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Probably because it's too difficult to implement.
Of course it doesn't seem difficult to you; you don't know programming.
Sigh* You're right. The technology just isn't there yet.
And if there were a person out there who could program such a feat, just imagine how much they'd charge for this task. Not to mention the team of lesser programmers needed to fill in the gaps, the years of testing, and at the end of it all only those with high-end computers and decent technical know-how would be able to enjoy it.
No, it's just not an option at this time.
Wait. I just realized it's simpler than not allowing illegal moves. How embarrassing.
LOL !! :-)))
Because they cant see you clicking your piece?
No, trust me, they can ... ;-)
Under the current rules, each online player only needs to exchange TCP/IP packets with the server when the move is completed... say, forty or so times per game.
Under your suggested "touch-move" rule, EVERY player who is logged into a game would need to exchange data with the server at least a dozen times each second.
That would increase the band-width usage by a factor of at least 100x to 1000x.
Can you say: horrible, unplayable lag?
looks like we have a computer expert
Not quite there yet, but I'm working on it.
So basically, you are explaining us that real-time-online-massively multiplayer games do not exist. Well, I was quite sure they do but now I start thinking I was wrong...:-)
So basically, you are explaining us that real-time-online-massively multiplayer games do not exist.
Certainly they exist. But the vast majority of the calculations (such as ALL of the graphics processing) is done client-side. The information exchanged in data packets refers mostly to (x,y,z) coordinates.
In other words... MMOs are played almost entirely on YOUR computer, not on the server.
Are you saying that chess.com should upload their proprietary chess software onto your computer whenever you log on?
Are you saying that chess.com should upload their proprietary chess software onto your computer whenever you log on? [/quote]
Of course they should if it helps working smoothly.Unlike MMOGs, there's nothing more basic and public domain that chess game algorithms.
But in fact, I got 2 or 3 non-technical arguments posted here which make me beleive that after all, the factthat the rule is not i mplemented is not such a big issue.
So for me: problem solved ! ;-)
It's not a difficult coding issue, you could simply make the piece selection sticky, but like others have said, we have mouse-slip drawbacks and the rule was created for OTB not online. Calling it cheating is a bit of a stretch, or maybe AllanJones dislikes conceding a silly argument.
If put to a vote, I'm sure the vast majority here would vote this RFC down.
Woah, exchange data a dozen times each second? I don't see how this would increase much of anything. You only need to communicate for the first click of a piece that can legally move. All other clicks can be ignored.
Seems pretty solid, better simulates playing OTB.It would only increase the band width usage by a factor of less than 2, since it's less data to commincate which piece is touched, than which is moved and where it's moved, and you'd only need commicate which is piece is touched once per every move.
[...] or maybe AllanJones dislikes conceding a silly argument.
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