New Landing Page Idea

I think 30s byo-yomis are far more common than 1 minute unless its some serious tournament game, but…

Why no fischer timing there (and wheres 13x13’s)? I find something like +15s/move being lot more versatile setting for live games than any form of byo-yomi timing. And for correspondence its far superior for time management than any other settings y____y

I know its a matter of personal taste, but could at least corrs have the same default as ladder matches (3d+1d/move, cap 3d)

This might be actually bit bad idea. Chat has sometimes, ummmm, questionable conversations and random unfiltered trolling, its maybe better if those wouldnt be there directly at the landing page. Mods can of course remove stuff from chat, but only after its been written there

Also the default chatroom depends on what language settings user has selected, and majority of those rooms are very quiet. I fear it might look like the entire site is dead if they see a dead chatroom right at the landing page. And again, those chats might include some unwanted material, especially if none of the mods speak the language in question, it is very likely that the unwanted stuff wont be removed until removed until someone reports it ://

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I just realized canadian byoyomi is kinda like half-way between byoyomi and fischer. I’ll have to see how it feels at some point.

Edit: oh, another thing we need statistics on: how many people play mainly 13x13 ranked? Is it enough to justify the automatch?

About chat: one thing to keep in mind is that chats are not visible to non-verified users.

It, uh, might be nice to have one extra chat just for the main page that everybody can write into (or at least see), if mods have the time to check it frequently to contain spamming from casual trolls.

Edit: ok, my brain is brainstorming this. How about a chat for the home page that everybody can see but where non-verified users can only send “pre-written” messages like “Hi, I’m a beginner, can someone play with me?” (with a time cooldown)

Just throwing the idea out there :laughing:

We have a chat system already. What are thinking the chat users of that suggestion?

IF we ever get something like that it might make sense to make it a “shoutbox” that gets pruned so that it never contains more than, say, five or ten lines?
Also just an idea.

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I don’t know what “classical” time control means in chess, but these are time controls that I’m used to in real life go tournaments across Europe:

You commonly see 30s byoyomi with 90 minutes basic time (~3+ hours per round, max 2 rounds per day) or 20s byoyomi with 60 minutes basic time (~2+ hours per round, max 3 rounds per day). I consider those time controls suitable for (semi-)serious amateur games.

In the highest amateur and pro level tournaments you may see a longer time control, like 2-4 hours basic time + 60s byoyomi (~4+ to ~8+ hours per round, for 2 rounds or 1 round per day).

Some Japanese top level pro matches have 8 hours basic time + 60s byoyomi, so a single round takes 2 days. But I have never heard of such a long time control in amateur games in Europe. Even at top pro level, 2-day games are becoming rare in recent decades. I suppose that televising/streaming top level games nowadays favours shorter games.


I think most go players try to pace their time usage such that they enter byoyomi somewhere during the endgame (if they enter byoyomi at all). Late endgame can usually be played fairly quickly, so time pressure is not such a big factor.

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Since I still don’t know how many moves a typical long game has, I’m not sure how much those come down to in average seconds per move. Maybe 45-50 seconds?

I guess it might depend on what you mean by endgame; finding sente reductions on a 19x19 board is still quite time-intensive for me, which is why I’d like to not be in byoyomi :laughing:

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Check out this page. OGS Stats

If you click on the games you can see the avrg time spent on moves and the total length of the game.

45 seconds is like a 2 hour+ match.

10 seconds can be a 30 minute match.

Also it varies vastly if it was a resignation or finished.

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So it sounds like a lot of people like Fischer time being the default. But byo yomi is most common everywhere else so should we really be different?

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A typical game that goes to scoring takes about 120 moves per player (maybe a bit more, but 120 is a nice number for time calculations).

A year ago I made a little spreadsheat to compare the different time control systems used on OGS: 1s per move ranked games - #69 by gennan

Edit: Using that spreadsheet
90 minutes basic time + 1x60s byoyomi = ~50s per move
60 minutes basic time + 1x20s byoyomi = ~33s per move

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I prefer Fischer time, but real life games tend to adhere to tradition.

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Isn’t Fischer much better at handling escapers? That’s not as big of a problem in real life games.

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So far I’ve always used byoyomi because it’s the default, but lately I have to say I’m converting to Fischer – and now I’m hearing more and more good arguments here :laughing:

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BTW I just got this on your page when I clicked “ Load Next Page…”

In text form:

The service OGS API - OGS GET Filtered Games from ID just returned an error (HTTP 404). Please consult their documentation to ensure your call is setup properly. Raw error:

{"detail":"Invalid page."}
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By late endgame, I mean when the move values drop below ~4 points gote. Bigger sente reductions are usually already played when the game enters late endgame.
The late endgame stage can take dozens of moves that don’t cost much time for experienced players.

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In 2016, I got back into go via a small local group. The group’s best player (about 4k), who played a lot of IRL tournaments, told me that the usual timing for those tournaments was 45 minutes main time (or 30 or 60), with 5 x 45 seconds byo-yomi. For my old, slow brain, 30s is tolerable for 9x9, but seems like blitz for 19x19. No wonder so few amateurs read deeply. Hence, I mainly play correspondence online.

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It’s fine to be different, especially if different is better!

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Only in words. Many things are more difficult if you don’t align with the masses or if you are part of a stereotyped (sub)group.

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I actually have a question regarding quick match. Can we implement these changes without needing anything to change on the backend? Like I know api can pair people so in theory it should be possible to handle quick match without needed anoek to do anything but push it. This way he can focus on the more important parts of the website like bug fixes.

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Next iteration. I took the times from Baduk Pop. I agree with the sentiment that less options will greatly decrease waiting time in theory. I’m still using byo yomi because I think that’s what most of the community is used to. I think handicap should just be on for automatch. It is on Badukpop as well and I don’t really hear any complaints. Though I think probably the max rank difference should be ±5 ranks so the max handicap is 4 stones. I think many people dislike 5+ handicap games.

Imo this is getting closer to the most optimal solution for such a small pool of players. Remember that the goal is to get players in a match as fast as possible and to have a decent quality game.

I put the top active game instead of chat as per above recommendations. I think it looks pretty good.

While I’m currently pushing for just 1 19x19 option. I think once we get enough users and the waiting time is low enough, more options could be added. So it can grow as the player base grows. But in my ideal scenario, I would like to have the wait time be less than 1 minute. Ideally less than 10 seconds.

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