each
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hi @meanmachine, thanks for voting and providing the feedback on the post being confusing. Let's have another go... Right now the server has a system where a map can only appear again after fifteen other maps have been played. This keeps things varied. It also means the most popular maps don't come up that often. If you miss your favourite map, you might not see it again for a quite a long time. The purpose of this poll is simply to find out which maps the community enjoys the most. If there are clear favourites, TeamMuppet could choose to let those maps appear a little more often in the voting pool. Nothing drastic, just a small adjustment that would make the rotation feel better for most players while still keeping plenty of variety. So the poll is here to show which maps people actually want to play more regularly.
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Hey all, I just want to start by saying how much I appreciate the work TeamMuppet, Flo, and everyone involved put into running this server. In my view, it’s by far the best place to play ET. Everything below is simply a suggestion from a regular player who enjoys the server and wants to contribute something constructive. Over the past few months I’ve noticed that the map voting pool often includes a lot of new or lesser known maps, while the most popular ones only appear every fifteen or sixteen games. As i understand it, the server currently only allows the same maps to be played once a 15 map cycle is completed. As a result, favourites like Erden and Delivery etc show up far less often than many players would like. This can be very frustrating... especially if you have an absolute favourite and miss it. I understand the intention behind encouraging variety and giving new maps a chance... it keeps things fresh. At the same time, I think there might be room for a small adjustment that still respects that goal.... allow the most popular maps to appear slightly more frequently in the voting pool. These maps are popular for a reason... they are balanced, fun, and attract players. Allowing them to be voted on more frequently would make the rotation feel more satisfying for the majority of players, while still keeping space for new maps. To help TM think about this, I’ve set up a community poll where each player can vote for their top five maps. The maps that receive the most support would be an indication to TM about which maps could, if they were so inclined, get special treatment. Meaning they could reappear sooner in the rotation, for example by reducing g_minMapAge for those maps only. I spoke briefly with Flo about my frustrations with the current config and he mentioned how difficult it is to please both sides. Some players want more new maps while others prefer the classics. This suggestion aims to give both groups a fairer system. Please vote below for your top five maps. It will also be interesting to see if there are clear favourites. Pick the 5 maps you enjoy the most. The poll contains all 32 maps currently on the server. You can vote for up to 5. Vote here: https://strawpoll.com/e7ZJaMY0Gg3 Feel free to discuss your choices in the thread too. Thanks in advancce for taking part. The more votes we get, the more informed TM can be about what maps people actually want to play. Hopefully, our friends at TM will consider allowing these maps to come up more often in the map pool selection. Cheers Danimal
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Nice post. I'm in favour of SR because on balance i think it helps to encourage objective play. Otherwise, more players than currently would just play for frags. SR is definitely imperfect and there are real issues... as you mentinoned stacking, late‑match quitting, and people protecting their rating instead of playing properly are real issues... they do affect the quality of games. but ultimately it's up to the players themselves to not try and manipulate the system and be fair to everyone.
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I wanted to start a new topic and float an idea. Should there be some sort of limit on who can use heavy weapons? For example, a minimum skill rating could be required before a player can take a panzer or mobile MG. This would reflect both the scarcity and destructive potential of these weapons, as well as the risk of team damage when they are used poorly. In practice, newer players often pick soldier and simply do not yet know how to use heavy weapons effectively. On the other end of the spectrum, very low skilled players can end up hogging the panzer for multiple rounds, which can seriously hurt team progress and objectives. This is not meant as a criticism of newer players, but rather as a way to protect team balance and encourage learning of core roles before using high impact weapons. I am not sure what the right approach should be, but it feels like a problem worth discussing. Are there better ways to handle heavy weapon access without hurting new player experience? Interested to hear what others think. Just an idea for discussion.
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Playing erden yesterday from the beginning of the map as allies... with around six minutes of the map left I'm forced to "balance" to axis.... meanwhile other strong players joined allies a couple of mins before i was forced to move to axis and were able to remain in allies. It's really frustrating and not fair imo. Allies ended up losing the map. I know i keep bringing this up but its just so frustrating and I think from this thread you will see it looks like the majority of players agree with me. Can't TM members just re-join the weaker team if they are balanced away from it?
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Exactly this... its pretty often that a strong allied team would lose players in the closing minute of a map due to getting too frustrated with a good axis defence and then someone that has really battled to get to this point is then moved... I strongly think if you started the map for a team, then in most cases you should be able to finish the map with that team.... maybe lost's idea of not allowing the balancing in the last few minutes would be worth attempting if you dont want to move late joiners to the other team...
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Thanks for explaining the changes... I understand now why you moved away from the old system. That said, I think the current autobalance is worse. Yesterday on Erden I started as Allies (we only had about a 20% win chance) and six minutes in I was switched to the much stronger Axis side “for balance.” That really is not what you want to happen. Maybe a hybrid approach could work? For example: Prioritise moving players who joined the map more recently. Put some limit on SR so that stronger players who deliberately join the weaker team are not the ones moved. A big problem is high skilled players joining a map late and "stacking" ... these guys should be the ones first moved to the weaker team.
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Thanks for the reply although I am not quite sure which parts you did agree with? 😉 Duration of being on the server I agree that the total time someone has been on the server should not matter. However, I do think the duration within a specific map or round should be a factor. That is why I felt U!p’s football analogy was a fair comparison imho. If you have been playing the whole match, it is different from just joining at half time or late on. Stacking teams I do not mind rebalancing at the start of a map (shuffles etc) or early if teams end up stacked, but towards the end it feels unfair. For example, yesterday DC1 joined Axis midway through the match and I was then switched to Allies near the end, despite starting the map on Axis. Our SRs were very similar, but I was the one moved. That did not feel right and was just very annoying. Moving skilled late joiners I agree that it would be bad if someone with high skill joined the weaker team late and was then moved to the stronger team, making the imbalance worse. But in practice, that kind of situation seems rare. As you hinted with your Allies comment, players very rarely leave the stronger side, so auto-balance usually ends up targeting people who have been there from the beginning. Playing Allies Fair point... I have actually been playing Allies more in the past week but understand what you are saying... btw there are some players that just want to play allies so it works both ways. SR frustration Just to clarify, SR can still be affected. A week ago on Frostbite, I was moved from Axis to Allies with only 3 minutes left. Axis then lost, and I dropped 0.18 SR. I went spec rather than continue. For me though, it is not only about SR... I only play for the objective, which is why it is more frustrating. I never play for frags. From what I have seen, you seem more focused on frags, which might explain why we view this differently. Football analogy I understand your point about public servers being different from scrims, but I still think the principle holds. If you have put the time and effort into supporting your team from the start, it feels wrong to be pulled away right at the end. And just to add, I completely agree with your point (which you often make in-game) that people switching teams mid-map just to join the stronger side is terrible for balance. I have never done that, and it definitely undermines fairness. "Maybe the simplest solution will be to disable autobalance when there will be only some % of the time left to the end of the map. Because usually this wont change anything if someone will be swapped 2-3 minute before end of the map." I think it is better to keep numbers even and so i would be in favour of moving anyone who had joined the other team after the start of the map...