I would like to see an "option" that allows turn order be a randomized in east-to-west order following time-zones. Random pick first player then move west for the next player in turn. Randomize duplicate time zones. I think this option could help extradite slow play.
Turns and Time Zones
Re: Turns and Time Zones
Creative suggestion, worth a try +1
Re: Turns and Time Zones
+1nmego wrote:Creative suggestion, worth a try +1
- Johnny Nonsense
- Posts: 5
- Joined: 02 May 2018, 02:00
Re: Turns and Time Zones
Yes! Or even have everyone provide their preferred range of play-time in their profile, and go by that. I suppose if you want to play odd hours you could adjust your location accordingly.
- Jest Phulin
- Posts: 1856
- Joined: 08 July 2013, 21:50
Re: Turns and Time Zones
Yes, if this is implemented, a method of allowing for non-standard sleep schedules should be implemented also. I tend to work from 6pm to 1am local time, which means I game at 3am -- totally not what the standard person does. Adjusting location won't be that helpful, because tournament start times are presented in local time.Johnny Nonsense wrote:Yes! Or even have everyone provide their preferred range of play-time in their profile, and go by that. I suppose if you want to play odd hours you could adjust your location accordingly.
- sourisdudesert
- Administrateur
- Posts: 4630
- Joined: 23 January 2010, 22:02
Re: Turns and Time Zones
Hi,
What we intend to do is introducing a "Night time" option. "Night" means a 12 hours period of time each day, where the clock countdown stops decreasing.
Example:
4 moves / day + night time 22:00 => 10:00
=> it means that you have 3 hours per move, but the clock is not decreasing between 22:00 and 10:00.
This should allow you to play "fast turn-based" mode (ex: 10 moves / day), with players in the same timezone (or at least that have similar availabilities).
What we intend to do is introducing a "Night time" option. "Night" means a 12 hours period of time each day, where the clock countdown stops decreasing.
Example:
4 moves / day + night time 22:00 => 10:00
=> it means that you have 3 hours per move, but the clock is not decreasing between 22:00 and 10:00.
This should allow you to play "fast turn-based" mode (ex: 10 moves / day), with players in the same timezone (or at least that have similar availabilities).
- ollyfish2002
- Posts: 299
- Joined: 29 January 2015, 09:32
Re: Turns and Time Zones
+1, but the clock has to remain active if players are connected during "Night time" !
- sourisdudesert
- Administrateur
- Posts: 4630
- Joined: 23 January 2010, 22:02
Re: Turns and Time Zones
I don't know what you mean by "active". Clock will be visible on night time, but won't decrease. Players will of course be allowed to play during the night time.
- pottereuel
- Posts: 7
- Joined: 09 January 2018, 15:42
Re: Turns and Time Zones
That won't work. You'll just incentivize slow play. The clock should always run. I think my initial idea is simple and elegant. Just follow the sun.
Re: Turns and Time Zones
When is "Night time"?
If it is fixed to the same time (server time) for both players, then it disadvantages the players with the greatest deviation from that time zone.
If it depends on the players time zone, or if it is possible to set the timeframe manually, then "night time" may not overlap at all between the players.
This doesn't really seem to work.
If it is fixed to the same time (server time) for both players, then it disadvantages the players with the greatest deviation from that time zone.
If it depends on the players time zone, or if it is possible to set the timeframe manually, then "night time" may not overlap at all between the players.
This doesn't really seem to work.