I think the issue here is that if you're not eliminating at a consistent rate, this will make a tournament drag on longer. If I have a tournament with 20 players, 5 tables of 4, that's supposed to eliminate 2 each round, round 2 will have 10 players, round 3 should have 6, round 4 will have 4, and now we can find our winner. If half (rounded up) of the tables only eliminate one because of a timeout issue, round 2 now has 13, round 3 has 9, round 4 has 6, round 5 has 5, round 6 has 4, we're taking two extra rounds to get down to a final four.BananaHarambe wrote: ↑11 June 2025, 17:19 Multiplayer elimination format will always be riddled with issues for handling player elimination with timeouts and inactive players I would make a Multiplayer Elimination specific option for how to handle timeouts. Just eliminate out of time players one by one based on most time used. If all eliminations are done, carry on. If more eliminations are required but the players stayed within the time limit, don't eliminate them.
I don't disagree that more flexibility in options would be good, but I assume there's work needed to code these additional options, and given that player matching already has some fairly significant bugs, I personally think it may be better to fix those before introducing more complexity. But I also don't run and don't play in a lot of tournaments (though I might play in more if I can find ones that disallow skipping).