I don't know, then :/ Since you're experiencing more issues on weekends specifically, feels like it could be an issue with your ISP having high load during that time..?
I personally loathe Oozeball. Back when it was first released I thought it was a gag corresponding with the timing of the most recent world cup. What I dislike about it (and my 1 complaint about QD) is that there are no quick wins. People who are trying to win take a good amount of time so truly the best strat is the defend and run out the clock strategy. So I can never Of course my main dislike (and the appeal to others) is that you cannot use a kill, Kill, KILL! strategy and that the balls have spin around as racial move instead of Shuffle.
I like Oozeball. It's nice to have a customized game. What i don't like is running out of time a lot though. I think the mode needs some tweaking, but certainly not removal I'm definitely going to try it with my animations set to max next time.
I suggest increasing the time limit to 60 minutes per player to stop the blight of running out of time. Time for a nice, strategic session of positional play!
OMG, I just threw up in my mouth a little. I know I don't need to play Oozeball, but the thought of a match that lasts over an hour... excuse me... sorry thought I was gonna hurl again... is painful. Too dramatic?
I don't think your opponent running out of time should be a viable win condition for Oozeball. I think there should be additional win conditions besides holding the single VP though. What if the winner was whoever had the most points when the time ran out and if it is a tie on points then the person who ran out of time first loses? Or what if the game was changed to be more like air hockey where you have goals and the first to get it through the goals a number of times wins.
Ok but you understand that with your suggestion of just giving the game to whoever has more points when either player times out that there would be literally no playing, no passing, just someone clicking "I'm still here" and letting their clock run down 8 minutes?
Oh sorry, I misunderstood you. I thought by stall you mean they would try to keep the opponent from scoring instead of focusing on scoring themselves. You have a fair point. I suppose you could have a per turn timer, but maybe that is complicating things too much.
Unfortunately, no reasonable amount of additional time will solve this inherent problem with Oozeball: http://forums.cardhunter.com/threads/change-oozeball-victory-square.8020/