Roll back Xauna rework.

Do you want to see the Xauna rework being rolled back?


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TheBard ✂

Salt Knight
Master Knight
The new Xauna rework is a huge glitchfest. Xauna is - if you don't take the broken house into account - actually a melee map. The new rework transforms the map and actually makes it a counterstrike glitchfest. Whoever gets to the roof first, rules the map supreme because anyone can be shot. Cavalry has it even easier cleaning since you can move more smooth through the map.

The promised rework should improve the experience. This is not improving for public play, in competitive games this house and getting on the roof will probably be banned anyway.
I feel annoyed by this. With every patch that gets rolled out that melee in itself seems to gets nerfed more and more in favour of archery and cavalry.
The experience for foot soldiers is difficult anyway, but this makes it even worse if you can get shot by every angle.
 

MArdA TaleWorlds

Community Support & Localization
Community Support
M&BWBWF&SNWVC
We are aware of these issues and working to fix them. The changes were especially made to fix those issues but it seems they are not map related, but something else.
 

TheBard ✂

Salt Knight
Master Knight
We are aware of these issues and working to fix them. The changes were especially made to fix those issues but it seems they are not map related, but something else.
I know a quick solution. Remove the walls and the stuff which enables the players to get on the roof by jumping on it.
And why that bridge, if I may ask?
 

EbdanianAdmiral

Knight at Arms
Invisible walls are not that complicated. Red side no pass. Green side pass.

God help your souls if you decided removing them from this version of the map editor was a good idea.
 

squeaks

Sergeant at Arms
Re-work is horrible. The little strategy that was possible on the old Xauna is now completely gone and its just a glorified TDM now.
 

Surreal120

Master Knight
WBNWVC
lol if you spawn on the side with the hut its basically GG. Horrible rework, somehow made the worst map in the rotation even worse.
 

Mabons

Sergeant Knight
M&BWBWF&SNWVC
Invisible walls are not that complicated. Red side no pass. Green side pass.

God help your souls if you decided removing them from this version of the map editor was a good idea.

IIRC they said the invisible barriers are placed correctly and it's an enitrely different issue with an fps bug.
 

EbdanianAdmiral

Knight at Arms
IIRC they said the invisible barriers are placed correctly and it's an enitrely different issue with an fps bug.

So something related to peoples framerates can cause invis walls to not work? Sounds like it isnt a map issue but an issue with invisible walls that needs to be corrected.
 

Mabons

Sergeant Knight
M&BWBWF&SNWVC
So something related to peoples framerates can cause invis walls to not work? Sounds like it isnt a map issue but an issue with invisible walls that needs to be corrected.

I mean not really, it's still a map issue that there is a small wall for people to jump onto in the first place to get onto the hut, just remove that wall and they can't do it anymore.
 

EbdanianAdmiral

Knight at Arms
I mean not really, it's still a map issue that there is a small wall for people to jump onto in the first place to get onto the hut, just remove that wall and they can't do it anymore.

There are multiple other places on the map where there should be invisible walls but are not.
 

Incanuth

Squire
There are multiple other places on the map where there should be invisible walls but are not.

One of the developers explained a couple weeks ago that there are invisible walls, they just aren't working. The post was kind of hidden away because they separated the feedback section from this part of the forum for some reason, and that's where the map threads are.

4. Missing Barriers? Performance + Visual improvements

One main point about this map was that it is too dark. For now I just made the atmosphere brighter, which makes it look a tiny bit more bland but should definitely serve the gameplay.

Overall, not in small part due to the changes to the big house, the map performance should be a lot better now. This was not only a problem for the player but also the server side. As the next point explains.

4.1 Why was there such a big lack of barriers in the map?

We got a lot of bug reports for abuse-able spots in the map. It seemed like there were no barriers anywhere and you could basically jump on every building.

This is actually not right, which is also the reason it took so long to address this problem. There were barriers but they simply didn't work correctly on servers with low fps. This made it really easy to bug through them. So it should happen a lot less often now (with the performance improvements) but until we fix that issue completely, it might keep happening.
 

Surreal120

Master Knight
WBNWVC
Its not the map , but gamemode is bad.
The gamemode is flawed, but not bad. The spawn system is stupid for what is supposed to be the pvp competitive mode, but the flag system promotes much better gameplay and strategy than warband’s “stare at the enemy for 40 seconds then fight when the flag drops”
 
I dont like the new Xauna, it was my favorite skirmish map. This rework Stripped it of all its charm. The Lightning Makes the visuals ugly, it feels gray Everywhere now. The New promotes cavalry and if theres something that needs massive nerf, its cavalry.
 

Mabons

Sergeant Knight
M&BWBWF&SNWVC
They made it whitish because it was an absolute pain trying to see someone from a or b looking up to c with how dark it was.
 
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