Clock of opponent always stops counting down correctly!

guardrose

Hi, everyone, I've got the same problem many times and it's not lag 100%, as you told it usually starts at the end of the game, only one or two times I won in that battle, but I had more than 40 sec in reserve. But If you have 30 sec and your time traveller opponent has 10, 99% you would lose. Support is not responding on that((( I suppose here are many bots playing and only imitating human behaviour, in the end they start showing true faces. It is not lag, believe, lag is always twice to you and your opponent, also I check connection after these situations every time, and it ok with minimum delay always.

Martin_Stahl
guardrose wrote:

Hi, everyone, I've got the same problem many times and it's not lag 100%, as you told it usually starts at the end of the game, only one or two times I won in that battle, but I had more than 40 sec in reserve. But If you have 30 sec and your time traveller opponent has 10, 99% you would lose. Support is not responding on that((( I suppose here are many bots playing and only imitating human behaviour, in the end they start showing true faces. It is not lag, believe, lag is always twice to you and your opponent, also I check connection after these situations every time, and it ok with minimum delay always.

 

Lag isn't all the time and can be dynamic. Your opponent can't see your connection details and can't cause lag for you and since the server keeps the official clocks, they can't manipulate that either.

TANightingale

It's an excruciatingly annoying problem, but it seems as if the technical staff can't, or will not, do anything about it.

Martin_Stahl
TANightingale wrote:

It's an excruciatingly annoying problem, but it seems as if the technical staff can't, or will not, do anything about it.

 

Lag happens and can't be fixed exactly. The site can make the client and server code as robust as possible and get the best connectivity they can, but lag will still happen.

 

There is a decision on on how to handle it:

  • Ignore lag completely and only account for move times; downside is that a game can last a lot longer than it should based upon the agreed upon time.
  • Count all lag as part of the move time; no one really wants that.
  • Use the code to set the move time on the client and allow some maximum amount of lag that is not counted; this is what the site does.

So many things can influence lag. Other code and processes running on the client (multiple tabs with background processes, download, streaming, ads for basic members, etc), wireless vs wired connectivity,  other traffic on the local network, the member's ISP and traffic on their network,  any of the routers/networks between the ISP and the chess.com servers, down to the site servers/network/code. The site only controls a small portion of that.