The advantage with no timelimit is that there is never going to be dead time at the end of a game.
Or you could just have a singular match with a reasonable time limit of 30 minutes and a mercy rule that allows for rolls to happen quickly or tighter games the length they would need in a MM setting.
The goal of MM shouldn't be to mimic marathon-esque match settings but quick games that people can play in a competitive environment.
The goal of MM shouldn't be to mimic marathon-esque match settings but quick games that people can play in a competitive environment.
its a beta/stress test who cares about the win conditions, they just want a large sample size of games isnt that obvious? if you want to have a discussion about rules u should probably make a new thread because i keep coming back here expecting something related to file replacements and bugs and stuff and its just some personal opinion shit
Giuseppeits a beta/stress test who cares about the win conditions, they just want a large sample size of games isnt that obvious? if you want to have a discussion about rules u should probably make a new thread because i keep coming back here expecting something related to file replacements and bugs and stuff and its just some personal opinion shit
u cant tell me what to do
u don't even play this game
u cant tell me what to do
u don't even play this game
how 2 respond without contradicting i dont even know fk u avast lmao u win this round
Does it really not show uber% in the hud? I could have sworn I saw a green 46% over our medic's portrait when I remembered to look up at the new hud elements.
Phinew UI elements??? looks SICK
http://images.akamai.steamusercontent.com/ugc/294230565711509960/D69F2DA7DCC090CA81DBE358E17ED1DCA92535FA/
anyone know if it's possible to get this in-game all the time and not just during mm?
[img]http://images.akamai.steamusercontent.com/ugc/294230565711509960/D69F2DA7DCC090CA81DBE358E17ED1DCA92535FA/[/img][/quote]
anyone know if it's possible to get this in-game all the time and not just during mm?
theyre planning on expanding to other mp_tournament modes if it isn't happening already
Also @sideshow that bo3 indicator is configurable so if you put in bo5 it will expand for casts and shit so the bo3 might not be permanent.
Also @sideshow that bo3 indicator is configurable so if you put in bo5 it will expand for casts and shit so the bo3 might not be permanent.
flameif youre stuck in a bo3 match and its completely one sided you can potentially lose in 2-3 minutes.
A close bo3 match could take upwards of 30 minutes if the teams were even and/or trying their hardest to hold last.
That's the problem, the game could be an order of magnitude longer. The only advantage pure winlimit has over the etf2l ruleset is that it avoids dead time which is the 1-2 minutes at the end of a relatively close game where there is no chance for the losing team to win. So far as I know ESEA is the only league using winlimit and they're highly resistant to changes like that. In the rest of the world where we're free to set our own win conditions, if a winlimit ruleset was better we'd probably have changed by now. It's been brought up many times in terms of unifying the ruleset across the leagues because ESEA is never going to change it but every time the decision has been that the disadvantages of winlimit actually outweigh the benefits of a unified ruleset.
We do use winlimit for koth but koth is inherently time bounded so it's appropriate there.
A close bo3 match could take upwards of 30 minutes if the teams were even and/or trying their hardest to hold last.[/quote]
That's the problem, the game could be an order of magnitude longer. The only advantage pure winlimit has over the etf2l ruleset is that it avoids dead time which is the 1-2 minutes at the end of a relatively close game where there is no chance for the losing team to win. So far as I know ESEA is the only league using winlimit and they're highly resistant to changes like that. In the rest of the world where we're free to set our own win conditions, if a winlimit ruleset was better we'd probably have changed by now. It's been brought up many times in terms of unifying the ruleset across the leagues because ESEA is never going to change it but every time the decision has been that the disadvantages of winlimit actually outweigh the benefits of a unified ruleset.
We do use winlimit for koth but koth is inherently time bounded so it's appropriate there.
its not about being better, its about being more suited for lower level games.
Like obviously high level tf2 would benefit from timelimit or bo5, im not like disputing that at all.
I am not sure the low level lost plebs want to be playing dragged out steamrolls is more or less the argument. It can create some pretty bad environments, regardless of whether or not it's 'better'
I'll try to use last nights bugs/froyo match as an example of why neither party should have been forced to play that match any longer than it went. it doesnt lead to good things. thats one example from one subset of data, but games like that are more prevalent in lower levels of tf2, and if you think b4nny lost his shit, wait until you see what the raging sociopaths of open can be like when stuck in games they dont want to be in.
Like obviously high level tf2 would benefit from timelimit or bo5, im not like disputing that at all.
I am not sure the low level lost plebs want to be playing dragged out steamrolls is more or less the argument. It can create some pretty bad environments, regardless of whether or not it's 'better'
I'll try to use last nights bugs/froyo match as an example of why neither party should have been forced to play that match any longer than it went. it doesnt lead to good things. thats one example from one subset of data, but games like that are more prevalent in lower levels of tf2, and if you think b4nny lost his shit, wait until you see what the raging sociopaths of open can be like when stuck in games they dont want to be in.
flameits not about being better, its about being more suited for lower level games.
