it counted as Correspondence in game history
disconnection feature only works in not Correspondence
conclusion: disconnection feature uses one criteria of what is Correspondence
while game history uses other criteria of what is Correspondence
so there is no single united function of “Correspondence criteria” that other functions use, which is bad code design
or code design is good, but someone ignored it when modified something
I’m not sure I’m able to answer this metaphysic question
That said, when I chose a “correspondence” game, I’d like playing a correspondence game. In other words a game in which I’m not disconnected after 5mn. Perhaps am I the only one.
In this case, you can forget my question.
Once again, when you have a real life aside, it is really cool to find clock settings that allow you to play real time when available, and not spending 2 weeks, 2 months or 2 years on a correspondence game.
Nothing metaphysic in proposing a scale with each limits for live and one for correspondance. It’s interesting to fix what we want.
Yes sure, i dunno how it works in the background, if it’s just a matter of a Correspondance vs live choice ot if it’s determined by a calculation posteriorly from the time setting (which could be detrimental in some cases like yours)
@AJR makes a good point. There may be overlap between “Fast Correspondence” and “Slow Live”, but that’s not really relevant. If someone creates a game with speed set to “Correspondence”, then it would be logical that it follow the Correspondence rules (including no disconnection timer).
As already stated, I think the boundary between live games and correspondence games is an average speed of 1 hour per move IIRC. The OP’s game was faster than that, and therefore the system classified it as a live game. It consequently appeared in the challenge list as live (as the OP seems to imply) and had a disconnection timer. If this is correct, the only mystery is why it has a correspondence icon in the game history. Two possibilities suggest themselves: (1) the history list simply follows the self-categorization by the game creator without regard to the specifications, or (2) the time boundary was changed at some point in the past, and the coding for the icon was not updated.
I suppose, in terms of what really is correspondence, it’s probably the expectation that you’ll leave and come back to the game at some stage, and likely multiple times over the course of the game.
If the OP’s settings are ~2 stones an hour (50/24) on average, one question is, is a move every 30 minutes on average correspondence, more so than
I know of course the line is always arbitrary, you could always nudge it this way or that based on user experience or personal preference. I can imagine though, that you might want to be online at the same time as your opponent to get ~50 moves played in a day to not time out, so it is maybe a semi-live setting? More like play and adjourn?
I suppose to the OP, you could try
No main time
1 byo period of 24 stones / day.
and see if that works out, and progresses similarly to games you’d expect? Also to see if that setting does or does not have a disconnect timer.
There is a whole group dedicated to fast correspondence - maybe check out what settings they have experimented with? Also, there is some culture element to the fast games there. In other words, the time settings themselves may be long enough for Corr, but the games end quicker than 10 days because everyone likes their games fast.
Thanks ! I was already a member.
I’ve checked again to understand why I’ve never jumped in : for instance the next tournament, that will open in May, is 2 weeks of absolute time per player.
So even if some players get the culture of fast game you debscribe, perspective of starting a 4 week-game is a non sense for me (and just for me of course). Because I know a large number of players who are not affraid of playing 4 months and more …