I'm curious how you boosters do it. The number of games played "per hour" averages down every hour if the amount of games played in that same hour, the day before, were higher than the current date. This means that if you're boosting, but for whatever reason, others aren't playing your game on the side, like they may have the day before, what essentially happens is the game number goes down, even though you're hosting 5 minute games over, and over, and over. I know this number would still end up being higher if you boosted than if you didn't, but the effect still makes it seem futile.
The fastest boosting you can do in an hour is 12 games. That's if you're hitting the 5 minute mark (8 minutes gametime if you're on Faster), every time. I've heard people use macro's and mouse recorders, but isn't that essentially using 3rd party to gain advantage over others ~ bannable?
I guess it wouldn't be hard to see that someone created 100, 5 minute games over the past 8 hours, left them all, and chalk it up to them being a bot and just banning the account. Then again, couldn't this happen to, to someone manually boosting? (Maybe someone chilling on the net all day boosting, while watching movies etc)
It seems like boosting is actually the only way to go sadly. To put in hundreds of hours to have content never see the light of day specifically because of bad list programing is just stupid. I suppose this is why boosting isn't frowned upon as much as you'd think it would be. People understand it's necessary in order to give any map any chance at all.
You could try just making something really good that people want to play and doing some simply publicity work like asking reviewers/commentators to play your map. That's significantly more effective than boosting in the long run anyway.
I think the most effective thing you can do is record a youtube video of your map/mod worth watching, with some nice narration and music. If it's really good you might be able to contact people who do video reviews of starcraft to showcase your map. Good map/ video and you'll likely hit hte front pages of map sites and SC2 news sites. This is my plan of action should i ever get around to finishing my map.
If you know the right people here, or just go to the IRC chat you may get to know someone who knows someone who can get your map featured, reviewed, etc.
Most importaly make an amazing map and the advertising will take care of itself, note exactly a lot of competition right now.
Well I've just started a new project that's similar to my old one. So I already have a little bit of a following on Bnet and my name will be recognizable. I have seen the power of boosting myself first hand that's why I don't want to lock out this strategy. I know advertisement and networking is important, but I need some info for this particular part of popularity.
In addition it wouldn't hurt mappers to go the extra mile and accommodate for single-player. Most of the maps at the bottom of the list are unplayable for this reason, and only lazy designers blame the popularity system when it's entirely within their power to give that once-in-a-blue-moon adventurous player something to work with. Even if that something is a bunch of brain-dead bots it shows you care that much more. Who knows, he may decide to play it again...
In addition it wouldn't hurt mappers to go the extra mile and accommodate for single-player. Most of the maps at the bottom of the list are unplayable for this reason, and only lazy designers blame the popularity system when it's entirely within their power to give that once-in-a-blue-moon adventurous player something to work with. Even if that something is a bunch of brain-dead bots it shows you care that much more. Who knows, he may decide to play it again...
Possibly the best advice ever for people struggling with the popularity system. Letting people try your map in single player is critical, as it lets them decide if the map is worth getting their friends together to play. And a lot of people simply prefer playing against an AI to other human beings, so by accommodating them you're opening up your map to a wider audience.
You could try just making something really good that people want to play and doing some simply publicity work like asking reviewers/commentators to play your map. That's significantly more effective than boosting in the long run anyway.
No it isn't. People don't goto map forums to look for maps anymore because you can't download them and host them.
You need visibility to become popular. Well, in battle.net 2.0 you need to be popular to have visibility.
Self fulfilling prophecy.
No it isn't. People don't goto map forums to look for maps anymore because you can't download them and host them. You need visibility to become popular. Well, in battle.net 2.0 you need to be popular to have visibility. Self fulfilling prophecy.
Bullshit. My map is reasonably popular and that's exactly what I did to get it so. No artificial boosting, just making something good and getting it reviewed and played by commentators.
Ok I found your TD on the 8 or 9th page.
Been waiting 7 minutes for people to join.
One person entered and left the lobby.
In warcraft 3 if your map was good people would have filled the lobby within like 3-4 minutes.
