Guys, please be constructive with the TWI crew. We value your opinion, just try not to give it to us with a note attached to a brick and thrown through our window
One of the big reasons that TWI supports competitive play is because I used to be a competitive gamer back in the day (way back playing UT one-on-one ladders, and Day of Defeat competitively with a clan). I know that one of the best ways you can enjoy a game is through the tension and thrill of competitive matches. TWI are putting all this time, effort, and money into TWI ladder because we care about the competitive community. So please, try and remember I'm on your side and those bricks thrown through the window might just hit me upside the head and knock me senseless!!!
We got lots of community feedback about the problems with the original Countdown. We integrated that feedback into the design for the new version, and tested it for weeks and weeks, including a beta that was open to all. The feedback in the beta was overwhelmingly positive. It was much clearer to players what the victory conditions were. Transitions were much smoother and less jarring. There was a whole pile of bugs resolved. Multiple rounds were eliminated, so you wouldn't get those confusing times when you won a round, but then lost the match. It just became two halves, that's it. People that were not having fun with CD before, were now having fun.
One of the comments we had about CD was that it was too difficult to understand what was going on. You had two separate timers (objective timer, overall timer), kill points, crazy tie breaking statistics, etc. So one of our big goals with the revision was to streamline this so it was easy to understand, and fun. So we changed it so that either you captured the objective and moved forward, or didn't and lost. No crazy tiebreaking statistics, no multiple timers to track, etc. We did LOTS of rounds of the updated CD both internally, and with the public in the beta. Once again, the feedback was overwhelmingly positive.
Just to be clear, not ONCE in all of our testing internally or externally did anyone ever just suicide to exploit the system, nor did we even consider this. Understand, we are not clairvoyant, so we can not look into the future and see how crafty clanners are going to break our gametypes (unless they get into the betas and break them while we are working on creating them!).
There is one thing that I need some clarification on though. I watched Freeman's video about the problem. The thing is, in clan matches (or pub games), the other team isn't just going to stand there and let you cap the objective immediately. They are going to be trying to stop you from capturing the objective. So if team 1 captures objective A in 45 seconds, but fails to capture objective B at all (whether through natural gameplay, or the suicide exploit), then Team 2 fails to capture objective A in 45 seconds, wasn't team 1 just the better team? Both teams had the exact same opportunity to capture/defend the objective. Isn't that actually completely fair?
So what do we do now? From my perspective, we have a gametype that I believe plays really well with most pubbers, but not well for competitive play (according to you guys, who are the experts). As the poll in the other thread showed, the majority of players like the new version better than the old version. We're going to consider all the options, but in the short term I think the solution will be for competitive matches to use Thor's mutator if they desire. Then moving forward we may look at adding some of the options in Thor's mutator as server configurable options in the official gametype.