Right. I mean, 2 people in the same time zone might nevertheless have little overlap in their available hours. People in the same time zone can still have very different sleep hours. Even people in the same time zone with the same sleep hours might have two completely different 8-hour windows in which they are generally available to make moves.Meeplelowda wrote: ↑10 October 2025, 19:06This reminds me of the recurring discussion of being able to filter opponents by time zone because "normal" people only play during the same times as the person making the proposal. To them I say, "no, friend, your personal circumstances don't define what's 'normal.'"FrankJones wrote: ↑10 October 2025, 16:17 Many people with normal lives are at or near a computer often enough to make moves in a 12-hour window. People have lunch hour, breaks, etc. Some people are retired or only employed part-time. There are lots of [possible explanations. Students might have availability on and off throughout the day.
I think what the OP wants is "fast turn based 8 moves a day" but within a 6-hour window instead of 12.
Sure, I guess that would be cool. I have occasionally run into trouble because I typically select fast 8 moves per day and then find myself engaged in social activities or other activities most of the day and then realized, "Uh-oh, I hope I didn't run out of clock in any games; I should check immediately".
But there's an obvious problem. The fast turn based games are set up in a way that the number of moves matches the amount of incrementally added clock so ensure that the game moves along at the expected pace. Players selecting "fast turn based 8 moves per day" are expecting that the game will proceed at a pace of 8 moves per day, at worst. With this setting, a player who does not make 8 moves a day will run out of clock, because less clock will be added than the amount of clock being used.
So, perhaps a new category could be made? "fast turn based, 6 moves per day; +2:00 added per move, maximum of 12:00"? That's not exactly "fast" turn based, but it would follow the same mathematical logic as the other 3 settings.
Otherwise, as I have pointed out, there's the "4 moves per day, +6:00 per move", which I would think would work for the OP, who would be able to make 4 moves at any point in the day and never run out of clock.
Is it worth creating an entirely new category of fast turn based with a 6-hour window, with an expected number of moves and incremental clock that follows the existing mathematical formula? I would assert "probably not", since there exist so many options already and there should be an option that fits closely enough to suit any individual player.