I released the totally half finished version of my map and within a few hours i was at about 30ish plays an hour with no artificial boosting, had my map been finished and good to go i'm pretty sure it woulda climbed the charts.
I released the totally half finished version of my map and within a few hours i was at about 30ish plays an hour with no artificial boosting, had my map been finished and good to go i'm pretty sure it woulda climbed the charts.
only to be sent back to where it came from after a reset or after it gets played a little... there's no denying it, this popularity system sux.
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I'm curious how you boosters do it. The number of games played "per hour" averages down every hour if the amount of games played in that same hour, the day before, were higher than the current date. This means that if you're boosting, but for whatever reason, others aren't playing your game on the side, like they may have the day before, what essentially happens is the game number goes down, even though you're hosting 5 minute games over, and over, and over. I know this number would still end up being higher if you boosted than if you didn't, but the effect still makes it seem futile.
The fastest boosting you can do in an hour is 12 games. That's if you're hitting the 5 minute mark (8 minutes gametime if you're on Faster), every time. I've heard people use macro's and mouse recorders, but isn't that essentially using 3rd party to gain advantage over others ~ bannable?
I guess it wouldn't be hard to see that someone created 100, 5 minute games over the past 8 hours, left them all, and chalk it up to them being a bot and just banning the account. Then again, couldn't this happen to, to someone manually boosting? (Maybe someone chilling on the net all day boosting, while watching movies etc)
It seems like boosting is actually the only way to go sadly. To put in hundreds of hours to have content never see the light of day specifically because of bad list programing is just stupid. I suppose this is why boosting isn't frowned upon as much as you'd think it would be. People understand it's necessary in order to give any map any chance at all.
What are your views, methods, etc?
You could try just making something really good that people want to play and doing some simply publicity work like asking reviewers/commentators to play your map. That's significantly more effective than boosting in the long run anyway.
I think the most effective thing you can do is record a youtube video of your map/mod worth watching, with some nice narration and music. If it's really good you might be able to contact people who do video reviews of starcraft to showcase your map. Good map/ video and you'll likely hit hte front pages of map sites and SC2 news sites. This is my plan of action should i ever get around to finishing my map.
If you know the right people here, or just go to the IRC chat you may get to know someone who knows someone who can get your map featured, reviewed, etc.
Most importaly make an amazing map and the advertising will take care of itself, note exactly a lot of competition right now.
Well I've just started a new project that's similar to my old one. So I already have a little bit of a following on Bnet and my name will be recognizable. I have seen the power of boosting myself first hand that's why I don't want to lock out this strategy. I know advertisement and networking is important, but I need some info for this particular part of popularity.
In addition it wouldn't hurt mappers to go the extra mile and accommodate for single-player. Most of the maps at the bottom of the list are unplayable for this reason, and only lazy designers blame the popularity system when it's entirely within their power to give that once-in-a-blue-moon adventurous player something to work with. Even if that something is a bunch of brain-dead bots it shows you care that much more. Who knows, he may decide to play it again...
Possibly the best advice ever for people struggling with the popularity system. Letting people try your map in single player is critical, as it lets them decide if the map is worth getting their friends together to play. And a lot of people simply prefer playing against an AI to other human beings, so by accommodating them you're opening up your map to a wider audience.
No it isn't. People don't goto map forums to look for maps anymore because you can't download them and host them. You need visibility to become popular. Well, in battle.net 2.0 you need to be popular to have visibility. Self fulfilling prophecy.
Another option is make a wildly popular TD/Arena/nexus wars map and advertise the crap out of your other maps in the loading screen.
Bullshit. My map is reasonably popular and that's exactly what I did to get it so. No artificial boosting, just making something good and getting it reviewed and played by commentators.
@RileyStarcraft: Go
Ok I found your TD on the 8 or 9th page. Been waiting 7 minutes for people to join. One person entered and left the lobby. In warcraft 3 if your map was good people would have filled the lobby within like 3-4 minutes.
I released the totally half finished version of my map and within a few hours i was at about 30ish plays an hour with no artificial boosting, had my map been finished and good to go i'm pretty sure it woulda climbed the charts.
only to be sent back to where it came from after a reset or after it gets played a little... there's no denying it, this popularity system sux.