Maximum Fischer Time Settings for Live Games

I dream colored cursors covering from blitz to correspondance.
One cursor only for each parameter.
The color would vary from green to red (calculation taking in account all the parameters) to help to figure out not convenient or unusual settings.

So maybe there’s more of a chance to get this update if we come up with a concrete limit to increment it to.

This seems reasonably concrete.

But more so if we take the games being played now I think the settings are 1hr+30s increment.

If you blitzed the first 60 moves you could gain 30 minutes.

So I feel like even bumping the cap up to 2 hours is probably going to be reasonable?

If you blitzed a 200 move game (that is 100 moves) you’re still only gaining about 50 minutes, so 2 hours isn’t sounding unreasonable to me.

Again looking at @teapoweredrobot’s quotes from above.

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Thanks for the hint, I’ve updated the title and my original post.

No hostility intended, but I stated in my original post, that this is an issue for an EGF tournament (which is btw ongoing) and this seems to be ignored by the counter-arguments I’ve read here. Anyway I tend to ask such questions to figure out the common ground, because misunderstandings are too common, especially on the internet.

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The limit between correspondance and live time is a bit hard to fix and opinion may vary a lot.
In mine, as long as the game doesn’t become a visit for a few moves every now and then, the game is a live game. So a 2hr/player game can surely be live or even a 4hr with a lunch break.

Even I consider these 2 days games of famous japanese pro titles to be in the live category.

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A consideration is that there are malicious escapers who will leave the tab open in order to evade the disconnection clock. These clowns are more common than one might think.

Is it practicable to create a special category of settings just for events such as EGF games?

Well i always feel bad when the few bad apples conduct OGS to restrict access to features that others may enjoy.

You can consider that strong player could want to train in a game with the same time setting as the one used in a tournament next. For example. Or two 13k who want to try a half day game to replicate serious games and think more on each move.

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If one wanted to prevent that, it would be possible to allow long time settings like this only for live games where players directly challenge each other. But as I do not know how common such trolling is, I’m not sure it would be worth the work.

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I just think this is a risk with taking. These games will mostly be used between people who know each other or for real tournament pairing.

And honestly how much worse would it be than now? Play a few moves and wait an hour is the case now, play a few moves and wait an hour and and a minute or less. The difference is marginal. To make it annoying (build up a lot of time) the troll would need to be playing for quite a while before stopping with tab open. Does that really happen?

I just don’t think this is a good reason not to enable a proper range of game options on ogs.

(If we were really worried about game settings that are open to abuse we’d not have simple 3s, absolute 30s and stuff like that)

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If the initial time were two hours it might be twice as bad.

Still not bad enough not to implement though!

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Byo-yomi currently allows 4 hour main time, so it’s just half as bad.

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I’d like to increase that, as well. If someone wants to play a game with 36 hours main time and adjournments, I think they should be able to.

One issue at a time :slightly_smiling_face:

Doesn’t that fall within the correspondence settings at the moment?

There’s a 1day + 12 hours option for main time.

If you want an adjournment you can pause the game :slight_smile:

(I guess the problem would be having a non correspondence increment - I think if one is drawing a line between live and correspondence though, games over a day long aren’t really “live”. I know the Japanese tournaments might be classified differently if they’re in two sittings, but really they don’t have 36 hours time to use.)

What about those historical 30h absolute time games?

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What are they? I’m not sure what they are :slight_smile: Pro games or historical OGS games?

When time controls were first tried out in Japan.

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We are here in a terminology problem.

Correspondence refers to some past where each move were sent via post.
Live refers to players sitting in front of each other to play the game.

With internet this difference get less clear. Communication is quick and one can get up from the screen without being noticed.

But the spirit may still remain and be the same. To make a difference only according to the time settings is an abusive simplification of different way to play a game.

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In theory sure, in practice the differences are hard coded. There’s even separate display rankings and game history symbols, so it’s not just terminology :stuck_out_tongue:

I was more pointing out you could make a 36 hour possibly absolute timing game with the correspondence settings that exist. But that if you wanted a “live” like increment it wasn’t possible to mix and match.

I think it would probably be a niche enough setting though. Or maybe it wouldn’t, no idea :slight_smile:

The only problem i see is to accept that a live game can be longer as a corespondance game (and reverse).
In fact there are other differences, like use of joseki dictionary, analysis tool and conditional moves that one may not want in a long live game.

So first thing coming to me, does the actual system make it compulsory or is it just an agreed convention to have live always shorter as correspondance?

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