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Posts from Chess timer: step 1. Add time for the battle. 4 polls in one topic!
P.S. I would also like to wish that the time limits were not "artificially" inflated just because someone hasn't played or is afraid they won't have enough time, etc. Because the chess timer in its current form (for example, in War of the Magi) doesn't carry any real meaning, since playing with an unlimited timer versus playing with a 24+8+1 chess timer on HotA+U doesn't make much difference for most players (including me). In a large number of games, I've only met two people who were actually put under time pressure by the 24+8+1 timer (and its equivalents) on HotA+U. In all other cases, it's 40-60 minutes or more on the timer by the third week. So, what's the point of such a timer? It's much more interesting when the timer is felt, and the seconds you accumulated in the previous turn become invaluable in the next, more difficult turn. And the games will be more dynamic and, most importantly, faster.
On HotA+U, it's quite normal to accumulate up to an hour of time by the third week. Then, with full control, this time will be spent very quickly. Although, I am a fan of faster timers.
Why not hold separate blitz tournaments, like in chess, if people are interested in a timed format where the timer is noticeable?
What do blitz tournaments, chess, and other things have to do with it? Or, in your opinion, is the point of a chess timer simply to have one? :confused:
What do blitz tournaments, chess, and other things have to do with it? Or, in your opinion, what is the point of a chess timer if not just to be there :confused:
The point is that playing in comfortable conditions and when you are under time pressure are very different. And a chess timer is primarily needed to prevent players from starting a battle and then taking half an hour to do their own thing.
rebelliousStatistics
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The topic title is missing a defining term – for blitz tournaments or tournaments with a timer. Only the timer values for these tournaments are discussed beforehand. There cannot be any standardization here. Every tournament has its own individual requirements. There is still the idea to be conveyed that this is also done to establish a benchmark for timers:D
Summer 2013
rebelliousStatistics
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Yes, and I wanted to add that the timer here is not at all a means of saving time! (as many "fast" players try to convince the more "slow" ones). Rather, it is an element of gameplay, and an important one at that.
Summer 2013
R55MaxStatistics
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Before opening a new page, I wanted to outline the points that rebellious made. In addition, there are a few more minor points:
1. If the novice tournament and the season will differ from this survey, and the time in tournaments is determined by the organizer, then what is the point of the survey? The survey shows that its essence lies in speeding up the game - well, you can simply reduce the timer on all templates based on the experience of past games and tournaments on a chess timer. The difference between the survey and the "arbitrary" (arbitrary in the sense of without a survey) decision to reduce the timer will be minimal, and the debate in the survey will be greater than it is worth.
2. A simple survey will not solve anything in this case. Only an experienced check of all timings in tournaments is needed if the goal is to determine the optimal timer, and not just to reduce the time. And this will be the best survey.
Personally, after reading all the points, I can say that I can play on any of them and have never really suffered from the timer, except in extremely rare cases, but this is not an indication that all timers are good and that I like them, and even not an indication that absolutely all scenarios on all templates will be convenient for completing on minimal timers compared to the opponent's scenarios. After all, there may be scenarios that are technically easy to complete for one player and difficult to complete for another, which can ultimately affect the result.
3. Each timer is different in its own way, and in order to argue in favor of one or another, it is necessary to take into account the reason for using it. For example:
- if we want to speed up the process of completing the game, then we need to reduce the timer. - if the goal is quality, then at least do not reduce it. - if we want to combine everything, then the maximum minimal reduction will be much better than one caused by voting, if the voting shows a result for a greater reduction. The minimal reduction should be because it has not been tested empirically, and voting will not always fully reflect the desire of the voter. - if the goal is to fight against real slow players or those who spend time on everything but the game during their turn (of which there are probably a minority), then the time should be radically reduced and adjusted based on the worst-case scenario, when many start to complain about the lack of time on a particular template. Then it will be possible to increase the time.
4. It should also be taken into account that during voting, many will at least not put themselves in the role of a "slow player," which will affect the reduction of time when voting from some voters.
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
AiweStatistics
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One minute per battle on any map is optimal.
In my opinion, a chess timer speeds up the game because it eliminates pauses during battles and simply long periods of indecision when all moves have been made.
It also makes the game higher quality, as the initial moves of a couple of minutes allow for 20 moves when the situation requires it.
I don't see the point in setting more than a minute per battle, but I also don't see the point in reducing the first and second time to 16+6 on HL+U, for example, because it won't be possible to accumulate a lot of time, which will significantly reduce the quality of a long game. For me, a game with such a timer would turn into a race, which may be good, but as an exception in some tournaments and fun matches, not as a general rule.
and how is Jebus different? I mean, when you're fighting in the center, the army is sizable, and it usually doesn't take much more time to set up blocks, while on respawn the fights are the same as on 8-player maps and 6lm, but that's also IMHO, of course)
435-191-039 Discord Iamsamstan#6087
AkellaStatistics
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Hello everyone, I agree that adding more than a minute is excessive. I'll reiterate my opinion, which I expressed in The's poll: the first two indicators, 28-8, are also too much, as by week 3, an hour of game time accumulates. As for newcomers, they should learn to play right away, observing how average players and even experienced players play. Fortunately, our respected streamers contribute to this with their commentary during the game.
How will the voting results be summarized? If the majority votes for the range of 30-90, does that mean the final value will be 60? Or will it be taken into account that significantly more people vote for 90+ than for 30- (especially on HL+U), and the result will be shifted from the middle of the range towards a higher value?
Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс
How will the voting results be tallied? If the majority votes for the 30-90 range, will the result be 60? Or will it take into account that significantly more people vote for 90+ than for 30- (particularly on Hota) and the result will be shifted from the middle of the range upward?
The average result will naturally be used. For example, on Jebus Cross it's currently about 1.5 minutes. And on SM-ka it's a solid minute.. P.S. When did you manage to move to Belgium? :D
Naturally, the average result will be displayed, for example on Jebus Cross currently it's about 1.5 minutes. And on the small map it's a solid minute.. P.S. When did you manage to move to Belgium? :D
That's right, I hope you'll be the one to tally the results). I was just rooting for Belgium in one match at the World Cup, then thought about switching to Algeria, but got too lazy.
Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс
Any value higher than 1 minute will lead to deadlocks in battles, as well as freezes in simple battles, just to give players time to think about what to do next on the map – without wasting the timer. A 1-minute time limit per battle is ideal. Complex battles should take time from the first two time limit values, as should exploring the map.
+100 I voted for less than 30 seconds everywhere. Get rid of the idiots!
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.