Thanks to everyone that commented. Seeing that most people would be willing to at least try, I think it could be interesting to give it a shot —we could do it perhaps in a more controlled environment, let's say an internal pug rather than a game with anyone, or perhaps a scrim with a clan we respect.
Given that scrims tend to be large around here (+6 players per team), perhaps it would make sense to have the following config:
Fraglimit 0
Timelimit 20
Roundlimit 4
Regarding some of the observations made:
About camping: Campers will camp regardless of the server config (that is easily observable in scrims and pugs now). However, the difference is that Fraglimit does not offer any incentive for rushing, whereas Timelimit does.
About camping after you secured a result: That is true, that does happen, in which case it is up to the other team to rush to get a couple rounds quickly, since playing slow would only benefit the other team.
About HOD's idea: That might be interesting, although it may get a little complicated? If we were to try something, I think it would be better to simply start with "default" Timelimit, and then see how that works.
About having a hybrid system (Maximum time or maximum number of rounds, whichever happens firts): I think that is counter productive, since the big benefit of having Timelimit is to get as much rounds as you can, while you are in the team that has the advantage in that particular map (i.e. Renan allies, Hunt Axis, v2 Axis, Stlo Axis, lolv2 Axis, etc.)
Finally, I also agree with Tro that it would not change things in an incredible radical way, since you really need a clan-based competition system for that to happen (people need to learn how to play strategically with each others, which requires always playing with the same people). However, I still believe it could make a positive impact in how we play —that is, make scrims more dynamic, challenging, and fun.
Timelimit or Fraglimit in pugs/scrims
Re: Timelimit or Fraglimit in pugs/scrims
Just to give a little more info about how timelimit works in practice, with an example:.
Server settings:
Timelimit: 15
Fraglimit: 0
Roundlimit: 3 (up to 6 players per team), 4 (6 or more players per team)
Map: Hunt
Side 1
Team A (Axis) - 14
Team B (Allies) - 3
Side 2
Team A (Allies) - 6
Team B (Axis) - 8
Map Result for team A: (14 + 6) - (3 + 8) = 20 - 11 = 9pts.
Map result for team B: (3 + 8) - (14 + 6) = 11 - 20 = -9pts.
Total timeplay: aproximately 30 minutes.
If the teams decide to continue playing, the scores add up to those in next map. As GT described it yesterday, it is a "get as many points as you can in 15 minutes" type of game. Each map lasts 30 minutes, so you can often play 2 maps in less time than what a map (or even a side) lasts in with current config.
Server settings:
Timelimit: 15
Fraglimit: 0
Roundlimit: 3 (up to 6 players per team), 4 (6 or more players per team)
Map: Hunt
Side 1
Team A (Axis) - 14
Team B (Allies) - 3
Side 2
Team A (Allies) - 6
Team B (Axis) - 8
Map Result for team A: (14 + 6) - (3 + 8) = 20 - 11 = 9pts.
Map result for team B: (3 + 8) - (14 + 6) = 11 - 20 = -9pts.
Total timeplay: aproximately 30 minutes.
If the teams decide to continue playing, the scores add up to those in next map. As GT described it yesterday, it is a "get as many points as you can in 15 minutes" type of game. Each map lasts 30 minutes, so you can often play 2 maps in less time than what a map (or even a side) lasts in with current config.
- High on Death
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Re: Timelimit or Fraglimit in pugs/scrims
Your method of keeping score seems at least as complicated as what I suggested. 
I suggested that score when on offense decided the game winner. Score on defense would be a tie-breaker.
So, team A starts on allies, wins the map 5 times, team b on axis wins 7 times.
Team B plays allies, if they win 6 tmes its over. If they win 5 times, then the score while on defense would break the tie. Team A would need more than 7 wins while defending.
I suggested that score when on offense decided the game winner. Score on defense would be a tie-breaker.
So, team A starts on allies, wins the map 5 times, team b on axis wins 7 times.
Team B plays allies, if they win 6 tmes its over. If they win 5 times, then the score while on defense would break the tie. Team A would need more than 7 wins while defending.
“Those who can make you believe absurdities, can make you commit atrocities.”
