I'm nitpicking because people being stuck on the ladder for a long time in games that should go on forever if played properly are different from people being stuck on the ladder for a long time in games that will inevitably end. And yes, I think the goalposts have shifted given the overarching context, because a literal endless match was what prompted undisputed's thread to be posted, and a literal endless match is what was referenced in the post of Ciele's that you and others quoted in the previous thread. Just for clarification, I went and asked him myself, and he was indeed referring to literal endless matches, not just long ones.
I'm curious how you phrased your question. Personally, I started this thread intending to tackle 7-hour battles (since everyone already agreed on a 1000-turn limit to handle literally endless battles), and I did it because Ciele's post explicitly referred to ending ABR vs Tele, which was
not an endless match.
Anyway, I don't think this is a big deal. We agreed on a 1000-turn limit like two threads ago, everything since then (including the argument on "offer draw") has been work on long games, not endless games.
Like I said, if battle length is an issue people are concerned with, fine, and I agree it's worthy of address, but my point was to directly confront this problem by modifying the timer rather than continuing to develop roundabout solutions that kill passive games but don't directly prevent timer stalling.
As for the implementation of the timer, I personally never said anything about a strict one hour limit, so I hope I'm not being included in "you guys." To be clear, what I had in mind was (assuming current timer is base time + x refill for each player) to lower the base time and/or lower/remove the refill after y minutes, with these y minutes unique to each player to prevent purposefully timestalling to modify the timer mechanics. I do not necessarily favor the static approach (completely removing the refill) over the other ones--I was just throwing it out there--and I do not have any values in mind. It is my hope, however, that there exist some time setup that will allow for legitimate long matches to be played while still (in conjunction with a hard turn limit) limiting literal endless matches to a more reasonable timeframe than what we have now, although I admit that a compromise will probably have to be made on either end.
You say you don't have values in mind, but can you at least throw out suggestions for x and y? It kind of sucks that I'm the only one suggesting values (I don't even play SM OU, which seems the main affected tier) and everyone's just criticizing mine instead of suggesting values of their own.
But I don't want to make timer the primary way that long games are sped up because the PS timer is not remotely transparent compared to timers for just about any other game I've ever played.
Yeah, this is mostly my fault for designing a sophisticated timer system rather than something simple.
Let me describe how the timer currently works in ladder games:
Both players start with 210 seconds in the bank. Every turn, their bank is rounded up to the nearest 10, and then 10 seconds are added to their bank (and another 10 is added if they have below 160 seconds left).
At most 150 seconds can be used every turn.
That's it. Most of the weirdness comes from when your bank is above 150 seconds, because then it just says "150 seconds left". If your bank is under 150 seconds, it'll say how much time you have left, and that time will reliably go up by 20 every turn.
The 150 second per-turn limit was mostly chosen to be enough time to run and pee if you rush. The 210 starting bank was chosen because 3 minutes seemed reasonable.
Honestly, I feel like displaying 2 numbers instead of 1 is probably all we need to make it un-confusing.
The "+10, +10 more if you're below 160 seconds" is a really weird provision that can probably just be switched to a flat "+10 per turn" and a cap on bank size. Maybe "+20 per turn" for doubles games?