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I was playing the game a few minutes ago and someone setup two tabs in the game with auto reload every minute, causing every play to last the full time of 45 seconds because there were fewer players than the needed to start hurry up even with two non-playing users.
To prevent this kind of thing, hurry up algorithm should be simplified to start when the first one gets into the hole in the play.
On other days I have experienced variations of this issue. Like when someone keeps a "backup" player in a second tab to prevent hurry up from affecting him. Example: there are two actual players, so one of them opens a second instance (third player) to avoid hurry up when the opponent gets to the hole first. When this trash player gets the hole, he just switch to the "backup" tab and reload to end the round or to start hurry up for his opponent.
The text was updated successfully, but these errors were encountered:
I was playing the game a few minutes ago and someone setup two tabs in the game with auto reload every minute, causing every play to last the full time of 45 seconds because there were fewer players than the needed to start hurry up even with two non-playing users.
To prevent this kind of thing, hurry up algorithm should be simplified to start when the first one gets into the hole in the play.
On other days I have experienced variations of this issue. Like when someone keeps a "backup" player in a second tab to prevent hurry up from affecting him. Example: there are two actual players, so one of them opens a second instance (third player) to avoid hurry up when the opponent gets to the hole first. When this trash player gets the hole, he just switch to the "backup" tab and reload to end the round or to start hurry up for his opponent.
The text was updated successfully, but these errors were encountered: