Upvote Upvoted 29 Downvote Downvoted
Longer break inbetween rounds
1
#1
0 Frags +

So I was hanging out with Bloodsire after tonight's TFTV cast and we were talking about how we wish we had some extra time to discuss strategy and stuff that is happening in the game while everything is occurring. TF2 is a pretty fast-paced game that has some "snowball" mechanics that keep things rolling from point to point, and you spend so much time doing play-by-play that it can be hard to find moments where things slow things down and give you time to digest and analyze everything.

This especially happens at the ends of rounds -- teams make big plays and roll a push all the way into last and take a round, and you barely have time to talk and analyze before the demos show up at the next mid and start firing away (usually about 10-15 seconds). The moments where things are slow are usually in stalemates and by then, everything that you wanted to talk about is now irrelevant.

One solution that we came up with would be to add an extra 5 seconds of freeze time to the end of a round. Those five seconds would give you enough time to discuss the previous round on a shoutcast, but I think it would also help give teams a bit of a breather as well. Instead of a round immediately ending and then you having to focus on your rollout, you'd be able to discuss strategy with your team a bit more as you head into the next round or at least take a moment to reset yourself mentally.

What do you guys think?

So I was hanging out with Bloodsire after tonight's TFTV cast and we were talking about how we wish we had some extra time to discuss strategy and stuff that is happening in the game while everything is occurring. TF2 is a pretty fast-paced game that has some "snowball" mechanics that keep things rolling from point to point, and you spend so much time doing play-by-play that it can be hard to find moments where things slow things down and give you time to digest and analyze everything.

This especially happens at the ends of rounds -- teams make big plays and roll a push all the way into last and take a round, and you barely have time to talk and analyze before the demos show up at the next mid and start firing away (usually about 10-15 seconds). The moments where things are slow are usually in stalemates and by then, everything that you wanted to talk about is now irrelevant.

One solution that we came up with would be to add an extra 5 seconds of freeze time to the end of a round. Those five seconds would give you enough time to discuss the previous round on a shoutcast, but I think it would also help give teams a bit of a breather as well. Instead of a round immediately ending and then you having to focus on your rollout, you'd be able to discuss strategy with your team a bit more as you head into the next round or at least take a moment to reset yourself mentally.

What do you guys think?
2
#2
7 Frags +

I really like this idea for a number of reasons. first what you've described, letting the end of round act like a timeout for both teams to reflect on their strategy, and second for something that i've dreamed of for tf2 casts.

All sports have periods of time where they cut away from the game during a pause in the action to show highlights from the current game, and it seems to me that tf2 as a spectator sport could benefit tremendously from a feature like this. A longer pause between rounds could be just the window of downtime needed to throw some quick highlights up. Obviously a feature like this would take a considerable amount of development and would probably require a bigger casting team but its something to consider imo.

I really like this idea for a number of reasons. first what you've described, letting the end of round act like a timeout for both teams to reflect on their strategy, and second for something that i've dreamed of for tf2 casts.

All sports have periods of time where they cut away from the game during a pause in the action to show highlights from the current game, and it seems to me that tf2 as a spectator sport could benefit tremendously from a feature like this. A longer pause between rounds could be just the window of downtime needed to throw some quick highlights up. Obviously a feature like this would take a considerable amount of development and would probably require a bigger casting team but its something to consider imo.
3
#3
1 Frags +

There really needs to be a short break in between rounds. Maybe even let the players ready up again before the next round starts.

I was watching one of the matches the other night and my brother walked in and started watching. The first thing he pointed out was that as soon as one round ends, the next starts immediately, and to him, it was kind of unfair to the players, and the viewers.

The players don't have any time to talk about what happened, and prepare for the next round, and the casters aren't able to go into a lot of depth about what happened on the previous round. Plus in a lot of those really tense situations it's best if everyone has a minute to calm down a bit and reset.

The system of having the next round start immediately is a carryover from CS, what with it's 16 round win limit and much slower pace at the beginning of rounds, and it works there. However, when implemented into TF2 it just doesn't work as well.

