iDrone wrote:Howdy do.
I'm a long time rail player, and I haven't touched anything else in ages. I think I tried stryde-sniper when it came out, didn't like it, and went straight back to EGRW1. Why? Because I don't find anything else quite as enjoyable. Therefore, I can't speak about snipers, but I sure as heck can about railwars.
There's a lot of little nuances that take a whole lot of playing for you to pick up. The commonly used strategies, both on the air and ground side of things, for one. How one player is going to move and how you will act accordingly as a result. Maybe they'll throw caution to the wind and just rush at you, and in that case, how will you act? There's a whole lot of things to consider while playing if you're up against experienced opponents. I'm going to sound like a pretentious old fart, but I really can't explain it. You really have to be experienced in railwars to start truly playing it. It requires lots and lots of practice and patience before you can get to enjoying it for what it is - a place to come, play a few rounds, try different strategies, and talk with other players. (although I will note that veterans don't tend to be very nice to newbies, which I do find to be a problem)
That's probably why I come back again and again to play EGRW, because it provides endless oppurtunity for innovation. There are the established guidelines for how to play, but deviate slightly and you might end up either down in the dumps or maybe on top of the board.
As a side note, I don't think arena maps are bad just because I only play rails. I just don't really care for them one way or the other. I don't mean to sound like a tryhard or somebody who plays for PP. I simply play for fun. It's just a game, after all.
I think you've pretty accurately described why so many people think Railwars is an utter waste of time (in the words of the OP, that is, "garbage")-- it's full of people who devote absurd amounts of time to it, and it's clotted with elitists, weirdos, and tryhards. The reason why Railwars is one of the few popular maps remaining is because it has this dedicated, almost obsessive community attached to it. People have given up on most other maps because PB2 is bleeding players every day. The game is falling apart. The only people who remain are the ones who are dedicated and devoted to a specific aspect of the game, and Rails and Snipers are certainly maps that have attracted a highly dedicated audience.
The problem with this is that those few players who in the past enjoyed playing a diverse array of maps, honing a diverse array of skills, now have nothing to do. They think it's boring and a waste of time to spend all their time in one place, honing one set of skills, and they're unwilling to spend all of their time beating their heads against the skill ceiling in one or two maps, fighting against uncompromising elitists with enormous egos. Good on you if you happen to be one of the people who's devoted enough time to EGRW that it's an actually tolerable experience, but most of the rest of us aren't like that.
I'm also fascinated with the way that certain maps became sticking-places for the most devoted players, and how this perception of certain maps as being better for depth of skill has come to develop. The maps that interest the obsessive people the most seem to be the simplest ones; usually with just one gun, and a symmetrical, usually bowl-shaped design. My best guess is that such maps have far less simple permutations of possible scenarios--you can only go a certain number of ways, only shoot in a certain number of directions--and, as a result, players are forced to constantly invent more complex ways to influence the simple scenarios that inevitably arise. How EGRW and Stryde-sniper became the simple maps to achieve astounding popularity seems mostly just a matter of random chance. After all, there's butt-loads of approved simple maps, and even bigger butt-loads of simple maps just waiting to be approved. They're really not that hard to make. (For anyone interested in the possible factors of map popularity and principles of design, I recommend this awesome post by mapmaker extraordinaire Max Teabag:
https://pb2boz.wordpress.com/2015/06/05 ... maxs-head/ )
As a former map-maker, I could probably argue that this is in no way fair to map-makers--that simplicity and luck are not fair ways for maps to become more popular than others, when we the designers sometimes put in extraordinary effort to influence the aesthetics, practical layout, and novelty in our maps in the vain hope that someday we will be popular, loved, and remembered. But instead, since this topic is mostly for the players, I'll end on this question:
Does knowing everything about one thing make you a better player, or does knowing lots of things about lots of other things make you a better player?