#169514: "Provide players with the option to disable scoring animations"
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Kui jah, siis HÄÄLETAGE selle raporti poolt. Kõige rohkem hääli sisaldavatele aruannetele antakse PRIORITEET!
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Detailne kirjeldus
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• Kui näed ekraanil veateadet, kopeeri see siia.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Kirjelda, mida sa soovisid teha, mida sa tegid ja mis juhtus
• mis on sinu veebilehitseja?
Google Chrome v136
-
• Palun kopeeri/kleebi kuvatud tekst inglise keeles, mitte sinu oma keeles. Kui sul on sellest veast ekraanipilt (hea tava), saad kasutada Imgur.com selle üleslaadimiseks ja lingi siia kopeerida.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Kas see tekst on kättesaadav tõlkesüsteemis ? Kui jah, kas see on tõlgitud rohkem kui 24 tundi tagasi?
• mis on sinu veebilehitseja?
Google Chrome v136
-
• Palun selgita oma ettepanekut täpselt ja lühidalt, et oleks võimalikult lihtne mõista, mida silmas pead.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • mis on sinu veebilehitseja?
Google Chrome v136
-
• Mis oli ekraanil, kui sind blokeeriti? (Tühi ekraan? Osa mänguliidesest? Veateade?)
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • mis on sinu veebilehitseja?
Google Chrome v136
-
• Millist osa BGA kohandamisest ei järgitud
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Kas reeglite rikkumist on mängu taasesitusel näha? Kui jah, siis mitmendal käigul?
• mis on sinu veebilehitseja?
Google Chrome v136
-
• Milline oli mängu tegevus, mida tahtsid sooritada?
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Mida püüdsid teha, et seda mängu tegevust käivitada?
-
• Mis juhtus, kui seda proovisite (veateade, mängu olekuriba teade, ...)?
• mis on sinu veebilehitseja?
Google Chrome v136
-
• Millises mängu etapis esines probleem (Mis oli selle mänguetapi instruktsioon)?
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Mis juhtus, kui proovisite sooritada seda mängu käiku (veateade, mängu olekuriba sõnum, ...)?
• mis on sinu veebilehitseja?
Google Chrome v136
-
• Kirjelda kuvamise probleemi. Kui sul on sellest veast ekraanipilt (hea tava), saad kasutada Imgur.com selle üleslaadimiseks ja lingi siia kopeerida.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • mis on sinu veebilehitseja?
Google Chrome v136
-
• Palun kopeeri/kleebi kuvatud tekst inglise keeles, mitte sinu oma keeles. Kui sul on sellest veast ekraanipilt (hea tava), saad kasutada Imgur.com selle üleslaadimiseks ja lingi siia kopeerida.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Kas see tekst on kättesaadav tõlkesüsteemis ? Kui jah, kas see on tõlgitud rohkem kui 24 tundi tagasi?
• mis on sinu veebilehitseja?
Google Chrome v136
-
• Palun selgita oma ettepanekut täpselt ja lühidalt, et oleks võimalikult lihtne mõista, mida silmas pead.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • mis on sinu veebilehitseja?
Google Chrome v136
Aruande ajalugu
boardgamearena.com/bug?id=169517
But even if that can be fixed, some might prefer to simply turn off the animations. Players can already disable animations in the games Lost Ruins of Arnak and Terraforming Mars.
Although this isn't a big problem under normal BGA circumstances (Waiwai1202 couldn't have been expelled by their opponent in this case), this particular tournament had an additional rule that makes exceeding the time limit an automatic loss.
video excerpt: www.youtube.com/clip/UgkxyY_3lb3hdvvdsVnVrgD-JGypHfcNlBIC
table: boardgamearena.com/table?table=668296048
In my game at table #boardgamearena.com/table?table=674822456 the following happened:
I had 8 seconds left after finishing my penultimate move. Then I received a CCRR as my last tile. There was a spot to claim a 7 point road which was the most valuable feature to claim. So I positioned my cursor above it getting ready to quickly place my tile and meeple within these 8 seconds as soon as my opponent places his penultimate tile. But with that tile he finished a 4 point city and at that moment I realized that I won't have 8 seconds because I would lose at least 4 seconds due to the animation!
Unfortunately for me, I had to place the meeple on the road on the CCRR tile, which is not that easy to do in such a short time (positioning the cursor right above that small road piece is difficult). Therefore I made a sudden (and fatal) decision not to place the meeple on the road, but on the city which is a bit easier task (because it's a larger feature): it was worth only 4 points but at least I wouldn't lose by time. (I have achieved this: after my move I still had 1 second left on my clock.)
But this allowed my opponent to take the road, which was now worth 8 points, and with that he won the game by 1 point. This would not have happened without the time-consuming animation.
Lisa midagi sellele raportile
- Teine laua ID / käigu ID
- Kas F5 lahendas probleemi?
- Kas probleem esines mitmel korral? Igal korral?
- Kui sul on sellest veast ekraanipilt (hea tava), saad kasutada Imgur.com selle üleslaadimiseks ja lingi siia kopeerida.
