Ugly_Pug wrote:
I agree it is not much fun when time is a decider in a game. However, I do not believe that Psyclone’s suggestions will have the desired effect. The reasons are:
1. TFW is not chess. For example, players take one action per round in chess. In TFW, there is a theoretically unlimited number of actions per round and a limit on the time per action. That is a big difference and important to consider when comparing timing systems.
No, this is not chess. Incremental time is not for chess only either. I just mentioned chess because it is one of the more recognizable places you might find this time system.
Ugly_Pug wrote:
2. As alluded to by several people, TFW must avoid open ended or stalemated games. Regarding Psyclone’s suggestions to avoid open ended or stalemated games …
- Stop the incremental timer after round x… This is not that different from the current system. Say we take system A and decide the incremental timer stops after 30 rounds after which the game ends in 5 minutes. Then the maximum game length is 15 minutes + 30 rounds*20 seconds/round + 5 min, or 30 minutes. Why not just make the game length 30 minutes? It is easier on the programmers and easier to understand as there is no math involved.
This is a simple 7th grade 1 line single variable algebra equation. A timer of 15 minutes + 20 seconds/round isn't complicated.
I don't know where you got this from:
15 minutes + 30 rounds*20 seconds/round + 5 min
I think you're just trying to make it complicated. Your equation is simplified to:
20 minutes + 20 seconds/round
See, not complicated.
Ugly_Pug wrote:
- Cap the game length at xx:xx…ummm… I’m not positive, but I’m pretty sure this is the current system.
You misread this section. This was a suggestion of a possible way to implement an incremental timer for tournaments, which have to have a much shorter time limit to keep them flowing. This in not the current system as there is no incremental timer. This would just add a few extra minutes to some of the deeper games.
Ugly_Pug wrote:
- Declare the winner after round x based on score, etc… Doing this would be an actual change instead of smoke and mirrors changes on the current method because it changes how the winner is decided when a timeout occurs.
How are the other methods a smoke and mirror change? I think you're misinterpreting the table I made. Most of the options end at 25 minutes after 30 rounds because I intentionally choose them to come to those numbers. You can change the base and incremental times to any values you want. They won't always come out to 25 minutes for 30 rounds if you do.
Ugly_Pug wrote:
For this reason, I favor it over the other suggestions if an incremental timer is implemented. I suspect, however, that people will dislike losing 8-4 when their opponent times out as much as they dislike losing right now when they timeout.
Huh? How would you ever lose if your opponent is the one timing out? You both have different timers.
Ugly_Pug wrote:
In addition, I do not believe an incremental timer would speed up games which end in the earlier rounds. Nearly all of the time, if a game ends in the early rounds, it is a quick game because the loser is getting steamrolled. Changing the timing method would not alter that and would not make it happen faster.
In the early rounds it won't make much of a difference at all. Unless the player was just incredibly slow.
What if you're in the middle rounds though? If you're only on turn 15, then the game is going to end after 17:30 (example B) or 16:15 (example D) instead of after 20:00. Once again, this will only affect games moving at a slow pace.
Ugly_Pug wrote:
There is nothing in the current mechanics of the game preventing people from playing 30 rounds in 25 minutes in the current system.
I always have a few games every day that are decided by the timer. The entire problem with this is that they are always the closest and most exciting games. I think just about everyone is at least a little unsatisfied when games end this way. I'm personally very unsatisfied. Winning by timeout isn't gratifying either, at least for me. I'm always disappointed in games that end this way. And this is the entire reason I suggested an incremental timer. This would greatly reduce the number of games that have this undesirable ending.
Ugly_Pug wrote:
Most timeouts are due to slow players and/or lag. The current system is a hard cap on the game time with a maximum time allowed per action. To me, leaving the hard cap and reducing the maximum time per action a player can take is the best way to reduce the chance of a time out deciding the game. This, of course, penalizes slow players and people with laggy connections. Doing this would lead to complaints that people don’t have time to figure out what they want to do or are being unfairly penalized because of a poor connection.
Unfortunately, there is no perfect system. Some people are unhappy with current system. Other people will be made unhappy if something else is implemented. Myself, I think the current system is adequate. It is simple and definite, which are two big plusses IMO.
You can always set the base time to 25 minutes and the incremental timer to 0 seconds/turn. This will not eliminate the current system, it will just give more options.
Ugly_Pug wrote:
I don’t play a lot of limited games so I can’t comment on 25 minutes being a good time limit for those games. If enough people think it is too short, perhaps the easiest thing to do is make the 25 minutes into 30 or 35 minutes.
I think this is a big reason why you don't think there's a need for incremental timers.
Limited games is where the timer is a much bigger issue imho. Constructed decks are waaaaaaay stronger than limited decks, which I think leads to much quicker games. Limited decks are quite a bit weaker than default decks in my experiences. I think games also tend to go longer in limited because many times you're forced to create decks loaded with creatures with an attack of only 1 or 2. Also, you don't have many of the better spells, enchants or buildings either. It's actually quite common to see people playing 3-domains in limited because it's much harder to make a deck due to synergy or just bad distributions.