Instead of reducing it in all ultrabullet games, we can make an option to create tournaments with different limits for lag compensation. Like 0, 50, 100, 150, 200, 300, 500, 1000. Players with high ping will still be able to participate in tournaments and play games, and their time will be compensated as usually (even with high ping). It just will be more difficult for them to find a game, but still possible.
The problems are these:
1. When playing against a lagging player you have something more like 1/4+0,5, which makes it a longer game, and therefore you have to change your style of play from flagging style to more accurate. Ultra attracts more players who like to play messy moves, that's why these players like ultra. And when you are paired against a lagger, you can't play messily, you have to be more careful. Losing a piece against a lagger might be critical, while losing a piece (even a queen) in a game of two players with low ping won't matter that much, because speed is more important. In a game against a lagger speed is less important and classical chess skills become a key for a victory. Therefore many players (and many players, if not most, play ultrabullet because it allows to be messy and fast, without too much caring about moves) have a huge disadvantage against a lagger, who is used to their slower pace and is prepared to be more careful in moves (because laggers are more of a common type of players, who come in ultrabullet not just for messy moves and speed, but for something which is similar to them as 0+1, so amongst laggers we have more slow, classical type of players, which will outrun usual ultrabullet player in slower time control, even with low ping, because they are better at slower time controls, such as 0+1, 0+2).
2. The second reason is that a lagger will always feel less difference when playing against a lagger or non lagger, because the maximum difference for them is only two. For example, a player with 300ms ping has a range of 310-750. The difference is 2.4. But a player with 70ms ping has much bigger range. From 80 to 420. The difference is 5.2. So a player with lower ping will always have a disadvanage, because they have to change their pace more than a lagger.
"it also interferes with the the meaning of your rating, if the different lag comp tourneys were rated." The interference exists now, because ultrabullet sometimes is interfered by 1/4+0.4 time control, with lagging players we already have messed up rating. I often lose to laggers, even if they are 200 points lower rated than me, but I am on par with 2300 players, who have very very low ping. Because with 2300 rated non-laggers I play actual ultrabullet, and with laggers I play something like 1/4+0.3, which gives more time on every move to think, which is an advantage for my opponents who are used to slower time controls. And in such cases I cannot play messily anymore (which is the gist of ultrabullet), and I lose frequently.
The problems are these:
1. When playing against a lagging player you have something more like 1/4+0,5, which makes it a longer game, and therefore you have to change your style of play from flagging style to more accurate. Ultra attracts more players who like to play messy moves, that's why these players like ultra. And when you are paired against a lagger, you can't play messily, you have to be more careful. Losing a piece against a lagger might be critical, while losing a piece (even a queen) in a game of two players with low ping won't matter that much, because speed is more important. In a game against a lagger speed is less important and classical chess skills become a key for a victory. Therefore many players (and many players, if not most, play ultrabullet because it allows to be messy and fast, without too much caring about moves) have a huge disadvantage against a lagger, who is used to their slower pace and is prepared to be more careful in moves (because laggers are more of a common type of players, who come in ultrabullet not just for messy moves and speed, but for something which is similar to them as 0+1, so amongst laggers we have more slow, classical type of players, which will outrun usual ultrabullet player in slower time control, even with low ping, because they are better at slower time controls, such as 0+1, 0+2).
2. The second reason is that a lagger will always feel less difference when playing against a lagger or non lagger, because the maximum difference for them is only two. For example, a player with 300ms ping has a range of 310-750. The difference is 2.4. But a player with 70ms ping has much bigger range. From 80 to 420. The difference is 5.2. So a player with lower ping will always have a disadvanage, because they have to change their pace more than a lagger.
"it also interferes with the the meaning of your rating, if the different lag comp tourneys were rated." The interference exists now, because ultrabullet sometimes is interfered by 1/4+0.4 time control, with lagging players we already have messed up rating. I often lose to laggers, even if they are 200 points lower rated than me, but I am on par with 2300 players, who have very very low ping. Because with 2300 rated non-laggers I play actual ultrabullet, and with laggers I play something like 1/4+0.3, which gives more time on every move to think, which is an advantage for my opponents who are used to slower time controls. And in such cases I cannot play messily anymore (which is the gist of ultrabullet), and I lose frequently.