A survey on the popularity of the current maps in WoT

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Hello ladies and gents!

Before we get to any details – Survey will be open until January 22, 2019. Please try to share the survey with all your friends, as the more feedback, the better!

This purpose of this survey is as follows:

  1. To get a feel for how the World of Tanks Community views/rates the current maps in the game.
  2. To get your opinions to present to the WG NA offices so that they can pass them on to the appropriate people who look for feedback like this. Trust me, your opinions matter. For example, the changes to the Stronghold map rotation (at least on NA server) is a direct result of feedback from you, the Community.
  3. Personal curiosity for myself.
  4. A way for our Community to point to some hard evidence when arguments come up about the ‘best’ or ‘worst’ maps in the game, so they have something to back up their P.O.V. other than talking louder. What? Stop laughing. Seriously guys! Stop the laughter! A guy can dream, can’t he?

I will give a quick description of the survey so you know what to expect. The survey is broken up into six sections. This is for ease of completion/load speed, especially for those on mobile devices.

Section 1 is asking for your server cluster.

Sections 2 – 5 are for your scores on each map on a scale of 1 (worst map in game) to 5 (average/no opinion) to 10 (best map in game). Basically, if you don’t have a strong opinion, give it a 5 and move on. These sections are in 10 map chunks, to make it easier for mobile users.

Section 6 is a volunteer response section where you have your chance to describe why you feel so strongly about certain maps. You will have a chance to give your point of view on both your most hated and most loved map(s). Vulgarity WILL keep your answer(s) from being passed on to WG. Remember to give the map name with your response(s). This will hopefully give insight from the players to WG on why players find certain maps so likeable or unlikeable.

Well, at this point, you need the survey form, do you not?

CLICK HERE FOR SURVEY

Thank you all for your time, your responses, and your effort in answering this survey for me. Just like last time, I will give you all the results both in an easy-to-read format for here, as well as access to the raw information.

For those that want to know more, I – Private_Public – am the Community Coordinator for the Reddit NA World of Tanks Community.  It is a purely volunteer position, and I have no employment/affiliation with WG other than I love playing the game, and am doing my best to revitalize the Community and build 2-way communication between the players and WG (at least for the NA Community). 
I’ve been helping give the NA offices direct feedback for many months now, and have helped the NA offices reach out to our Community and re-open communication that was shall we say, a bit… on the lacking side… before.  While I have 0 direct access to the Devs and never will have direct access, I am able to gather feedback and present it to the NA offices in a manner that they can sort it, and present it directly to the appropriate people in Minsk when it comes to their periodic reports on player feedback.  
So that is the hope for now.  That with feedback from you all – whatever server you may be on – that we can help the Devs get a better understanding of how the players actually view the maps, be it positive or negative feedback.  With that feedback, they can hopefully make decisions better aimed at making the maps more fun for the Community to play on, instead of feeling dread when we see certain maps pop up on the loading screen.”

36 thoughts on “A survey on the popularity of the current maps in WoT

  1. I did the survey even if it do change nothing it is good to have to possibility to express our feelings. thanks for that a keep the good works waiting to see the results !

  2. This is a nice “idea” but it’s not like WG actually listens to anyone… especially not someone from NA, and not someone who is a Reddit CC lol

  3. there is no contest… Erlenber after rework is the worst map… south spawn is losing side

    1. Airfield would like a word with you. I gave airfield a 1, and Erlenshit a 3.

      They’re both bad, but airfield is the worst map in the game.

      I gave Himmels a 10.

            1. Haha, I found the arty player! All good players love himmels.

              and no, i play mostly faster tanks.

              sorry pleb.

              1. old arties were the best; arty died a bit when they added the stun
                proud arty player

    2. What? Erlenberg is great. You have your confined space in the town for heavies to duke it out, you have a lot if space for someone with good mobility, plenty of defensive positions for snipers. I would argue that this map got the best rework.

      1. are you for real?… ok, so tell me how to win a game from south… north will go to castle and defend east… all they have to do is push castle, south spawn have no counter for this, north can take little island and brawl along castle walls, south can only brawl along walls…. center is irrelevant and east cannot be pushed from south because of TDs in the back…. so all north has to do is push castle and hold east and south team will crumble

        1. I haven’t seen any problems with both spawns. And center is actually very important.

        1. yea man, nothing is wrong with overlord, it is ok when all the tomatos goes to beach, even with lights… same with valley, on the lake ville . every time when i get on overlord i’m expecting to lose, and i’m dying inside slowly, because noobs goes to valley….

          1. Valley on Lakeville sucks only on encounter. Otherwise it can be a shortcut to enemy base. But beach on Overlord sucks, yeah. But the rest of the map is good, so that’s something.

