Skip to content

Time is money, or are you going to waste it?

#120
Auto-translated
The survey somehow focuses on the problem of controlling the overall game time, while the introduction and reasoning are geared towards controlling the turn time. Especially considering that Heroes players are, after all, time-wasters, and at the same time (pun intended), some are somehow complaining about saving time. Those who don't have enough time for Heroes simply abandon them. The argument that controlling turn time will save you a lot of time for other things only shows a dislike for the game, and therefore, is it even worth playing? And how much time will actually be saved, where is the calculation? The game is non-commercial, and there are no real rewards in online tournaments. And for online games, controlling time is not that important. And some dissatisfaction in certain games is only partial. And what percentage of the total game time will be saved by controlling turn time? But for some reason, there is no mention of this.
Here, let's calculate.
How much time is needed to find and add an ICQ contact or a way to communicate initially, and then agree on an approximate time? And then the time X arrives. But the opponent is somehow not online. 5, 10 minutes pass, half an hour... Finally, they appear. They figure out why someone was late.
Then they figure out who will play as whom and some individual preferences. There is always some vague point in the rules.
Then it turns out that someone has the wrong version of Heroes, or they are about to reinstall Windows and don't have anything yet. They need to download the game, Hamachi, etc. And time is ticking.
The time for connecting arrives. And again, there is some problem. The connection fails. They figure out the reasons and fix the problems. And time is passing.
But finally, the game starts (and 1.5 hours have passed since the beginning of the conversation)! Everyone has used all the restarts, and even more. And there was also a restart due to a mutual agreement (another 2 hours passed).
And only now we start fighting for saving time by controlling the turn time! :rolleyes:
But even in this case, upon closer examination, we see...
That we want to use a timer from a completely different game. How can all this be compared?:smile32: The match starts - the time starts. Whether the opponent arrives or not. And in chess, time is allocated for a turn - a specific, single physical action necessary to move a piece from one place to another (100 minutes - 40 moves). In Heroes (as in all computer games), this action for accounting is a mouse click. Therefore, a corresponding time scale should be applied here. Since we are fighting against slowness, it is necessary to reduce the time of pauses between clicks in battle. After all, it is clear that to destroy a hundred zombies on level 111, for example, a Miner will need, say, 20 clicks, and a Knight will need 80. This does not mean that I should not fight on level 111 or not choose the Tower. And how often are there situations when you need to catch morale? Therefore, a timer can be used, but with an calculation based on a specific number of clicks. How to implement this - I don't know. In any case, the Warlords timer is not designed for such tasks.
And, in fact, such a strict saving of time is important for real, club tournaments. Or in fun games, where the result does not matter (we often played Jebus 2x2 in 4 minutes (or even 2) to have time). In online games, the fight to save time in battle is more of a mystification. You try to save time on really important moments, while at the same time, a huge amount of time is lost in the pre-game phase and restarts. And if the question of saving half an hour or an hour makes you nervous, then is it worth playing Heroes at all? It's time to think in terms of either/or.