I'd like to see breaks of some kind in between rounds, but I don't know if ESEA is willing to put in the work to make a change that we've been living without for years now.

There really needs to be a short break in between rounds. Maybe even let the players ready up again before the next round starts.

I was watching one of the matches the other night and my brother walked in and started watching. The first thing he pointed out was that as soon as one round ends, the next starts immediately, and to him, it was kind of unfair to the players, and the viewers.

The players don't have any time to talk about what happened, and prepare for the next round, and the casters aren't able to go into a lot of depth about what happened on the previous round. Plus in a lot of those really tense situations it's best if everyone has a minute to calm down a bit and reset.

The system of having the next round start immediately is a carryover from CS, what with it's 16 round win limit and much slower pace at the beginning of rounds, and it works there. However, when implemented into TF2 it just doesn't work as well.

I'd like to see breaks of some kind in between rounds, but I don't know if ESEA is willing to put in the work to make a change that we've been living without for years now.
4
#4
2 Frags +

A 10-15 second break between rounds seems like the best option. It gives enough time for both teams to decide what to do next mid and enough time for the casters to quickly talk about the round. The only thing I dont know about is if the time at the end of the round removes time from the 30 minute timelimit that we euros have, since every second counts as demonstrated on yesterdays serpents vs animate on gullywash

A 10-15 second break between rounds seems like the best option. It gives enough time for both teams to decide what to do next mid and enough time for the casters to quickly talk about the round. The only thing I dont know about is if the time at the end of the round removes time from the 30 minute timelimit that we euros have, since every second counts as demonstrated on yesterdays serpents vs animate on gullywash
5
#5
2 Frags +

I'd say 10 seconds of freeze time before a round would be great for both players and casters. Enough time to take a breath and talk about the next mid, but not enough to get bored or nervous. In my experience a lot of mid strats are called on the fly during the rollout (or drilled ahead of time) and it'd be nice to be able to tell my soldiers to slow down their bomb before they're halfway to mid.

I'd say 10 seconds of freeze time before a round would be great for both players and casters. Enough time to take a breath and talk about the next mid, but not enough to get bored or nervous. In my experience a lot of mid strats are called on the fly during the rollout (or drilled ahead of time) and it'd be nice to be able to tell my soldiers to slow down their bomb before they're halfway to mid.
6
#6
3 Frags +

I don't think anyone disagrees with the idea of a longer break between rounds. The only real disadvantage is the server time still runs down so over a 30 minute map you might spend more than a minute of that in downtime between rounds rather than maybe 30 seconds. I'd say that the extra time to talk between rounds is probably more useful to you than an extra 30 seconds game time in most cases.

I don't think anyone disagrees with the idea of a longer break between rounds. The only real disadvantage is the server time still runs down so over a 30 minute map you might spend more than a minute of that in downtime between rounds rather than maybe 30 seconds. I'd say that the extra time to talk between rounds is probably more useful to you than an extra 30 seconds game time in most cases.
7
#7
1 Frags +

I can't remember what server or when this was but I remember watching b4nny's stream a while ago and their server would always give like maybe 15 seconds at the end of round before resetting the round when they scrimmed.

I can't remember what server or when this was but I remember watching b4nny's stream a while ago and their server would always give like maybe 15 seconds at the end of round before resetting the round when they scrimmed.
8
#8
11 Frags +
kaidusMake this command functional:
mp_enableroundwaittime - "Enable timers to wait between rounds"

At the moment it seems to do absolutely nothing despite its description. I feel like if this command functioned, we could extend bonus round time to enable multitude of things that would improve comp play. For example, more time for casters to discuss what just happened in that round, roll additional replays/more comfortably show replays on the cast, allow players to have a very quick discussion about how to approach the new round, etc. It doesn't makes sense to do this if it's going to reduce the length of the actual game, but could be very nice if the clock freezes.

source
valve pls

[quote=kaidus]Make this command functional:
mp_enableroundwaittime - "Enable timers to wait between rounds"

