After Dan's last post, I reached out to him via. discord, and talked about some of the points that have been raised. There were a few more things I would've liked to discuss, but overall we both enjoyed it, despite how passionate we are on the subject. This is just a quick reminder that I'm up to talk about anything I've said, and nothing I do is done with malice. Apologies if I came off in a different way. Ultimately I want what's best for the server. Who wouldn't like a classic gamemode to make a comeback? This post is simply a collection of reasons why this goal isn't as close as we would like. In conclusions, the timer slowing down is not an issue, and this is certainly the wrong way to improve the gamemode. Here's why: From scoreboard timers to mob AI, Minecraft very rarely counts time with seconds. Instead, it counts 'ticks', and 20 ticks are created each second. So if you're trying to do something (like decrease the time until Defender victory) every half a second, you wait 10 ticks, instead of 500ms as you might think. This is done for reasons I'm not able to explain (and barely understand haha), so you're just going to have to accept it. However, when the server is overloaded, it might only manage 15 ticks per second (TPS). But the timer is still waiting 10 ticks before going down. In other words: the game timer runs 25% slower, and consequently the Defenders have to hold the choke points for 25%. This is where Dan and the CSGI team got concerned - if the Defenders have to hold their positions for 25% longer, the game becomes even more one-sided, and they have to re-balance the game. But here's the thing: This has no effect on who wins the game. No action needs to be taken. The reason is actually rather simple - everything depends on the TPS. everything slows down by 25%. The Defenders might have to hold choke points for 25% longer, but it takes the Undead 25% longer to even reach those points. Both teams attack 25% slower and take 25% longer to place and destroy fences. Both teams take 25% longer to draw back their bows. Everything slows down at the same rate, so this 'bug' doesn't change which team wins and which one loses. I'm glad you brought this up, because it perfectly plays into my argument. It's a brilliant example of an issue which highlights a way the community can change. Comme d'hab, the issue isn't with the game, it's the players. You think so yourself. I admit, it's not a perfect comparison, but the core theme is the same - sweaty parties destroy a game, but the game shouldn't be updated to accommodate - and I agree. If the CS community can stamp out sweaty parties (and certain exploits, and stop having all the best players on the Undead side) without developer assistance, you have just proven how the CS community is simply more positive and altruistic than the single biggest game on the Java server, being CW. That's an extraordinarily impressive achievement for an MPS-only game. Why not work towards it? Wishing you good luck, KerbalBoy and Amir Blumenfeld.