Cities and Knights timer too short

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Shinobu Rei
Posts: 12
Joined: 08 September 2024, 06:47

Re: Cities and Knights timer too short

Post by Shinobu Rei »

Frisky070802 wrote: 21 October 2024, 00:32
Shinobu R wrote: 08 September 2024, 12:35 I kinda agree. Like just an extra 30 seconds in the late game would help. I do believe it's possible to just play fast. I don't want the time added to the early game as that slows things down. I have only been playing for 2 weeks so I can see getting faster with practice. But I do feel like there were moments I'd have to sit to look at lines towards winning in the late game even if I did have more experience.

Also there's that knight vs barbarian count bug. Sometimes I have to refresh to get the count again. I know that's a short time or I could just count but it's still some increment of time.
I totally agree with this. The game needs a variable timer that is a function of how far into the game you get. By the time you are collecting many special cards, and feeding and upgrading knights a lot, you are taking many more actions per turn than at the start.
I also recently noticed that the timer keeps going during the animations. This is especially important in C&K where cards can trigger resource collection.

I've been booted out of a game (that I was about to win) because someone was spamming the trade function a lot, making us run our timers down incrementally. Part of my time running out was because I forgot to refresh earlier in the game and my timer was apparently running (though it's lame that I had to refresh in the first place). Not to mention when you're given the last 20 seconds before you're expelled, the animation is running too slow even if you go through all your actions quickly for late game C&K. And the warning for the expulsion covers the buttons at the top so having to click out of that notice first just pass and not get expelled is so wonky. Overall, it's a lot of little things in the UI + timer mix that's making complex late games a bit annoying.
owly S
Posts: 4
Joined: 19 October 2021, 04:30

Re: Cities and Knights timer too short

Post by owly S »

en mode cities & knight, si le développement scientifique est à 3 ou + , on peut choisir une ressource si ce n'est pas un 7 au dés et que l'on touche rien,
mais on n'a pas de temps supplémentaire pour faire ce choix, ni même de temps quand un autres joueurs fait une proposition commerciale / mariage / saboteur.

bref, BANNISSEZ MOI!
sea_air_ah
Posts: 1
Joined: 18 April 2024, 17:09

Re: Cities and Knights timer too short

Post by sea_air_ah »

Yes! I was ahead and 10 sec overtime as I was actively playing cause I had many resources and cards and I was trying to play quick but think through to make the best choice and they booted me. So frustrating. If people are actively playing I don’t care if they go overtime but if you boot just cause you are petty then they should have a way for us to let admin know so they get penalties too.
Shinobu Rei
Posts: 12
Joined: 08 September 2024, 06:47

Re: Cities and Knights timer too short

Post by Shinobu Rei »

sea_air_ah wrote: 03 November 2024, 21:47 Yes! I was ahead and 10 sec overtime as I was actively playing cause I had many resources and cards and I was trying to play quick but think through to make the best choice and they booted me. So frustrating. If people are actively playing I don’t care if they go overtime but if you boot just cause you are petty then they should have a way for us to let admin know so they get penalties too.
This for sure. I would hope it's pretty easy to see if you were actively playing and not dragging it on when you're over time.
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Mathew5000
Posts: 661
Joined: 02 January 2021, 01:41

Re: Cities and Knights timer too short

Post by Mathew5000 »

procrastist wrote: 12 September 2024, 02:35 Then when it was my turn, I lost a few seconds every action because I had to confirm every action with a special button (as always). This is incredibly silly. ...

Maybe it is possible to turn off the confirm buttons, but I have not found out how. ...
Shinobu Rei wrote: 23 October 2024, 21:39 I also recently noticed that the timer keeps going during the animations. This is especially important in C&K where cards can trigger resource collection.
Click the Options tab (it's below the game board). You'll see one section for Preferences and one for Game Options. Under Preferences, you can disable confirmations, and you can speed up animations.
Shinobu Rei
Posts: 12
Joined: 08 September 2024, 06:47

Re: Cities and Knights timer too short

Post by Shinobu Rei »

Mathew5000 wrote: 11 November 2024, 18:22
Click the Options tab (it's below the game board). You'll see one section for Preferences and one for Game Options. Under Preferences, you can disable confirmations, and you can speed up animations.
OH that's helpful. Thanks!
Kolia60
Posts: 1
Joined: 13 February 2023, 07:11

Re: Cities and Knights timer too short

Post by Kolia60 »

Just to say +1

It's ridiculous and it becomes a strategy for other players to kick you out out off the timer even though you are playing, and not even playing slowly.
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euklid314
Posts: 680
Joined: 06 April 2020, 22:56

Re: Cities and Knights timer too short

Post by euklid314 »

Kolia60 wrote: 10 April 2025, 08:00 Just to say +1

It's ridiculous and it becomes a strategy for other players to kick you out out off the timer even though you are playing, and not even playing slowly.
You were only booted 4 times in your last 50 games. Probably you went overtime more often than in only those four games.

Why do you play on the fastest time setting when you care about finishing your games? Your opponents can expect that you play superfast in such a case! Do you perhaps not know how to restrict your games to normal and slow speed?

As long as you can play on slower time settings there is no need to complain about being kicked. Choose a time setting that fits your playing speed and you cannot be kicked. Your opponents will better enjoy that too!
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