While it's true that some readers haven't seen the previous admin answers until now, my observation on reading these threads is that most have, but simply don't agree with them. To that end, let me try to help out here by compiling some of what's come up since the answers were previously posted, as well as trying to explain why this has gotten the response it has, in the hopes that we can get some answers on where the conversation has gone? (And if I've gotten anyone's position wrong, please correct me.)
Though first, this:
sourisdudesert wrote: ↑27 December 2022, 15:44
The problem with the players "trapped" in a game is a real thing: we did some statistics on it and this is happening, as an average 10 to 12 times each day. We even posted examples previously on this forum because some readers did not believe us.
It's hard for us to understand how large a problem this is, because this information feels incomplete. How many games were being created on average each day with no time limit (ideally broken down real time/turn based, before the new lobby was implemented)? How many of the "trapped" games, on average, were real time vs. turn based?
Moving on from that, what I've seen people saying is that having a no time limit option is an accessibility issue. That is, people were using this option because:
- They have physical disabilities or chronic illnesses,
- They have unusual work schedules that require working many days in a row,
- They have families that demand considerable attention,
- They're in developing countries with inconsistent electricity (I'm in this category -- it hasn't happened since joining BGA, but there have been 4-day power outages in the past), or
- They're in countries with inconsistent electricity for other reasons (it hasn't been mentioned yet, but Ukraine comes to mind).
There may be other reasons, I'm not claiming this is an exhaustive list.
All of us in these situations have used no time limit games because we have respect for our opponents, and everyone is willing to make the accommodation that we may through unforeseen circumstances lack access for some days at a time, and we've agreed that these circumstances shouldn't make us lose access to ELO, tracking wins and losses, gift points, or require us to take time penalties.
On the other hand, the consequence (as far as has been discussed) of someone being unable to play for an extended period of time, at least in a turn based game, is that the game sticks around for 40 days before BGA automatically drops it. That is, it's visual clutter. If there are concerns about server space, those haven't been mentioned.
So, the reason you are getting this severe a response is that people are observing -- whether you intended it or not -- that removing the visual clutter is being prioritized above these accessibility needs. And because these are personal circumstances, that feels personal.
By way of analogy, let's say a town decides to build a new library to replace their old building, which was at ground level. The new building has a beautiful stepped entrance, but no ramp. Sure, it's possible for anyone who has difficulty using stairs to use the new library, by getting someone to help, but it's not welcoming. And it does communicate who this new library is intended for, and who everyone involved in the design thinks doesn't belong enough to be considered.
I realize it may or may not be possible to bring no time limit games back for turn-based play only. Often, what those of us on the outside consider an easy solution is far more difficult when it comes to coding than we expect. (And it would help to know if this isn't possible for these reasons.) But please, at least seriously consider adding in a longer time limit option of a week or more. That would probably help to repair some of the friction here.
Thank you for your communication and consideration.