Original stopwatch mode is alright. The backlash you received for it
working as it does is from people who are not used to this. Comp players,
myself included, play stopwatch games DAILY and have no issues with the
games ending on stopwatch timeout. Also, if the attacking team goes over
the time limit they have, they automatically lost. If they capture the last
point AFTER stopwatch time expires then what happens? They cannot win,
because they lost time-wise but they also should win because they capped.
The change defies logic and defeats the purpose of stopwatch entirely,
please revert it. Also, altering stopwatch in this update may break
automated lobby/pug game systems. Please, DO NOT DO IT. Leave it as is.
On 15 Jul 2016 04:33, "zach isaac" <[email protected]> wrote:

> Making people play through the entirety of a game they've already lost
> sounds like a really bad idea.
>
> On Thu, Jul 14, 2016 at 6:34 PM, Jordan Olling <[email protected]>
> wrote:
>
>> I rarely reply to these things, but I actually wasn't liking how entire
>> areas of maps weren't seeing any action whatsoever because of the timer. I
>> like playing the full map, so I think I'll like this change. Let's try it
>> for a few days.
>>
>> On Jul 14, 2016 6:08 PM, "Guess Who" <[email protected]> wrote:
>>
>>> "Maps previously using the stopwatch timer will now play to completion,
>>> regardless of the first team's time"
>>>
>>> Please revert this. I know there's been some backlash to stopwatch mode
>>> for casual matchmaking, but it's a purely reactionary thing from people who
>>> aren't used to it. It's the only reasonable way to do these game modes in
>>> matchmaking. Besides, if you're still using stopwatch rules to determine
>>> the winner and loser and simply letting the timer run to completion instead
>>> of ending the round early (which is what this patch note makes it sound
>>> like), all this will do is 1) cause mass ragequitting from players on the
>>> losing team once it's become clear they will lose, 2) make matches go on
>>> longer than needed (especially on multistage maps like Goldrush and
>>> Dustbowl, which could now go on for an hour after a winner has already been
>>> determined), and 3) cause people to join games-in-progress that they have
>>> no way of winning.
>>>
>>> I've been having a lot of fun with payload and attack/defense maps in
>>> matchmaking precisely *because *stopwatch mode makes matches snappier.
>>> This change almost guarantees I'm just not going to play these modes
>>> anymore - and honestly, since I only cue for those two modes and 5CP most
>>> of the time anyway, I'm probably just going to quit using matchmaking
>>> entirely. I actually really enjoyed matchmaking as you released it - I even
>>> miss the abandon penalty! But now I feel like it's being slowly dismantled
>>> because of kneejerk reactions from people who didn't even give it a chance
>>> and just want it to be Quick Play again.
>>>
>>> - Guess Who
>>>
>>> On Thu, Jul 14, 2016 at 7:50 PM, Eric Smith <[email protected]>
>>> wrote:
>>>
>>>> We've released a mandatory update for Team Fortress 2. The notes for
>>>> the update are below. The new version is 3537953.
>>>>
>>>> -Eric
>>>>
>>>> ------------------------------------------------------------
>>>>
>>>> - Updated Casual Mode
>>>>         - Fixed a problem where in-progress games with open slots would
>>>> not receive new players
>>>>         - Fixed a case where players would sometimes not receive
>>>> experience (when playing a match to completion)
>>>>         - Fixed not getting domination/revenge events
>>>>         - Added a feature to the game mode selection screen that allows
>>>> players to play on specific maps
>>>>         - Added the Vote Kick option
>>>>                 - Players that are kicked will receive partial
>>>> experience after the match ends
>>>>         - Maps previously using the stopwatch timer will now play to
>>>> completion, regardless of the first team's time
>>>> - Added a "Create Server" button to the "Find a Game" menu
>>>> - Fixed the party chat window sometimes not drawing
>>>> - Fixed Australium weapons not drawing correctly in the character
>>>> loadout screen
>>>> - Updated the Dr's Dapper Topper to fix a material issue
>>>> - Thanks to Justin G., aka sigsegv, for these reports:
>>>>         - Fixed sentry buster sounds not being cleaned up properly
>>>> after detonating
>>>>         - Fixed a bug related to bot death detection
>>>> - Updated Taunt: The Balloonibounce to end the taunt if the player is
>>>> moved
>>>> - Fixed a regression in the Pyro's flamethrower where flames could
>>>> sometimes damage players behind obstacles and walls
>>>> - PASS Time update
>>>>         - Updated several HUD materials to support mat_picmip
>>>>         - Fixed seeing the wrong cap limit in the win panel
>>>>
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>>>
>>>
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