At the moment it seems to do absolutely nothing despite its description. I feel like if this command functioned, we could extend bonus round time to enable multitude of things that would improve comp play. For example, more time for casters to discuss what just happened in that round, roll additional replays/more comfortably show replays on the cast, allow players to have a very quick discussion about how to approach the new round, etc. It doesn't makes sense to do this if it's going to reduce the length of the actual game, but could be very nice if the clock freezes.[/quote]
[url=http://www.teamfortress.tv/post/394546/tf2-feature-requests-and-bug-fixes]source[/url]
valve pls
9
#9
2 Frags +

This is really good.
All modern eSports have some form of setup phase between rounds or/and very slow beginning, which tf2 doesn't have.
This will make comp tf2 more spectator-friendly, and I am sure players will like the change.

This is really good.
All modern eSports have some form of setup phase between rounds or/and very slow beginning, which tf2 doesn't have.
This will make comp tf2 more spectator-friendly, and I am sure players will like the change.
10
#10
9 Frags +

I was thinking about this (and some other ruleset changes) about a week ago and decided to try them out in a scrim vs Reason. We extended the humiliation time from 5 seconds to 15 seconds using mp_bonusroundtime 15.

It took a little bit of getting used to but it was a much better system. Considering using that and some other small changes for a future tournament, feel free to try that command out though if you like the idea in scrims. It just adds 10 seconds of extra humiliation time for you to discuss things in.

I was thinking about this (and some other ruleset changes) about a week ago and decided to try them out in a scrim vs Reason. We extended the humiliation time from 5 seconds to 15 seconds using mp_bonusroundtime 15.

It took a little bit of getting used to but it was a much better system. Considering using that and some other small changes for a future tournament, feel free to try that command out though if you like the idea in scrims. It just adds 10 seconds of extra humiliation time for you to discuss things in.
11
#11
17 Frags +
rowrowI can't remember what server or when this was but I remember watching b4nny's stream a while ago and their server would always give like maybe 15 seconds at the end of round before resetting the round when they scrimmed.

That's my server!

[quote=rowrow]I can't remember what server or when this was but I remember watching b4nny's stream a while ago and their server would always give like maybe 15 seconds at the end of round before resetting the round when they scrimmed.[/quote]

That's my server!
12
#12
13 Frags +

TechDude's NFO

that server has been around man.

TechDude's NFO


that server has been around man.
13
#13
5 Frags +

Proposed this to etf2l 18 months ago but they didn't like it. Hopefully esea admins can be swayed and lead the way.

Proposed this to etf2l 18 months ago but they didn't like it. Hopefully esea admins can be swayed and lead the way.
14
#14
-7 Frags +

In UGC, the general guidelines between halves is to re-exec and reload the map between halves when people are ready to play after a break. Sometimes teams start right away, others take breaks between halves.

This works because teams generally own the servers and can re-exec at any time, but the ESEA client would need a set programmed time for breaks, and possibly the ability to opt in or out of a break.

In UGC, the general guidelines between halves is to re-exec and reload the map between halves when people are ready to play after a break. Sometimes teams start right away, others take breaks between halves.

This works because teams generally own the servers and can re-exec at any time, but the ESEA client would need a set programmed time for breaks, and possibly the ability to opt in or out of a break.
15
#15
1 Frags +
HidiIn UGC, the general guidelines between halves is to re-exec and reload the map between halves when people are ready to play after a break. Sometimes teams start right away, others take breaks between halves.

This works because teams generally own the servers and can re-exec at any time, but the ESEA client would need a set programmed time for breaks, and possibly the ability to opt in or out of a break.

the suggestion is to have an extra 10 seconds after each last point is capped, the half time break is already there, players have to re-ready for the second half

[quote=Hidi]In UGC, the general guidelines between halves is to re-exec and reload the map between halves when people are ready to play after a break. Sometimes teams start right away, others take breaks between halves.

This works because teams generally own the servers and can re-exec at any time, but the ESEA client would need a set programmed time for breaks, and possibly the ability to opt in or out of a break.[/quote]


the suggestion is to have an extra 10 seconds after [i]each[/i] last point is capped, the half time break is already there, players have to re-ready for the second half
Please sign in through STEAM to post a comment.