Lots of good points raised here. As many have mentioned, there has indeed been a major overhaul to lag comp this month.
Nowadays, the clocks behave as if you were playing over the board -- the time you see is the time you get. Or, more precisely, your move's time is the time between when your opponent's move appeared and when you make your own move. If you premove, you lose 0 time. (these are the normal case, really bad lag means you'll lose time)
I'll continue by using this fake conversation with nobody:
> How does a game look from the perspective of a lagger?
It's as if their connection was fast and everyone else were lagging. The time they use is how much time they got to consider the position after the other side's move appeared. And their opponents clock goes down slowly and has a long delay. Just like if they were the one with the fast connection.
Think General Relativity but with fewer inspirational Einstein quotes.
> Then a lagger has an advantage, right?
Not in any single game. When you play someone with high lag, the experience is the same on both sides. BOTH sides see their opponent's clock drop slowly and see a long delay before their opponents move arrives. BOTH sides have extra opportunity to premove during the delays.
> What about in tourneys?
Well, since a lagger has a consistent experience of delay, it's possible for them to adopt strategies that take advantage of this delay, for example by entering premoves. So they might be able to outpace someone who's expecting a low lag game.
On the other hand, high lag means all your games take longer, and that means fewer points. So it might not be much of an advantage in tourneys after all.
> Fine. Whatever. Just limit lag comp for fast games.
Not so fast. A player with high lag could still enjoy 1/4+0 time control. And for games between friends, I suspect most players would prefer both side's time be accurate regardless of time control.
I can see the justification for limits in tourneys to ensure that the games all have a similar style and pace and eliminate possibility of advantage, that's certainly something we could consider. But then that means the [rated] tourney games were played with different conditions than the rated lobby games, which screws up the rating accuracy.
> ...
Anyway, that's why we haven't changed it yet, but we're looking at options. Your concerns are heard and taken seriously. Suggestions welcome.
-Isaac
BTW, @mCoombes314 writes:
> It's a disadvantage in time scrambles because there is no compensation if a person's time reaches 0
False. The game does not end when the server sees 0 time for a player. In general, the time you see is the time you get. If your clock says .02s when you let go of the mouse, then you will get .02s, and won't flag. There's been a couple bugs in this area fixed recently (i.e. yesterday) but it's been mostly true for a couple weeks.
Nowadays, the clocks behave as if you were playing over the board -- the time you see is the time you get. Or, more precisely, your move's time is the time between when your opponent's move appeared and when you make your own move. If you premove, you lose 0 time. (these are the normal case, really bad lag means you'll lose time)
I'll continue by using this fake conversation with nobody:
> How does a game look from the perspective of a lagger?
It's as if their connection was fast and everyone else were lagging. The time they use is how much time they got to consider the position after the other side's move appeared. And their opponents clock goes down slowly and has a long delay. Just like if they were the one with the fast connection.
Think General Relativity but with fewer inspirational Einstein quotes.
> Then a lagger has an advantage, right?
Not in any single game. When you play someone with high lag, the experience is the same on both sides. BOTH sides see their opponent's clock drop slowly and see a long delay before their opponents move arrives. BOTH sides have extra opportunity to premove during the delays.
> What about in tourneys?
Well, since a lagger has a consistent experience of delay, it's possible for them to adopt strategies that take advantage of this delay, for example by entering premoves. So they might be able to outpace someone who's expecting a low lag game.
On the other hand, high lag means all your games take longer, and that means fewer points. So it might not be much of an advantage in tourneys after all.
> Fine. Whatever. Just limit lag comp for fast games.
Not so fast. A player with high lag could still enjoy 1/4+0 time control. And for games between friends, I suspect most players would prefer both side's time be accurate regardless of time control.
I can see the justification for limits in tourneys to ensure that the games all have a similar style and pace and eliminate possibility of advantage, that's certainly something we could consider. But then that means the [rated] tourney games were played with different conditions than the rated lobby games, which screws up the rating accuracy.
> ...
Anyway, that's why we haven't changed it yet, but we're looking at options. Your concerns are heard and taken seriously. Suggestions welcome.
-Isaac
BTW, @mCoombes314 writes:
> It's a disadvantage in time scrambles because there is no compensation if a person's time reaches 0
False. The game does not end when the server sees 0 time for a player. In general, the time you see is the time you get. If your clock says .02s when you let go of the mouse, then you will get .02s, and won't flag. There's been a couple bugs in this area fixed recently (i.e. yesterday) but it's been mostly true for a couple weeks.