walleye wrote:
Well, if the players can't see each other's clocks, then they are less likely to use time-based tactics against each other. Will the game be more like a club game? People can't use time-based tactics in a casual club game because they play without a clock. So, if you prevent time-based tactics on a server, then the conclusion is that it will be more like a casual club game in that sense. Is this a good thing? It depends. Will this option build a casual clubby atmosphere on a server? I doubt it.
For what it's worth, creating complications when behind is a standard tactic regardless of how much time your opponent has left. If you are ahead by a generous margin then, you are likely to see a competent opponent create complications anyways. I wonder if there might be unintended consequences. 1) Some people who care way too much may target the players requiring clock-hiding and use time-based attacks on players who were not expecting them. That is, games with this new option may attract precisely the kind of players you may want to avoid. 2) Players who might have chosen to resign when behind against an opponent with lots of time left may decide to create complications on the off chance that the opponent is under time pressure. There is some possibility that this option may not even accomplish what you desire and just add another friction to the process of finding games online.