Please revert water map size changes in recent update (81058)

Hi all,

in the recent patch, there has been a change seems to have been hardly noticed by anyone:
“Archipelago, Islands, Migration, Team Islands, Fortress maps are now enlarged on all map sizes except Ludicrous instead of only on Giant. On the map sizes smaller than Giant these maps now have the dimensions of the next map size (for example Tiny map size on these maps will have the dimensions of Small map size). The same enlargement now applies to Budapest, Pacific Islands, and Sandbank maps as well.”

I dislike this change a lot, as it dramatically changes the nature of water maps. I’m mainly talking about 1v1 here, so it is a change from tiny to small, which has quite a big impact on the gameplay.

Problems:
(1) Scouting: Water maps always have this aspect of surprise. You cannot immediately see what your opponent is doing: Full water or a landing? You need to be aware what’s going on. This was possible in the past. If you were active with your scout, with a possible addition of 1+2 outposts, you had a good chance to spot a landing early on and react accordingly.
With the enlarged map sizes, however, the surface area of the Islands gets much bigger, so that scouting a landing becomes a matter of sheer luck. In the end, you have to just guess what the opponent is doing. This is especially true for Team Islands in 1v1. I tested it yesterday multiple times. Even without pushing deer and full focus on scouting, the time window where landings happen is so short that you can’t watch the entire island in the critical minutes anymore.

(2) Related to the previous point: If it gets too hard to reliably detect a landing, the only logical conclusion is to always land yourself, as it is the only strategy that never loses you the game outright. This however, turns water maps basically into hybrid maps, where water control is primarily an economy issue. But in that case, why not playing hybrid maps in the first place?

(3) End game: This may be a bit subjective, but I think it should be possible to win on pure water maps by winning water once and for all. That’s what water maps are all about.
This seems to be not the case anymore. Due to the larger coastline and the larger center of the island, it becomes tricky to truly finish off an opponent simply due to pop space limitations.

Please, devs, reconsider this recent change. I am aware that water maps aren’t among the most popular ones, so I do understand the incentive for a change. However, it doubt that making water maps more land-oriented will suddenly turn the Arabia players into fans of them.

3 Likes

Also end game: When the wood runs out. And now that’s delayed. Which is nice.

2 Likes

I agree with basically everything you just said. Very well summarized.

I enjoyed playing water maps a lot, but with this change it’s hard to keep up that enthusiasm.

Another point I want to add to your list is, that now resources are so secure in the middle of the island, that you can barely reach anything from water in Castle Age. You have to get to Imperial Age now to really put pressure on the enemy’s island without landing.

I don’t know why this change was necessary… there were only a few maps where it was possible to win without land units, now those are basically gone as well since it feels like you have to go for a landing now. If the change was to increase the amount of wood, they could’ve just change the type of trees to make them have 150 or even 200 wood.

2 Likes

the primary effect of this change was to unhardcode certain behavior present in the original CD game but was missing in definitive edition, which made 5 maps bigger: Fortress, Team Islands, Islands, Archipelago, Migration. If enough people complain about water maps they’ll probably revert it or revise the maps. I don’t know if current water maps is close to original maps.