time per game sucks, you guys

Play with a small initial time and a very large increment.
Something like two minutes at start, plus thirty seconds per move.
Then the time-per-move quickly becomes dominant over the initial two minutes.


Not only does time per game sucks....time sucks.
recently I've lost several games with still a couple of seconds on the clock (and NOT checkmate)....can someone explain?

Not only does time per game sucks....time sucks.
recently I've lost several games with still a couple of seconds on the clock (and NOT checkmate)....can someone explain?
You don't actually have time in the clock:
Or you got disconnected:
https://support.chess.com/article/213-how-do-i-fix-my-disconnect-lag-issues

I don't mind running out of time, it's part of bullit....but if there's still a couple of secs left on the clock and it says you've lost....that's frustrating

Because daily is basically correspondence and live chess is essentially played like OTB chess, which doesn't use a time per move metric.
Imagine a scenario where your physical national examinations work that way. You are given several easy questions (which normally take you one or two minutes to complete) and several challenging questions (which have more marks and take you ten minutes). And imagine that you have only five minutes per question - literally five minutes for every question, not an average of five minutes.
Or even better: a construction project for a tall building.
Imagine what happens if the workers are given
- only one day to put a fixed part, regardless of the difficulty; it will likely result in sloppy work which results in a serious structural problem for the building
- one month to put a fixed part; this would be better, but if the workers choose to perform the work "last minute", think of the number of years it would take to finish the building.
So in other words, this might be worth considering, but then
- if we are given too little time per move, we will not be able to make good moves
- if we are given too much time per move, your opponent could well wait until the last few moments of each move (as is the case for some Daily games) and this game could drag very long
In real life, we do not always have the luxury of time. This is especially true for those in the production line. Just as much as perfection would be desirable, a delay in a stage of production will result in a cascade of the delays and this could push back the roll out of the final product by months or even years.
The criticisms in your second post also apply to time per game. If you start running out of time in a time per game you’ll also make bad moves. Someone who was moving fast could drag the game out in a time per game as well by being sure to sit there and think using up all their time.