― Voltaire
Re: Timelimit or Fraglimit in pugs/scrims
But that is precisely putting a cap on how many times a team can win a map. I think it is better to just add all the rounds a]each team wins, and then subtract them with all the rounds the other team won. Whoever has the positive score, wins.
Re: Timelimit or Fraglimit in pugs/scrims
Whatever is clever, I'm just happy to be here.
Speaking from experience; In the [33rd] we had a time and a round limit. Seven minutes on the clock and first team to seven victorious rounds per half.
The time limit did keep the allies pressing forward, and eliminated any possibility of extended camping. As we know, the time limit is seen in game, so even if people don't read the forum, they will be made aware of it, and become mindful of it in game. A time limit is a useful element, particularly for those defending, especially if those planting are really good players, whom rarely miss when firing at their enemy. It creates an additional path for victory for defenders, as it doesn't force players to shoot it out for the win or the loss.
The round cap (first team to seven victories) seemed to keep things moving along as well, far as I know its pretty standard, doesn't let things drag on, but doesn't allow for things to move too fast neither.
This is the way I have been accustomed to playing, and I just thought Id share.
Whatever changes you folks decide to make will be fine I'm sure. You guys have good servers, and good people making the decisions around here so, whatever is clever. Like I said, I'm just happy to be here.
Perhaps TeamSpeak and the tools within it can help provide the decision makers with a bit more feedback. I understand not everyone who plays uses the forum. So, it may be a good idea to try and gather more feedback on TS3. Just a thought, anyway...
Cheers!
Speaking from experience; In the [33rd] we had a time and a round limit. Seven minutes on the clock and first team to seven victorious rounds per half.
The time limit did keep the allies pressing forward, and eliminated any possibility of extended camping. As we know, the time limit is seen in game, so even if people don't read the forum, they will be made aware of it, and become mindful of it in game. A time limit is a useful element, particularly for those defending, especially if those planting are really good players, whom rarely miss when firing at their enemy. It creates an additional path for victory for defenders, as it doesn't force players to shoot it out for the win or the loss.
The round cap (first team to seven victories) seemed to keep things moving along as well, far as I know its pretty standard, doesn't let things drag on, but doesn't allow for things to move too fast neither.
This is the way I have been accustomed to playing, and I just thought Id share.
Whatever changes you folks decide to make will be fine I'm sure. You guys have good servers, and good people making the decisions around here so, whatever is clever. Like I said, I'm just happy to be here.
Perhaps TeamSpeak and the tools within it can help provide the decision makers with a bit more feedback. I understand not everyone who plays uses the forum. So, it may be a good idea to try and gather more feedback on TS3. Just a thought, anyway...
Cheers!
Re: Timelimit or Fraglimit in pugs/scrims
Don't want to make scoring complicated, so how about a trial
We could also try a simple points system
attacking team 2 points per win
defending team 1 point per win
V2 would be interesting, Hunt would be much more competitive
Tro
We could also try a simple points system
attacking team 2 points per win
defending team 1 point per win
V2 would be interesting, Hunt would be much more competitive
Tro
Re: Timelimit or Fraglimit in pugs/scrims
I think the way it is now is perfect. First team to 7 with the 4 minute time limit on each round.
Re: Timelimit or Fraglimit in pugs/scrims
I don't know if you meant me or HOD or both, but the scoring system is simply addition, nothing complex about it. 2 points for attacking sounds like an interesting variation.Tro wrote:Don't want to make scoring complicated, so how about a trial
We could also try a simple points system
attacking team 2 points per win
defending team 1 point per win
V2 would be interesting, Hunt would be much more competitive
Tro
Have you ever tried timelimit though?LonG wrote:I think the way it is now is perfect. First team to 7 with the 4 minute time limit on each round.
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MsDimeanor
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Re: Timelimit or Fraglimit in pugs/scrims
Map Result for team A: (14 + 6) - (3 + 8) = 20 - 11 = 9pts.
Map result for team B: (3 + 8) - (14 + 6) = 11 - 20 = -9pts.
Total timeplay: aproximately 30 minutes.
Seriously?
Map result for team B: (3 + 8) - (14 + 6) = 11 - 20 = -9pts.
Total timeplay: aproximately 30 minutes.
Seriously?
Re: Timelimit or Fraglimit in pugs/scrims
What do you mean by that, Ms.D?