Like obviously high level tf2 would benefit from timelimit or bo5, im not like disputing that at all.
I am not sure the low level lost plebs want to be playing dragged out steamrolls is more or less the argument. It can create some pretty bad environments, regardless of whether or not it's 'better'
I'll try to use last nights bugs/froyo match as an example of why neither party should have been forced to play that match any longer than it went. it doesnt lead to good things. thats one example from one subset of data, but games like that are more prevalent in lower levels of tf2, and if you think b4nny lost his shit, wait until you see what the raging sociopaths of open can be like when stuck in games they dont want to be in.
Do you really think that having the average 5cp game last 5 minutes is the way we want matchmaking to go? With some going for 50 because lol 4 heavies/demos/engis/whatever is allowed?
Like obviously high level tf2 would benefit from timelimit or bo5, im not like disputing that at all.
I am not sure the low level lost plebs want to be playing dragged out steamrolls is more or less the argument. It can create some pretty bad environments, regardless of whether or not it's 'better'
I'll try to use last nights bugs/froyo match as an example of why neither party should have been forced to play that match any longer than it went. it doesnt lead to good things. thats one example from one subset of data, but games like that are more prevalent in lower levels of tf2, and if you think b4nny lost his shit, wait until you see what the raging sociopaths of open can be like when stuck in games they dont want to be in.[/quote]
Do you really think that having the average 5cp game last 5 minutes is the way we want matchmaking to go? With some going for 50 because lol 4 heavies/demos/engis/whatever is allowed?
Can someone confirm that the status bar on the top is working outside Matchmaking? It's a gamechanger for me, as a main caller and medic, having all that information available helps so much!
There is kind of a 'bug'.
If your game crashes mid-game and you rejoin your stats are all nullified and you start from 0 points again.
When the match ends you are awarded medals etc according to the score you got after rejoining so if you had 25 kills before crashing and you rejoin, you start from 0.
If your game crashes mid-game and you rejoin your stats are all nullified and you start from 0 points again.
When the match ends you are awarded medals etc according to the score you got after rejoining so if you had 25 kills before crashing and you rejoin, you start from 0.
I just played a lobby using the default HUD and the new HUD elements on the top weren't visible. I am guessing they haven't implemented them in mp_tournament 1. I can only hope they make it work, it's going to help so much.
flameI am not sure the low level lost plebs want to be playing dragged out steamrolls is more or less the argument. It can create some pretty bad environments, regardless of whether or not it's 'better'
What if there was a team surrender option?
If down 3 rounds, your team can surrender to end it early.
What if there was a team surrender option?
If down 3 rounds, your team can surrender to end it early.
DreamboatflameI am not sure the low level lost plebs want to be playing dragged out steamrolls is more or less the argument. It can create some pretty bad environments, regardless of whether or not it's 'better'
What if there was a team surrender option?
If down 3 rounds, your team can surrender to end it early.
??? There's a setting for that already, it's called win difference and its used already in most scenes
Also are we really complaining about a possible game lasting 30 mins as being too much to grasp (even if you're being rolled) when the average CSGO matchmaking game takes on average 40-50 mins? Is 30 mins really that much for the simple minds of the "poor little newbies" to handle? All it seems to me is that we're being overly condescending by assuming the average tf2 player will get turned off by anything when in reality they will most likely accept it and adapt over time.
Even a 30 mins game is still shorter than the average CSGO MM game, let alone a one sided game with win difference limit (mercy rule) of 5 like used in Europe, which can be over in as little as 10-15 mins.
What if there was a team surrender option?
If down 3 rounds, your team can surrender to end it early.[/quote]
??? There's a setting for that already, it's called win difference and its used already in most scenes
Also are we really complaining about a possible game lasting 30 mins as being too much to grasp (even if you're being rolled) when the average CSGO matchmaking game takes on average 40-50 mins? Is 30 mins really that much for the simple minds of the "poor little newbies" to handle? All it seems to me is that we're being overly condescending by assuming the average tf2 player will get turned off by anything when in reality they will most likely accept it and adapt over time.
Even a 30 mins game is still shorter than the average CSGO MM game, let alone a one sided game with win difference limit (mercy rule) of 5 like used in Europe, which can be over in as little as 10-15 mins.
Chill out, that's beta, a stress test. With the lack of currect substitute system, when somebody leaves game, match is finished and doesn't count towards your elo. It's better for a 5-10 minute game to go to waste because somebody left after being rolled, than to have somebody leave at the end of a 30minute game - and after that all the 30minutes are wasted and match is cancelled.
