You guys know this only affects Casual mode and not Competitive, right?
On 7/14/2016 11:08 PM, Bartek S wrote:
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]
<mailto:[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] <mailto:[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]
<mailto:[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] <mailto:[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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