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" <guesswhosw...@gmail.com> 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 <er...@valvesoftware.com> > 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 >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > >
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