det-JoesMonkeyLandI couldn't really tell them that they are wrong to think long stalemates followed by short periods of intense activity are common.I might just be dumb but isn't this the case in a ton of FPS's? Main one that comes to mind is CSGO, where over a minute can elapse with teams sneaking slowly to the bombsite and the actual aim duels being over in a few seconds?
CS downtime:
A) isn't a stalemate
B) still has things happening, position being taken, info gained, spam damage traded etc
C) can only last for about a minute at a time
TF2 downtime:
A) is usually a stalemate
B) generally has nothing important happening. maps are segmented enough that you can't really take any position without a push, positional info is readily available and largely useless, spam damage can be healed away—even on a pick you can just kill the counter sack/play passive and wait for respawn
C) can last as long as both teams keep playing passively without making major mistakes
Take 2 minutes to listen to a CSGO cast and you can hear the casters talking through what's happening in the first 40 seconds of a round—this player's smoking here so these players can cross to here, they're checking this position, they're baiting a CT push, they're setting up nades for the B execute. The "passive" gameplay here is, even in the slowest and most procedural games, actually pretty active and important
In TF2 anything with permanent impact on a stalemate is immediately followed by the push—i.e. the passive gameplay is only important when it immediately leads to active gameplay
And btw viewers still complain all the time when teams like Astralis or Na`Vi play slow or procedural rounds