+1 for the size of the text. makes me feel less lonely by knowing that I am not the only one who could go beserk with writing a post. <insert your facepalm here>
Anyway, ontopic:
I recognise all the things you have pointed out, throughout the 3,5 years I have played cj I have experienced those things too.
I think there are 3 main problems which causes the situations you mentioned:
1. When a map is on for lets say at least 2 hours you have different kind of people who are in the server: if we take an example of 24 people you got around 8 people who have been since the beginning (having a playtime of 120 minutes), around 8 people who have joined halfway through (having a playtime between 30-100 minutes) and around 8 people who have just joined (having a playtime of 0-30 minutes).
2. The hard ways of the maps which are getting played very often are either very timeconsuming to finish for the current advanced players, or are either not enjoyable to do (anymore), or are either a combination of those 2 things. Sometimes advanced players feel like playing the hard way in the most challenging way, so not using the haxfpsses and rpg'ing every jump but instead doing the no rpgs no rpg, and just using the 123 fpsses. When doing a hard way in the challenging way a hardway can take around 2-4 hours to finish.
3. The End Map vote system is sometimes bugged: sometimes you cannot vote a map even though you would like to.. (mp_beast is a very common example)
With those 3 things in mind, what happends when time starts to run out?
There is always someone who will vote an extended time.
Now, let's see what happends with the vote when a map has been on for 2 hours:
There are around 8 people who have been on since the beginning, 120 minutes.
They all care about voting since they have been on for 120 minutes, around 5 people vote yes, those are the people who play (an in their opinion) hard way and are probably 60-70% done.
Around 3 people of those 8 vote no, those are the people who patiently are waiting for the map to finaly fucking end.....
Then we have another around 8 people who joined halfway through who are on for lets say 30-100 minutes.
Around 6 of those people care about voting, 4 of them vote yes because regardless what way they are in: they are probably all still trying to finish it and 2 of them are already stuck at a jump or so and they cba doing anything else on the map; they want to do another map.
And last but not least we have another 8 people who just joined and who have been playing since 0-30 minutes.
Around 4 of those people care about voting, around 4 of those vote yes because they just joined.
Vote result: around 13 yes, around 5 no.
For the record; the people who 'don't care voting' are people who either are tired of consistently voting, truely don't care voting or don't even know how to vote.
No matter how long the map is on or how many players there are on, this is pretty much how the picture looks like regarding an extended vote when a map has been on for 2 hours.
So how can we fix this? Well, by looking at each of those 3 things I mentioned:
1. I think it's worth thinking about who has the 'justified interest' in voting when an extended time has been voted. I think that for the people who have been on for 2 hours have the most justified interest in voting since they have experienced the map being on for 2 hours. The people who just joined have the least justified interest in voting since they have just experienced the map being online for a few minutes.. And the people who have been online between 30-100 minutes are somewhere in between that. What I am trying to say is that I think that the people who have a playtime of around 2 hours should have more weight in voting than the people who just joined. Now, there are some mathmatical ways where you could determine the weight of the vote related to the playtime but I think it's worth discussing what exact system works best for that.
2. Doing a hard way in the most challenging way takes a lot of time. You could ask if there is room for that in an online server or whether that's something you should do on devmap? Now, a solution for this problem is to make speedrunning on an online server interesting. But that's hard. When people feel like speedrunning a hard way they often would do that on devmap because there you don't have Connection Interuptions. Also, seeing that the number one person did the route in a time you cba to attempt to beat is often quite demotivating to speedrun anyway.. It would be more interesting if there would be a system where speedrunimprovement is more interesting than the actual time someone finished a way. At this moment I am sometimes thinking about this could practically work out but I have to say that that is pretty hard to realise..
3. The only way to solve this problem is to tap Viruz and Fr33git on the shoulder, it's simply a bug which needs to get fixed.
I might not have given a direct solution, but that's because this is one of those cj-problems which is really hard to solve.
It's a problem which has always occured on every popular cj-server in the past.
At least I hoped I brought up a useful pov to think about it..
FrisbeeSky