Page 1 of 2
turn speed for realtime games
Posted: 14 March 2016, 23:39
by oenxt
Hi - I know that there's the option when setting up a table for realtime game to choose "slow" for the speed of the turns. But when I choose "slow", the turns were still 5 minutes, which is the same as every other realtime game I've played. Is there a way to make the turns longer than 5 minutes, or am I misunderstanding how the speed variable works? Thanks -

Re: turn speed for realtime games
Posted: 15 March 2016, 02:13
by Oso
oenxt wrote:Hi - I know that there's the option when setting up a table for realtime game to choose "slow" for the speed of the turns. But when I choose "slow", the turns were still 5 minutes, which is the same as every other realtime game I've played. Is there a way to make the turns longer than 5 minutes, or am I misunderstanding how the speed variable works? Thanks -

All real time games starts with 5 min, so if you put slow, you will get more time per turn...
Re: turn speed for realtime games
Posted: 15 March 2016, 20:03
by qwertasdfg
Oso wrote:oenxt wrote:Hi - I know that there's the option when setting up a table for realtime game to choose "slow" for the speed of the turns. But when I choose "slow", the turns were still 5 minutes, which is the same as every other realtime game I've played. Is there a way to make the turns longer than 5 minutes, or am I misunderstanding how the speed variable works? Thanks -

All real time games starts with 5 min, so if you put slow, you will get more time per turn...
No, you don't... It really doesn't matter if you get 13000 days (fast mode) or 36000 days (slow mode) per turn when that amount is then reduced to five minutes. In each mode you'll have five minutes per turn.
Oenxt, you're right, in most games there currently is no difference between the speeds. Has been reported numerous times, but apparently its a feature, not a bug. I'm just not able to see the advantage but then again I'm just a small user i don't have to see all advantages of all the stuff
Re: turn speed for realtime games
Posted: 15 March 2016, 20:32
by sourisdudesert
Hi,
As Oso said, speed mode changes the number of seconds add each turn, and you can never have more time than your initial time.
So if you play faster than the additional time you get at each turn, you always have 5mn per move. But if you don't, which is the case of most players, the speed mode matters. Obviously. And this is not a bug.
Re: turn speed for realtime games
Posted: 15 March 2016, 21:22
by sprockitz
sourisdudesert wrote:Hi,
As Oso said, speed mode changes the number of seconds add each turn, and you can never have more time than your initial time.
So if you play faster than the additional time you get at each turn, you always have 5mn per move. But if you don't, which is the case of most players, the speed mode matters. Obviously. And this is not a bug.
when you are about to start a game, it will say something like 5 minutes + 2700 days per move. This additional time per move is obviously wrong.
Re: turn speed for realtime games
Posted: 15 March 2016, 23:33
by qwertasdfg
sourisdudesert wrote:Hi,
As Oso said, speed mode changes the number of seconds add each turn, and you can never have more time than your initial time.
So if you play faster than the additional time you get at each turn, you always have 5mn per move. But if you don't, which is the case of most players, the speed mode matters. Obviously. And this is not a bug.
Okay. That explains a lot, thanks for clarifying the 30000days turn time are what you want from this site
Re: turn speed for realtime games
Posted: 16 March 2016, 04:27
by sprockitz
qwertasdfg wrote:sourisdudesert wrote:Hi,
As Oso said, speed mode changes the number of seconds add each turn, and you can never have more time than your initial time.
So if you play faster than the additional time you get at each turn, you always have 5mn per move. But if you don't, which is the case of most players, the speed mode matters. Obviously. And this is not a bug.
Okay. That explains a lot, thanks for clarifying the 30000days turn time are what you want from this site
doesn't actually always go back to 5 minutes after each move, so it isn't actually adding the 30000 days or whatever ridiculous number it has when the game is about to start. That said, even fast speed on most games isn't that fast so most times you don't have an issue staying near 5 minutes. I have played games where people run out of time by consistently playing slow (not just 5 minutes in a single move), but it is rare.
Re: turn speed for realtime games
Posted: 16 March 2016, 10:07
by sourisdudesert
Hi,
Obviously the 2700 additional time delay was a bug ... This has been fixed just now. No game is adding more than 5 minutes of additional times on each turn at now.
Some additional explanations :
- extra time added on each turn is computed regularly based on the number of players that received time penalty :
- when a lot of time penalty is received for a game, we increase the time added for each turn.
- when very very few time penalties are received for a game, there is probably way too much time for this game, so we reduce the time added for each turn.
In addition, additional time for "fast" mode is set to 70% of "normal mode", and additional time for "slow" mode is set to 140% of "normal mode".
... and from now, in addition to all of this, there is a global limit of 5 minutes.
This way, all games tends to have an "ideal" additional time.
Re: turn speed for realtime games
Posted: 16 March 2016, 12:04
by Liallan
I think part of the confusion, which would be more difficult to see since the time line no longer runs, is that all games start with a "thinking time," that is, an additional time you get to spend any time during the whole game. This is not the same as the time added for each individual turn.
I pretty much only play turn-based, but it's always been the same concept, except all the times are way longer. For instance, if it's a once per day game, I get 5 days of thinking time or start time or whatever you want to call it. I also get 24 hours for each turn. So my opponent takes a turn and now I get 24 hours added for my next turn. (i.e. 6 days total now) If I take it 20 hours later, I have 4 extra hours to spare. If I take it at 26 hours, I go over the turn by 2 hours. But since I started with 5 extra days, it's not a big deal to go over 2 hours on a single turn. If I'm taking a turn every 24 hours on average, I'm constantly using my turn time, but it's always saying 5 days cause I started with that. (I sometimes see 4 or 6 days.) If someone doesn't take a turn, it will eventually cut into that, and they run over their total time.
At one time it showed a red bar across the top that was a timer for the current turn only, so you could see a visual of this. That bar is gone, which I dislike.
Convert that to a real-time game where start time is 5 minutes. You start the game with that - that's not a "per turn" time. I've played very little real-time games but they were usually around 20-30 seconds per turn, and yes it did adjust based on the time setting. If turn time was 30 seconds and you always average around that, you'll continually have something around that 5 minute start time.
Re: turn speed for realtime games
Posted: 17 March 2016, 16:23
by qwertasdfg
I've played some games where someone decided it would be nice to 'piss off' the other players and he used the full five minutes each and every turn, which were then set back to five minutes again -- in normal time mode (rather than slow).
So, really, there is no difference between modes, at least not in all games. I have no idea why it is great to pretend there is a difference that just isn't there.