Home › Forum Archive › Game Server Discussion › Counter-Strike: Source Discussion › Why Mapvoting Is A Bad Thing
- This topic has 4 replies, 5 voices, and was last updated 19 years, 7 months ago by
Deathspirit.
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March 27, 2007 at 9:17 pm #2110
Mr. Freeman
SpectatorYou all know I dislike mapvoting, but I’ll weigh out the pros and cons before I say anything more:
Mapvoting
Pros:
– Allows players to choose which map is played next
– Ensures (mostly) that the server stays on maps the players want to play on
Cons:
– Allows players to chose the same map multiple times over the span of an hour, if they so chose. This is good for walk-in pubbers but, for anyone remotely regular with the server, it’s a negative.
Rotation
Pros:
– Ensures that the server gives every map in its list a play. Very good for regular players.
Cons:
– Can go to maps players don’t want to play on.
Okay, so that’s what we see at face value in this issue, but let’s look a bit deeper at the psychological aspects of these systems:
Mapvoting
Pros:
– Players who chose the winning map are happy
Cons:
– Players who chose a losing map (Notice I said “a” not “the.” More on this, later) are dissatisfied
– Makes players more aware of the impending switch to any map they dislike. If the server simply “swaps” they, generally, will wait it out and enjoy the next map. If they are forced to play a map they dislike, despite voting against it, they feel defeated and tend to be much more frustrated about maps they dislike.
Rotation
Pros:
– Keeps the mapswitching as low-profile as possible. Some maps players dislike are allowed to “slip under the radar.”
– Regular players are not frustrated by map repetition.
-Cons:
– Players who are used to mapvotes feel cheated.
Okay, so I’ve compared how the systems psychologically effect players, but I’m not done. Remember how I talked about players who chose “a” losing map are dissatisfied? Well, let’s take a look at how the actual voting takes place. (Please Note: Godwin’s Law is now in effect for the duration of this post. You were warned.)
It’s really quite simple. Mapvoting is “plurality” and not “majority.” What do I mean by this? Take Americas election system: It is a Majority vote system where 51% is required for a selection to be confirmed. An example of a Plurality system was post WWI Germany. In a Plurality system the winner is simply the one who got the most votes. Hitler came into power, despite the distrust of far more than 50% of his country, by winning a mere 30% of the vote in the 1932 presidential election.
So we see that this happens in our server. Players are presented with five options and they are then told to choose. In this situation, assuming a full server of 24, as few as 4 votes (assuming a tie) are required to win a mapvote. A mere 5 votes is required to win it without the random chance of a tie. This is, also, assuming everyone votes! If players don’t vote the required number drops far lower.
So, let’s take an example from what happened to me earlier today. The server was currently 9v9 and quite healthy, playing on Nuke. The players were presented with a mapvote:
– Dust2
– Office
– Militia
– Skoutsknivez
– Mill
The votes went something like:
3 Dust2
2 Office
4 Militia
2 Scoutsknivez
3 Mill
4 No Vote
Militia won and the server -absolutely cleared out.- 3v3 was the final result before, thankfully, I was there to mapvote it to Italy.
So, I propose solutions (since I’m not posting this just to whine):
1: Remove the Mapvote and set up a rotation that is favorable to the general population of the server.
2: Set up a runoff system for the Mapvote where 5 choices are presented, 2 winners are selected, and the server votes again for one of the 2 winners.
Psychologically (and therefore player count-wise) I feel that number 2 is the ideal solution. This way almost everyone is, to some degree, a winner when the mapvote is over. At least if their original choice is a loss they still get to choose the lesser of two evils. Hopefully this means more players stay and enjoy our server!!
– The One Free Man
March 30, 2007 at 11:10 pm #19140Sushi
SpectatorMr. Freeman said:
2: Set up a runoff system for the Mapvote where 5 choices are presented, 2 winners are selected, and the server votes again for one of the 2 winners.Good stuff.
March 31, 2007 at 9:43 am #19150Southern Smoke
Spectatormakes sense. good points.
March 31, 2007 at 11:58 am #19159Cacophony
SpectatorI like your idea and would like to see that on the server if it’s possible.
April 1, 2007 at 2:34 am #19192Deathspirit
SpectatorWhile you offered some very good points I feel your weighing out was mostly in favor of rotation during peek hours. Its easy to argue that during peak hours we should have a rotation because it limits the amount of time spent on popular maps and adds new elements to the consistent grind of popular maps.
Furthermore, this post took me so long to address because I had very little time in which to completely evaluate it.
Now while I do NOT play source, I can tailor my evaluation based on my point of view of map rotation on 1.6. So if you find any argument you take disagreement with then I’m sorry and I would hope you can post a better idea. Or at the minimum a supplement
When asking yourself the fundamental question of whether or not to use a rotation system what you have to ask is : to whom are you pandering, regulars or the general populace.
Since in this scenario this question is already answered for us ( regs. ) it is fair to continue with these points in mind:
1. Our regulars frequent the server on a daily basis
2. The amount of time played by the average regular player I would easily say between 1 hour to 3 hours.
3. The length of map rotation
4. Population of server during OFF peak hours.
Now we must as freeman did address the pros and cons
Mapvoting
Pros:
-Choice of next map — relative plus for most players
-Ensures a popular rotation and relatively high population
-If the appropriate restrictions are set there are a variety of maps played
Cons:
-If losing in the voting–resentment followed by flaming for being a crybaby
-If inappropriate restrictions are in place map variety is minimized — ultimately hurtful towards regulars
vs
Rotation
Pros:
-Consistent cycle that ensures map variety
-Allows players to “time” when they want to play
-No fuss and muss about losing voting
Cons:
-As far as freedom on the internet goes it becomes severely limited not to have a “voice” in which map you play
-Certain maps drastically reduce player population (or as I like to call it, the death spin)
-Most large maps suck without server population.
Again. This is not specific to EVERYDAY but it is fair to address some key points about each argument.
1 Rotation is absolutely the most responsible measure during peak hours for a variety of gaming
2 Rotation will guarantee map variety
3 Rotation will destroy all flexibility in the way maps are played
4 Rotation will assure that casual players avoid unpopular maps
If our goal is maximization of maps played during peak hours you have my total agreement.
However to specifically state that one is greater than another is simply not feasible. Drastic times call for drastic measure and I personally believe that during off peak hours. Between 2am EST – 2/3pm EST map rotation is detrimental to server population as well as regular gamers who actually enjoy dust2, office, aztec ( im only a fan of d2 the rest suck *edited*).
Thank you,
Erick
Ps will edit at a later time GF is yelling at me for typing at 1:30 am

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