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28. Avril 2004, 08:00:46
Walter Montego 
Sujet: Big Bad Wolf's DailyGammon time system. mrloupcity's sadness
That's sounds like a good one. Easy to understand and work with too. My average idea would take awhile to get the feel for. The grace period and the total time are easy to adjust and see. I suppose in a side game the players could agree to put more time on the clock, or take it off too. I hadn't given it much thought since the timing system here is like the one IYT uses. I imagine there's probably lots of ways that have been tried or thought up. I'm all for giving the players in side games, or the tournament director in tournaments more options.

As for your sadness mrloupcity, I think it comes from misinterpretted intentions. Some people see the time limits as a restriction and others see them as an opportunity. Other time limit systems can change the balance and make for more or less problems depending on the individuals involved. It'd be nice if there was a speed rating or moves per day average for each player. Then a player or tournament director could also set a range if they desired, simular to the rating range to allow a particular speed of player enter a tournament. Instead of just fast tournaments, one could also set up a slower paced one too.

I'll stay out in the middle of the room. :)

29. Avril 2004, 07:57:21
Lythande 
Sujet: Re: Big Bad Wolf's DailyGammon time system. mrloupcity's sadness
<Walter: "It'd be nice if there was a speed rating or moves per day average for each player. Then a player or tournament director could also set a range if they desired,..."

This isn't a bad idea, but I'd rather see it formed from an average percent of time-limit perspective. Yes, I know that sounds confusing, I'll be taking individual questions later in my tent. Meanwhile let me see if I can somewhat explain.

If a person is playing in many different games and tournaments with many different time limits (and doesn't always have time to live on the computer), it's only natural they will play the shorter times quicker, and more often. So if a player plays his five-day tournaments within three days, his 15-day games within 10 days, etc, he's using roughly 60% of his time limits. So if you set up a tournament with a seven-day limit, and you want people to move within 2 or 3 days, you only allow people who take an average of 20% (or less) of their time limit. That way you have that 'buffer' of time that folks go on about so that 'if anything happens' people will still have 7 days to make the move, but most will be taking it earlier.

The only problem is, all this is a lot of coding and data-storage that I don't know if Fencer can or wants to deal with. ;>

29. Avril 2004, 08:37:42
Walter Montego 
Sujet: Lythande's average percent of time-limit perspective idea
Hey, that's an interesting idea! I like it. You're right, the different length time limits makes one play some games faster even if you have the same time remaining in them. Your idea would allow an average to be made, and yet it would allow for emergencies if you made the cut to enter the tournament as it wouldn't be the norm.
Yes, keeping track and adding it to one's profile would make for lots of programming. Hmm, oh well. We're paying members, time to hit the suggestion box, eh? Improving our experience will certainly help the bottom line eventually and it will increase word of mouth and sales too. The more options a tournament director has should make for better tournaments. I think after awhile that certain combinations would shake out and the better ways to hold them for various time limits would prevail.

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