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DefiantCorrect me if I'm wrong, but still... The point here was that on the same HL+U in VT, the strongest player is identified, not the luckiest, because everyone can build control and there are no one-way paths. But the vast majority of losses "by layout" occur because, for example, the starting respawn consists of 60% mountains, the road network is terrible, one person has a couple of high-level external dwellings while the other has nothing, one has cons, and the other has ranged guards everywhere. The probability of gaining an advantage as a result of these initial factors is certainly higher than the absence of control for one and its presence for another in the late game. These probabilities are not taken into account at all in the VT version, except when playing on a mirror template. It turns out that the truly great features that refine the balance are the Mage Guild rebuild and the absence of one-way paths + the availability of mirrors can undoubtedly be considered a plus. A debatable point is the sea artifacts in the Dragon Utopia. As for the rest of the fluff, like creature experience, banks, absence of GS, morale, etc., which is presented as "VT advantages" — it's simply a matter of taste and has no effect on balance. The factors you mentioned (mountains at respawn, external dwellings, etc.) are exactly what seriously affect noobs. A serious player quickly ignores an unlucky respawn and, starting from the second week, develops from some one-way path, a village surrounded by hives/Dragon Utopia, etc. And factors like "Mage Guild rebuild," "one-way paths," etc., are global and matter in the late game when there is truly nowhere to run. I don't even know how to argue with you... It's like talking to walls.
2Лидер1: read the entire interesting post carefully. There is no more utility or truth here than there is with Scorp. Honestly, I'm too lazy to refute everything point by point. If you want, we can talk in PMs.