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 <jordanoll...@gmail.com>
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" <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
>>>
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>>>
>>
>>
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