Jump to content

- - - - -
Under Review

smarter lobby timeouts

  • Please log in to reply
3 replies to this topic

#1 ninjaMooCow


    Former TF2C staff

  • Members
  • PipPipPipPipPip
  • 2225 posts
  • LocationOhio

Posted 31 January 2016 - 06:20 PM

Although I lost the conversation in steam, someone approached me with this issue.

There is a feature that times out lobbies after perhaps 90 minutes when they don't start.

His point is that, in NA, at 5am, it is typical for a lobby to fill in longer time than that.


I think the suggestion is to have some sort of sliding scale for lobby fill timeouts that are based more on time of day and not assuming busy tf2c and lots of players. 

His contention is that the way TF2C is used and that lobbies fill during the non-busy times is different and this is hurting playability.

#2 happs


    Advanced Member

  • Users
  • PipPipPip
  • 37 posts

Steam Profile


Posted 31 January 2016 - 06:45 PM

I've observed this, and it is not just limited to 5am lobbies.  Sometimes unpopular maps like cp_granary_pro_b10, or cp_well take longer time to fill.


What about something like resetting the timer whenever a slot has been filled?

Edited by happs, 31 January 2016 - 06:46 PM.

  • sage78 likes this

#3 obla


    Former staff

  • Members
  • PipPipPip
  • 447 posts
  • LocationSydney

Steam Profile


Posted 01 February 2016 - 09:35 AM

Definitely needs to be changed. It is not unusual for an AU HL lobby to take more than 90 minutes to start.


I like happ's idea of each slot join resetting the limit! 30 minutes perhaps?


#4 Kengur


    Advanced Member

  • Users
  • PipPipPip
  • 114 posts

Steam Profile


Posted 09 February 2016 - 09:56 PM

If people join should increase the TTL then people leaving should definitely decrease it.

Also tagged with one or more of these keywords: Under Review

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users