twiikuuit was genuinely frustrating to see players fatigued after 50-60 minutes, or that dead time wasn't fully eliminated unlike promised by the advocates BUT it does feel like a step in the right direction, it's just difficult to see it viable as is when a schedule needs to be followed
would it be so crazy to start with 20 or even 15 minutes on the clock?
There are a couple of options to shorten game time while keeping the benefits of the NA config (less garbage time, not being forced to push when it's bad because you're down rounds).
- Option 1: Shorten the match time limit by 10 minutes. This is the simplest option and would reduce the time of all matches by 10mins. The problem is that you'd still sometimes have long games (45+ minutes), although these would be partially "balanced out" by also having very short 20 minute games that end right after overtime starts.
- Option 2: Shorten the round limit by 1, so 4 rounds wins on 5cp instead of 5. This would also reduce the average time of matches, but not by a fixed amount. The con is that it would only reduce match time for the portion of games that get to 4 rounds won in the first place, so long 2-1s or 3-2s wouldn't be affected.
- Option 3: Forced halftime after a certain number of rounds. One of the reasons I think the NA config became accepted here is because we used to have a 2 half config that caused most matched to be 1 hour long. Most matches in NA now are actually shorter than they were under the old ruleset. However, one of the things people like about the old ruleset was that you'd get a guaranteed halftime to strategize and take a breather after 30 minutes. While having any hard time limit wouldn't work with this config because it creates garbage time, a way to still get a halftime break would be to code in a halftime pause/unexec after, say, 3 rounds total had been played. So if the score was 2-0 and a team won a round to make it 3-0, there would be a 5 minute halftime break like there used to be. The pro of this is that teams won't get as fatigued, but the total match time would be unaffected.
I'd be open to testing any of these three options and seeing how people feel. I also think that the matches went longer than usual at this LAN because teams were understandably taking fewer risks (because of how high the stakes were). Fewer risks taken will naturally lead to slower games on any config.
I also think that the config delivered on its core aims during the LAN, at least from my experience as a spectator: games were exciting, the comebacks (and failed comebacks) were really fun to watch, and not having to watch the losing team desperately try to win 3 rounds in 5-8 etc. minutes made for a more enjoyable experience. Since getting used to the new config a few years ago, I've gone back and watched a few old demos/matches and they seem so much more boring, so I don't think it was just a coincidence that this LAN had more exciting games.
I also think that there would probably be some pushback if RGL tried to reduce the match timer to 20 minutes or the round win limit to 4, but these numbers are basically arbitrary and thinking that 30mins, 5-to-win is the best ruleset seems like the result of "status quo bias," as Rumpus said.