Message from Dirty_Player:
In your posts, for some reason, the chess timer and chess are treated as one and the same. But in essence, a chess timer is simply a type of time control that began to be used in chess.
Message from R55Max//
We play with different castles, heroes, armies, different opponents, we have a ton of all sorts of external influences, and on top of that, we can't see the board at all! Imagine a large board covered by a veil of darkness, different numbers of pieces (heroes), and they move haphazardly! What does a chess timer have to do with this???
Perhaps without realizing it yourself, you are now presenting the biggest advantage of a chess timer for Heroes. Precisely the uncertainty and constantly opening perspectives are the main pluses in favor of a chess timer. Imagine a situation where you make a move that you planned during your opponent's turn, enter an unexplored zone, and there are 2 Griffin Conservatories! You need to urgently change your plan and take them as quickly as possible... This is exactly where time accumulated earlier will come in handy for making a thoughtful and balanced decision.In this situation, you have actually misinterpreted the phrase I uttered. I am not against having to strain yourself and act somehow in emergency situations. The thing is, such situations will be different for everyone, and their number will also vary. The variance can be huge. So, with an equal amount of time, there may be a completely unequal number of such situations, and given equal player skill as well as equal move speed, one of them will have to spend their time more and more often.
Put simply, all other things being equal, the cost per turn will be higher for the player who was dealt more difficult-to-solve problems by the generator. The same applies to battles. In them, the person with tougher guards or a weaker army will spend more time; again, a slight disadvantage from neutral morale for the player pushed into a more difficult situation by the generator further complicates the position and the time spent per turn.From this, it becomes simply obvious that a chess timer provides an ideal balance to players only in mirror matches. and conversely, in SoD, it pushes those who are in a more difficult situation regarding map actions and battles with neutrals (which take longer) into even tighter constraints.
Message from R55Max//
You're writing to me "e2-e4 second," but where do you see e2-e4? In Heroes, moves are not identical; decisions are made based on constantly changing events depending on how much of the map is revealed.
Once again, spot on! But again, an argument in favor of a chess timer. By "e2-e4," I meant a simple move. For example: scout heroes quickly gathered resources, the main hero traveled along the road, nothing was explored, a building was constructed in the castle. The turn took 1 minute. Such moves happen.
In the case of using a chess timer, the player will have an incentive to finish the turn sooner and save time in the piggy bank, which will be needed whenOnce again, a misinterpretation of my expression on your part.
Such moves happen, but they look different. This move is not just a move, but a response that the player arrived at by performing a sum of different actions. Even if they were simple, their number will vary. Take an example: someone got an easy Pandora's box for money or experience, after which they can spread out faster or break through neutrals more easily and quickly, while another has to take a couple of gnome dens and fight neutrals to catch up in experience; the time costs can be completely different.
Players are initially in different positions. Not only because of different castles, but also because of different layouts, etc. And the same amount of time is given by the regulations. Therefore, it is quite fair that a chess timer will monitor this even more carefully!
Now for the summary. Pluses of a chess timer:
1. Use accumulated time to make complex decisions
2. Stimulates the player to finish the turn faster to accumulate time, rather than just staring at the monitor waiting for the time to expire
3. In case of total depletion of the timer reserve, the player returns to the familiar SoD-timer or accumulates a reserve.
2.It stimulates both players, but all other things being equal (skill, thinking speed), the ability to accumulate will differ! It depends on the map and starting castles, on computers.
3. That's why this timer is needed.
I don't see a single minus. Therefore, I position the chess timer as a mandatory innovation.
Pluses of the SoD timer:
1. All turns for map actions are limited by a single and unchanging limit. This keeps players in equal conditions throughout the game (it does not give an advantage or worsen the position of players relative to each other if the generator put one of them in a position with difficult-to-solve (time-consuming) tasks and the other in the opposite).
2.The limit for tournament play is set based on how much is necessary in the most complex stages of the game, i.e., a limit within which almost all possible even most complex moves should fundamentally be made.
3. Players always know their time for each turn exactly. The advantage here might seem abstract at first glance, but it actually exists, as there is absolutely no need to think about time—specifically its accumulation—freeing one from this function. I want to say that regardless of what anyone says, by getting rid of one function, you perform others with higher quality. It's just mathematics (you can take a computer as an example: the more processes are executed, the harder it has it). In VT players often try to accumulate it, but in the end, it wasn't even necessary, because either the game ended or there became very much of it; I personally observed in some games when VT players, trying to save time (accumulate), passed the turn, forgetting to perform something with the army (artifacts), etc.
Time in battle is a contradictory issue and everyone has the right to hold their own usual position. Personally, I believe this: For every action performed in the game, one must pay with time. An example with demonology was brought up here. I believe it is fair that a player who receives troops out of thin air pays for this with THEIR OWN time, and not our collective time (their turn + my waiting).
And you take this fact into account when choosing a castle, and that's it.
There is no need to refer to specific cases of guards. Guards are completely random. One will get zombies, on which he will only lose time killing them with harpies, while the opponent will get not golems, but evil eyes, on which he will lose the same grands. Which do you think is better?
Some might even be dealt several Griffin Conservatories near the castle, and another only blocks. No timer will save you here. Therefore, there's no need to reason about guards.
Regarding the game itself, I am satisfied with the variance of SoD, which is why I play it. This is exclusively about the chess timer, which specifically affects the points written above. Regarding it, the generator adds even more imba. I wrote the minuses of the chess timer and the pluses of the SoD timer specifically for the SoD version as well.
P.S. I am for speeding up the game in Heroes, against slowplay, but not at the expense of replacing the SoD timer with a chess one!
In my view, there is a way out; I believe that for this it is simply necessary to create blitz tournaments with a lower time limit in the SoD timer and that's all. HL templates for 6 min, others for 4x, and I assure you, the time will be reduced significantly, and players won't relax. Moreover, there will be no loss of community, as if you want to play, play; if not, don't. The same can be said about standard tournaments with more time per turn. No one forces you to play if you don't have time for marathons.