            1. then, wg should remove the beach from the map and extend the map on the other flank and i will not complain anymore, because right now almost all my games on the overlord are trash, and i do not enjoy the game. till then, overlord sucks.

              1. i’ve been saying that since the first time i played that map; remove the beach pls

              2. overlord sucks but they dont need to remove the beach, just make the hill to get there not ridiculously steep/long.

                Keep the beach but make it easier/faster to get up/down to the beach.

                One corridor on a map isnt bad.

  4. Himmels sucks if TD or arta. But vote big no for Paris and Minsk.

  5. I prefer the old derpenberg, at least the drowning moments were superb. Admit it, you’ve all gone swimming!

  6. Well, I for one did little the old Erlenberg much better. The new one is still okay, if compared to trash like Paris or Minsk, but not “good“.

    Malinovka and Fiery Salient are great, if not more than two arties are present in the teams. Even better if it’s just one, as this disencourages camping, but you don’t get shot by arty all the time.

  7. Mines is the worst map because it’s way too small after tier 7 and its main focus and focus only is the center hill which raises your chances of winning stupidly high. It gives zero breathing room for fast lights and mediums and it’s very corridor based. The open part to the west of mines is only good for stopping someone flanking while giving you stay there doing jack shit and if you do decide to push you’ll be met with camping TDs who’ll instantly erase you from the game and if you do end up in a rock you’ll be stuck there forever or be rushed at unless the other two flanks in the middle and the east manage to win. So what does the west flank offer for the player besides not allowing for flanks? Nothing. The center is killing grounds for arty and tanks with armor advantage, specially turret armor. The east is the only decent part of the map but still has its faults with the overpowered bush up to the north while the north team pushing south doesn’t have such bush and can be countered from the hill while the north of the east can’t.

  8. I just said on the last part that the more open maps you introduce the happier the playerbase will be since everyone is sick of corridor garbage. I know I’m tired of good maps that offer multiple routes for attacking/defending keep being removed and then replaced with mindless corridor fuck fests that create boring gameplay.

  9. Even without having played the game in years, I wouldn’t be one bit surprised if Prokhorovka wins the top stop again, in spite of artillery.

  10. Wargame create there simplistic and small corridor meme fuck-you meta Maps with a great deal of care and effort, they exactly know what they want from a Map they have had 7+ years of experience to get them how they like them.

    Fast battles
    Heavy Tank friendly
    Noob friendly
    Little skills or too much thinking involved to play any said Maps

    = fast turbo battles on average from ANY Map
    = back to Garage
    = buy Gold = Credit Card

    sounds cynical! well this “is Wargame” remember and ………….?

  11. In the interest of transparency here are my submissions:

    1) Airfield. Firing and protective cover angles are known by every player. FYI, so hard to choose just one. Mines for example is too small (as with ALL maps) for tiers 7-10 to even play on. Some needed deleting years ago, prokhorovka and malinovka very campy, very spg and invisible TD heavy resulting in long camp fests, little tank action!. New french tyre tanks going to truly suck to play on city maps, corridor maps and maps with lots of rocks etc. Not a single map vote made it over a 5 rating. But you must consider variables such as the veteran player with 50,000 battles since 2011, versus the new player with 1000 who still does not identify the repeating code patterns.

    2) Whichever map is the most equal in fairness for BOTH sides spawning, with the features like HT chokepoint corners, corridors for the invisible TDs, fairness for both teams SPGs to equally hit enemy targets etc. Not a single map is exactly fair for both teams, and many are notorious for disadvantages purely due to “random spawn”. This can come down to a single rock feature that one team has access to over another, or a bush for a TD to camp in. At the end of the day, whichever team can access the best firing visibility and cover protection angles, and the players know and use these features in the maps, wins.

    1. just by stating that the best maps like Prokhorovka and Malinovka needs to be deleted you are irrelevant…

      open maps are the best maps, there are multiple ways to win for boths sides for any tank type…. having corridor for heavies, open filed for light and meds and bushes for TDs is exactly what is killing this game… there is only one way you can play Paris in one tank type, how is that any good?… we need more open maps, not less, arty might be problem for heavies but that can be easily negleted with few buildings

      1. just by stating your opinion matters over someone elses needs to be deleted.
        for some reason you seem to argue my opinion in first sentence then endorse it in the second.

        Please, make up your mind.
        And yes what you said in the second sentence is exactly what I’m saying….

        And no, none of the maps are “fun” anymore. Heavies have to go to any given heavy choke point on a map, LTs and meds to other areas, some maps SPGS can only go to 1 or 2 places….same with TDs. Game too boring, too campy, too predictable, too repetitive, and lots and lots of hoomans with your type of thinking.

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