Hang on, so I might be misunderstanding how it works then. I thought player time was correct, it was just that the games were ending before player time was used up. So the bug is that players should only be given half the time in this case? As in 3 player game with a 3 day timer, each player only gets 12 hours of play time, rather than 1 full day each?Meeplelowda wrote: ↑21 May 2026, 16:21As a tournament host, when I set a round time at 7 days, I DO NOT want it dragging on for two weeks. I choose that time frame because the game can be completed in that time frame, even if players only play during playing hours. This is how it worked before and how we expected it to continue to work.nik592 wrote: ↑21 May 2026, 09:05No, I mean, the max time per table is set by the tournament creator - 5 days, 15 days, etc. I think all are in days. And since playing hours only use 12 hours per day, then max time per table should be doubled in these tournament.Meeplelowda wrote: ↑21 May 2026, 00:34 If by maxTime you mean the time on each players clock, then it needs to be adjusted by a factor of 1/2, not 2, because 1/2 of the day the clock isn't running.
It's up to the host to be sure 7 calendar days is enough time.
As I say, I don't play tournaments with playing hours, so I've never really looked into how they work. Being that the bug is being typically described as the rounds ending early, that's how I was interpreting the bug. But really the bug seems to be that players are being allocated twice as much time as they should be - so you're quite correct, that the fix is to adjust player's max time by a factor of 1/2.
But as we agree, this isn't a complicated fix, and should have been done weeks ago.