Is there a specific reason why people dont always use an increment or delay?

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Sub1000

Is it because too many games have already been played with no increment/delay? To me, it seems logical to have a 2 second delay even in a bullet game.

I think it's kinda silly when its down to :10 on both sides and the name of the game is move "as fast as possible". I think it's kinda ridiculous to see pieces falling all over the board, players touching pieces before its their time to move, players hands crashing into each over OTB or OTClock.

I mean, if there was a mandatory 2 second delay, the game would look a lot more civilized...

premio53
Sub1000 wrote:

Is it because too many games have already been played with no increment/delay? To me, it seems logical to have a 2 second delay even in a bullet game.

I think it's kinda silly when its down to :10 on both sides and the name of the game is move "as fast as possible". I think it's kinda ridiculous to see pieces falling all over the board, players touching pieces before its their time to move, players hands crashing into each over OTB or OTClock.

I mean, if there was a mandatory 2 second delay, the game would look a lot more civilized...

One of the first games I played on Chess.com was completely drawn with no chance of either side winning or losing.  Unfortunately for me I had less time on the clock and my opponent refused to accept a draw.  If I had a 10 second increment then I would only have had to continue moving a piece until one of us gave out. 

Chess.com should have a computer analyze positions and declare a draw in such positions.

Sub1000

There are a lot of ways a draw could occur even if there was a mandatory increment/delay. You can still get a "perpetual" scenario, 3-moves, or 50 moves. You can still win on time.

You just wouldnt be rewarded by trying to move in under 1 second, knocking over pieces, not fixing pieces, ect.

I feel like when both clocks are under 10 seconds you're just moving for the sake of moving and not trying to be mated. I mean, are you really "calculating" when you have 10 seconds and your opponent has 5 seconds and there is no increment?

Colin20G

OP: you don't seem to enjoy the thrill of zeitnot.

pdela

they like to live to the limit

plutonia

Maybe it's just tradition, when the clocks were not as advanced as giving increments (surely not a precise 2 sec).

I agree it's bollocks to lose a position on time even if you're winning so much as being able to play it out on a 2 sec increment.

TheOldReb

A 2 sec increment isnt nearly enough for us old timers !  It just gives the advantage to the younger players !  They can play on forever on a 2 sec increment where an old timer can't !  Solution ?  Give an increment large enough to enable the old timer to play on too or have NO increments/delays !  Surprised  I would much prefer to play with no increment/delay at all as opposed to having one small enough that it doesnt help me but does help my opponent . 

plutonia

I fail to realize the correlation between age and hand dexterity.

Nordlandia

3+2 is the new form for standard 5 minute. 

3 = 180s * 2 = 360 - 600 = 240 

240 / 60 = 4 (2+2 each move)

60 moves is needed to surpass 10 minutes. 

TheOldReb
plutonia wrote:

I fail to realize the correlation between age and hand dexterity.

It has more to do with the slowing down of the mind as we age .  

Sub1000
Reb wrote:
plutonia wrote:

I fail to realize the correlation between age and hand dexterity.

It has more to do with the slowing down of the mind as we age .  

Right, but a 2 second increment/delay is better than none. 2 seconds is more than enough time to make an accurate move (without knocking anything over) and hitting the clock without having to be lightning fast.

final_wars

online it seems that bullet (1+0) and blitz (3+0) is the best way to ensure that you are not playing versus a person that is cheating with an engine.

using 60 moves as the "average" duration of a game (if played to the very end) a 3 second increament would be equal to 3 minutes extra resulting in an overall time of 6 minutes for each player

This is similar to the good old days of 5+0 blitz which was the standard before computers became strong

Lines are also very long (deep) now again mostly due to computers and strong (or should I say studied) players will flash out the first 20 moves in less than a minute.

I guess what is the standard in online play then spills over to OTB play.

Sub1000

I dont think there is anything wrong with winning on time. I just think the game goes downhill once a person is simply trying to move so fast that they sloppily knock over pieces and doesnt even have the time to clarify what square the piece was actually moved to, or, they just leave the downed piece down on the board.

I mean... even a 1 second delay would more or less remove all of that.

Pulpofeira

I agree, although the rare ocassions I play blitz I prefer no increments. But for me Bronstein's clock is better than Fischer's (no time for free coming from another dimension, first you must save it).

MuhammadAreez10

I never play bullet and 3-minute blitz so I don't really know how does the increment affect play. However, increment is very important in longer blitz and standard so that you don't have to rush in the endgame.

woton
plutonia wrote:

I fail to realize the correlation between age and hand dexterity.

Wait until you're 74.  You'll find that you don't think as fast and that your reflexes are much slower.

Succorance

I agree with you OP. I think it's ridiculous that a player can win a completely drawn position on time. 

Example: Position is 100% drawn--the pawns are locked up with no pieces remaining and both players are only moving their kings around. Player 1 has 10 seconds on his clock. Player 2 has 11 seconds on his clock. Player 2 wins if there is no increment. There's no argument to be made here that player 1 should have managed his time better; it's just dumb luck that player 2 ended up with an extra second. Increments should be standard practice, expecially in games longer than five minutes.

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