KanecoDreamboatflameI am not sure the low level lost plebs want to be playing dragged out steamrolls is more or less the argument. It can create some pretty bad environments, regardless of whether or not it's 'better'
What if there was a team surrender option?
If down 3 rounds, your team can surrender to end it early.
??? There's a setting for that already, it's called win difference and its used already in most scenes
Also are we really complaining about a possible game lasting 30 mins as being too much to grasp (even if you're being rolled) when the average CSGO matchmaking game takes on average 40-50 mins? Is 30 mins really that much for the simple minds of the "poor little newbies" to handle? All it seems to me is that we're being overly condescending by assuming the average tf2 player will get turned off by anything when in reality they will most likely accept it and adapt over time.
Even a 30 mins game is still shorter than the average CSGO MM game, let alone a one sided game with win difference limit (mercy rule) of 5 like used in Europe, which can be over in as little as 10-15 mins.
A surrender option isn't quite the same as a win difference. All too often in ETF2L matches you end up with dead time with a score like 5-2 and not enough time for either the winning team to make it 7-2 or the losing team to make up 3 rounds for a golden cap. At this point everyone is wasting their time by continuing to play. This is where you'd use a forfeit option.
What if there was a team surrender option?
If down 3 rounds, your team can surrender to end it early.[/quote]
??? There's a setting for that already, it's called win difference and its used already in most scenes
Also are we really complaining about a possible game lasting 30 mins as being too much to grasp (even if you're being rolled) when the average CSGO matchmaking game takes on average 40-50 mins? Is 30 mins really that much for the simple minds of the "poor little newbies" to handle? All it seems to me is that we're being overly condescending by assuming the average tf2 player will get turned off by anything when in reality they will most likely accept it and adapt over time.
Even a 30 mins game is still shorter than the average CSGO MM game, let alone a one sided game with win difference limit (mercy rule) of 5 like used in Europe, which can be over in as little as 10-15 mins.[/quote]
A surrender option isn't quite the same as a win difference. All too often in ETF2L matches you end up with dead time with a score like 5-2 and not enough time for either the winning team to make it 7-2 or the losing team to make up 3 rounds for a golden cap. At this point everyone is wasting their time by continuing to play. This is where you'd use a forfeit option.
Surrender option would get abused and deny the opportunities for comebacks most of the time in mm. A better option would be the windifference for mm, although for leagues we don't need that, can just use a "surrender" option of calling gg to end the game. Stops dead time, nice timelimit, cool time-pressured plays, still opportunity for comeback.
SideshowSurrender option would get abused and deny the opportunities for comebacks most of the time in mm. A better option would be the windifference for mm, although for leagues we don't need that, can just use a "surrender" option of calling gg to end the game. Stops dead time, nice timelimit, cool time-pressured plays, still opportunity for comeback.
This, any surrender option would easily get abused and (I know it's not quite the same thing) but Valve has made it clear already with dota they will not implement a surrender option in a competitive setting, if there's anything that would create a bigger feeling of toxicity then the surrender option would be it.
Win difference is the perfect option for keeping games exciting with the always iminent possibility of a comeback while keeping frustration and toxicity low for one sided games.
This, any surrender option would easily get abused and (I know it's not quite the same thing) but Valve has made it clear already with dota they will not implement a surrender option in a competitive setting, if there's anything that would create a bigger feeling of toxicity then the surrender option would be it.
Win difference is the perfect option for keeping games exciting with the always iminent possibility of a comeback while keeping frustration and toxicity low for one sided games.
They have also updated the class portraits, the ones next to Tips.
[img]http://i.imgur.com/WVggxGU.jpg[/img]
[img]http://i.imgur.com/tKmP3GQ.png[/img]
Phinew UI elements??? looks SICK
http://images.akamai.steamusercontent.com/ugc/294230565711509960/D69F2DA7DCC090CA81DBE358E17ED1DCA92535FA/
Looks like the hud in CS:GO
[img]http://images.akamai.steamusercontent.com/ugc/294230565711509960/D69F2DA7DCC090CA81DBE358E17ED1DCA92535FA/[/img][/quote]
Looks like the hud in CS:GO
[img]http://i.imgur.com/NsXeZ.jpg[/img]
I don't really care if it's boX or timelimit, but the 3 in bo3 sounds really, really bad. Regardless of anything else, losing one fight resulting in match point is just terrible.
kaidusI don't really care if it's boX or timelimit, but the 3 in bo3 sounds really, really bad. Regardless of anything else, losing one fight resulting in match point is just terrible.
Then would bo5 be better? Another drawback of bo3 seems like it would be a little too short.
Then would bo5 be better? Another drawback of bo3 seems like it would be a little too short.
Bo5 would almost certainly be better, yes. 2 rounds to win is just ridiculously small, hopefully it's just something Valve is doing so they can get as many games run as quickly as possible for the stress tests.