Wow, this is a fascinating thread

Firstly, some points from other posts:
cdybeijing wrote:However, much time in Canadian is wasted counting out stones and determining how many moves remain to be made. Additionally, unused time is lost when the overtime period resets, meaning that players are not getting an equal balance of thinking time during the game. (i.e. For the two players, the sum of actual thinking time used by player 1 + time remaining on the clock of player 1 will not be equal to the same calculation for player 2.)
This is a logical fallacy. In a game where the end of main time is not reached, the sum of actual thinking time per player will not be the same. In a game where one person has had more byo-yomi periods than the other, the sum of actual thinking time per player will not be the same. In fact, if my opponent pops out for a toilet break on my time or their time, the sum of actual thinking time won't even be reflected in the clocks. Of course, the other key point in this debate is the fact everyone is thinking on the other person's time anyway. People have a time control, they can use it as they like. If there are 5 minutes to make 25 moves, they can use all those 5 minutes or not. I fail to see any argument for "balanced thinking time" that canadian overtime is worse for regarding balanced thinking time.
Joaz Banbeck wrote:tj86430 wrote:If you ask me, whether I like e.g. Volvo, it's not the same thing as asking whether I like Volvo better or worse than Mercedes-Benz.
If a person expressed liking for Volvos, and, upon further questioning, was found to have never driven any other car, would we consider their opinion to be of any value?
This is a complete straw man. Yes, their view is 100% valuable on whether or not they like the car. Whether the car is better is not the question posed, and not one they have given a view on. So judging the value of their opinion on an unasked question is rather irrelevant.
amnal wrote:quantumf wrote:Javaness wrote:With Canadian overtime on Analog clocks it is relatively easy to cheat - you might consider that to be a bad thing. Most people do not consider the possibility that Go players will cheat, so they do not consider this point.
How do you cheat? Only way I can think of offhand is to count out, say, 23 stones instead of 25, and hope your opponent doesn't notice. But that seems quite difficult, I would be able to tell almost at a glance if the count was fishy.
38/40 would be less obvious, and although most people arrange their stones in tens, they don't always do so and I doubt I'd notice if there were two or three missing from the pile.
If the game were tense enough for that to matter, I'd probably also not notice them pocketing stones from the pile.
There is also the fact that the other player is setting the timer - this is also quite possible to cheat on.
Harleqin wrote:Technical note:
In my experience, for Fischer time XX min/YY sec, YY should be about half of XX, with a "window" of about 1/3 to 2/3. If YY is bigger, the time management gets inflexible; if it is smaller, the possible accidental time pressure is too big.
You can quickly determine how long a game of 300 moves will last (this is a good upper bound for game lengths; more moves will not significantly change the overall time, and 300 is easy to calculate): overall time T300 is (2*XX + 5*YY) min.
30/30 has T300 = 210 min = 3:30 h.
I think that the ratio of basic to bonus time is not well chosen here; I would rather use 55/20 for this game length.
25/10 has T300 = 100 min = 1:40 h.
This is a rather fast-paced setting. One can comfortably use this for a tournament schedule with round starts 2 hours apart.
5/2 has T300 = 20 min.
This is a typical Blitz setting. The overall time resembles the old "10 min sudden death".
I like these rules of thumb, always useful to have. I also agree that the idea of working them on upper bound lengths is sensible.
For my part, I don't like or dislike any of the systems particularly. I understand them, and that's enough, I will play them accordingly. I have been in a tournament with 50 minutes main time and 40 stones in 3 minutes overtime. It was so obviously crazy fast that I treated the game as sudden death so I didn't have to worry about it. If people thought they could handle that speed, they could go into it if they wanted to. I fail to see how it was intrinsically bad.
As with most things, if there is a goal, systems can be objectively weighed up against the targets of the goal. For example, if we choose that we don't want time pressure, then either byo-yomi or fischer time with one minute or more extra per move works very well - better most likely than Canadian overtime because it is very easy to be aware that the increment time is for every one move, so no moves/minute calculation is required.
If we choose that we have a strict schedule that absolutely cannot move under any circumstances, we can use sudden death. If people are unhappy with sudden death and a secondary goal is happy tournament participants, an easily understandable timing system that allows for this may be better - Fischer 25/10 or 40/5 depending on the urgency of not letting overtime control the game time.
If there are objectives, you can pick systems that fit the best, and you have criteria on which you can objectively compare different options.. If there aren't, there is no such thing as a better system, just a bunch of equally valid opinions. "I like Japanese byo-yomi because it's easy to understand and I don't like sudden death" is just as good as anyone else's argument regardless of theoretical support on pros and cons.