Revert to the old-style freedays

Maruchan

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This new update has devolved freeday from a fun yet chaotic special day into a 5-minute unproductive waste of time. The only reason where the warden would choose a freeday was for a speedy round. While I do like how that was addressed with the halving of freeday lengths, a freeday where T's cannot rebel is a waste of time nonetheless. This gets even worse when cancer wardens aware of this choose this special day in order to delay the passing of the round. In general, I believe that the freeday mechanics should be reverted as they were previously because the current ones are a waste of time and they may encourage delaying.
 
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a freeday where T's cannot rebel is a waste of time nonetheless..
If im not wrong, I'm pretty sure that when people call a freeday, it means taht they can do whatever they want and without the invulnerability unfortunately people cannot go explore new maps, figure out secrets, or even get better at known secrets. I think they should stay for the sole reason that its called a FREEday, not a REBELLINGday.
 
I don't really know whether to give this a +1 or -1.

On the +1 side I do agree that pretty much all the new freeday achieves is 5 minutes of nothing. Because Ts/CTs basically can't interact, p much all there is to do is explore the map. Exploring the map is good for ones that we never play, for familiarization etc. However, the vast majority of the time, we play the same maps that by now we all know in and out. All a freeday achieves is 5 minutes of sitting around, doing things we've already done. It gets dull quickly. Having the rebel factor gives each class something to do, and having damage for both classes makes the map games actually work.

On the -1 side 90% of the time an old freeday would end within the first 2 minutes, because Ts would knife a CT or get a gun and kill all the CTs, netting an 'easy T win'. This mainly resulted in a wasted special day, and frustration for the ones who wanted to play games/explore.

What I think may work as a solution is to enable damage, but if you die you respawn. Maybe to deter rebelling and killing all the CTs, if you were red, you wouldn't get a respawn (or have a delayed one, but I don't know if that's possible). Having damage and respawns would make map games like dodge course work, and give more interaction between people. Dying wouldn't be a punishment and force you to sit the freeday out like it was before, and having damage/deaths would add back the interaction/functionality.

I think I'll give it a +1 for now, because if I had to choose between the old freeday or the new one, I'd say the old was more fun.
 
If im not wrong, I'm pretty sure that when people call a freeday, it means taht they can do whatever they want and without the invulnerability unfortunately people cannot go explore new maps, figure out secrets, or even get better at known secrets. I think they should stay for the sole reason that its called a FREEday, not a REBELLINGday.

Even then what is a FREEday which aims to give players FREE choice if you don't have the FREEdom to choose to rebel or not?
 
jUst make new Freedays shorter, so instead of 8 minutes of boredom its like 5
 
Alrighty, I'll give it a -1, here's why.

You say that it's been turned into a non-productive waste of time, but what was it before? Not sure about you, but I remember CT's just sitting in a CT only room for 8 1/2 minutes before the change happened. If that didn't happen, it was honestly just a rebellion on 20+ T's vs 10 - 12 CT's. I've played both sides, neither was fun. T was too easy, CT was boring just shooting people.

Next, you say a freeday where T's can't rebel is a waste of time. From that, it seems to me like you think a freeday is SUPPOSED to be for T's to rebel, (Which is fine) but when I think of a freeday, I think of it as a little break from both sides just shooting each other and just... chilling? It usually doesn't go that way but when it does, it's pretty cool. I can remember towers of players alternating to reach the top of the map, just to have fun. And this is the thing, while rebelling can be fun, I honestly find it more interesting to play games. Honestly, when i'm playing surf or climb or some other game and I mess up late, I get scared, and I LOVE IT. It's fun and exciting at the same time. I get it, a lot of other may people may think I sound like a tame little child right now, but hey, I find it fun. The point i'm trying to get across is that the point of JB is to have fun, not just win rounds. A freeday gives new players the chance to have fun, and learn the map, the old freeday doesn't.

Lastly, you say this gives cancer wardens the ability to delay. This goes back to JB 1.0 special days. My praise and thank you's go to the angel(s) who decided to remove HG. People would do HG just to increase a number on a scoreboard, and for easy kills. With the freeday, that can't really be done. If someone is that desperate to waste time they're honestly better off just getting off the server and doing something productive. Not sure where I stand on that point actually.

Anyways, I like the suggestion, but still a -1 from me.
 
Just remove the freedays most people call freeday so they can do something else for 5 minutes
 
Back in my day, CTs had to watch the Ts during a freeday and couldn't just be off doing their own thing. Maybe if it went back to that, a CT wouldn't get knifed in 20 seconds resulting in full blown rebellion immediately after a freeday is called.
 
This thread seems to have more backing/support and expresses the same idea GO HERE. I will be closing this thread as its a duplicate (even though this one was made first)

~Closed (V) (?,,,,?) (V)
 
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