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 Post subject: Round Timer
PostPosted: Sat Jun 09, 2018 2:08 pm 
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Can't help but notice lately that lots of rounds end up in mass rebels near the end ever since the update where the clock now no longer runs past 0:00. This usually happens when the server has many people and instead of doing a game involving all T's a game will be selected like Parkour or Pokemon which takes individual attempts taking more time most noticably when people abuse warning rule and delay, cause that can take even up to a minute when people talk over warden and then it leads to repeats etc etc.

I think the solution might be just adding 1 more minute to clock bumping it up from 7 minutes to 8 per round it still is much shorter than when people would play a round endlessly resulting in killling the server; I know it might not seem like much but i think it would make the difference for up to 32 players because when warning rule isnt in effect this almost never is an issue.

Thank you for your consideration ,
-Dark Temp


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 Post subject: Re: Round Timer
PostPosted: Sat Jun 09, 2018 2:37 pm 
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It used to be 5 minute timer, then changed to 7.
if there are still 10 Ts alive and 0:50 left, then the CTs are bad. lol, the point is to "try" and progress the round to get to LR, if that doesn't happen then the Ts did a really good job at staying alive and they win the round.
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 Post subject: Re: Round Timer
PostPosted: Sat Jun 09, 2018 3:07 pm 
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Adding another minute won't change or reduce the amount of T's who rebel. Those who rebel, rebel because they want to, not because the round is too long or too short. We had the round timer at 5 minutes before we changed it to 7 minutes due to T's not having enough time to LR / CT's rushing orders and/or generally not being able to get to the end of the round because the round's timer was too short. Majority of our maps are heavily T sided, especially razor, and with the warning rule now lessens the chance of the CT team winning a round. If I'm being honest, the only way the CT's could win a round was when the warden was either a nazi, or if there were less than maybe 20 T's and a good proportioned CT team.

Having the timer go past 00:00 will just increases the amount of 15+ minute rounds due to the CT team not progressing the round or the T's having ridiculously long LR's.

Should focus less on adjusting the round timer, and more on the rules to adjust to the player base.
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 Post subject: Re: Round Timer
PostPosted: Sat Jun 09, 2018 3:12 pm 
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i agree with what others said in this thread.

a wardens only true job is to make sure somebody gets LR, within the bounds of the rules and efficiency..

if a warden never progresses to LR, they are bad
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 Post subject: Re: Round Timer
PostPosted: Sat Jun 09, 2018 3:31 pm 
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Needy wrote:
Adding another minute won't change or reduce the amount of T's who rebel. Those who rebel, rebel because they want to, not because the round is too long or too short. We had the round timer at 5 minutes before we changed it to 7 minutes due to T's not having enough time to LR / CT's rushing orders and/or generally not being able to get to the end of the round because the round's timer was too short. Majority of our maps are heavily T sided, especially razor, and with the warning rule now lessens the chance of the CT team winning a round. If I'm being honest, the only way the CT's could win a round was when the warden was either a nazi, or if there were less than maybe 20 T's and a good proportioned CT team.

Having the timer go past 00:00 will just increases the amount of 15+ minute rounds due to the CT team not progressing the round or the T's having ridiculously long LR's.

Should focus less on adjusting the round timer, and more on the rules to adjust to the player base.


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 Post subject: Re: Round Timer
PostPosted: Sat Jun 09, 2018 4:28 pm 
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the issue isnt that they are rebelling but that not everyone gets to play the game and that usually leads to them just having to rebel this is never an issue with smaller crowds and i personally dont have to deal with rebellers too often, unless its razor where its to be expected. If it's not one more minute it should be enforcing more against these people who abuse the warning rule and delay rounds purposefully.


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 Post subject: Re: Round Timer
PostPosted: Sat Jun 09, 2018 4:51 pm 
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DeadMeat wrote:
the issue isnt that they are rebelling but that not everyone gets to play the game and that usually leads to them just having to rebel this is never an issue with smaller crowds and i personally dont have to deal with rebellers too often, unless its razor where its to be expected. If it's not one more minute it should be enforcing more against these people who abuse the warning rule and delay rounds purposefully.


Then your problem should be with the warden. If by your logic this is true, then we would never get to LR. That is not the case.
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 Post subject: Re: Round Timer
PostPosted: Sat Jun 09, 2018 5:46 pm 
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can’t complain about rebelling, dude... you can just swap to T and do it yourself, everyone is allowed to. i personally dont even like playing CT if there is no rebels. how is forcing other people to play trivial games with no fps action in an fps game fun again? get better at dealing with rebellers, its the most important part of the game.
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 Post subject: Re: Round Timer
PostPosted: Sat Jun 09, 2018 6:53 pm 
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I gotta say I don't think the goal of Jailbreak is to get to LR. I like to think the goal is to make all players feel included and have fun, LR is kinda just the cherry on top IMO


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 Post subject: Re: Round Timer
PostPosted: Sat Jun 09, 2018 7:45 pm 
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Princess Strawberry wrote:
I gotta say I don't think the goal of Jailbreak is to get to LR. I like to think the goal is to make all players feel included and have fun, LR is kinda just the cherry on top IMO


obv creating a good round and fun atmosphere is important, but non-rebelling Ts that are going for LR should have the opportunity... warden should always be progressing the round
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