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rebelliousStatistics
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Posts:1,257
#95
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From the history...
03/14/2013rebellious
...And since we're looking for analogies with a chess timer, it should take into account the time for a unit to move (60 moves = a limit of 1 minute, for example). That's all. And it would also be possible to add a difficulty coefficient for the battle depending on the ratio of forces and the total amount of HP in the battle...
For now, only this kind of judgment seems like a fair mechanism.
Sanin
...Let's implement such a timer system in all battles, not just in battles with an opponent.
And the response was:
baratorch
Well, and no religious beliefs prevent me from implementing an increase in the timer by one action for a squad in battle.
But there was also this:
KobRa_RR
By the way, you can also introduce a time limit for battles between players - for example, 60-90 minutes for battles between opponents per game.
This would look like this: a special timer is activated for battles between people, it will tick on the right, in a color different from green, for example, blue. When your unit moves in battle, the timer stops - now it's the opponent's turn.
Why do this? It's no secret that many people like to play battles to the very end, rethinking everything 10 times, so let them pay for it with their time. Time is a person's main resource, often more important than money.
At the same time, let's try to defeat the collective mind, so that the player thinks on their own, and not together with the whole chat or programs, because the game is 1v1, not "all for one".
And the response to this was:
Wicc
I don't remember battles with each other ever taking an excessive amount of time. The main time is spent clearing the map, and a long battle is usually just the final one. So let them think as much as they want in it, the time should be reduced by playing against the map.
And even this was also said:
Dirty_Player
If there is a time limit in a battle between players, it can lead to absurdity, by deliberately attacking a weak opponent and wasting the opponent's time by running around the battlefield.
But it is alarming how, under the guise of intolerance or even contempt, it is presented:
Juristis
Sometimes it seems that Heroes is played not by intellectuals, but by mentally retarded people.
or like this:
HellLighT
...it's just annoying to watch some of the final battles...
I'm ready to strangle the players... And I'm not talking, I'm trying to reason with them, and it's better to be a complete alcoholic than a stupid upstart.
Such metaphors, such things. It's sad.
The game is competitive, and in all competitive games in tournaments, there is a time limit, although there are strategically more complex games. If you like to think for half an hour, play fun games, if you want to participate in tournaments, be kind enough to move the gears faster, as I already said - time is another resource in the game, and your excessive "thinking" sometimes does not serve you very well.
Well, you (and other players who move relatively quickly, who are annoyed by slow and inexperienced players) are only looking at one resource from which the greatest profit will be extracted by you. But there are others, let me tell you.
• Look how many games Mishuta has played on Jebusiks, and they don't seem to have any particular problems with the timer, just like Sanin with Redwait. And you can just play skirmishes.
• The recipe from shameonyou (gee, alin) was also suggested.
• Even if they have a lot of time for games, nothing prevents you from playing less.
• There is a very useful checkbox for accepting a turn. In addition, it would successfully combat those who fall asleep and those who like to go to the bathroom.
• A huge resource is hidden in restarts, including restarts after a meeting.
• Play in blitz tournaments, of which there is only one here.
• It would be very effective to allow slow players into tournaments, for example, only after passing a test "kill 100 zombies in 100 seconds" or not allow them at all - there is no point in dealing with them (ask Dёrtikak).
In the end, where is the statistics of the expected time savings (it's interesting why the problem appeared after 15 years of Heroes' existence)?
I'll tell you a secret that there will be no expected savings in the end. Time will still be stretched. But the fact is that players who move their fingers faster will have more chances to win in world cyber championships with a prize fund of $5-7 thousand. Doters and Starcrafters will be envious.
=Lizard=
As a result, we have, first of all, not a saving of 30 minutes (although this is also a plus), but an increase in professionalism in conducting battles.
But will there be hatred towards Heroes, which will turn from a game for pleasure into an exhausting grind?
Here is where the real plus of the timer is, and it is tangible in battles, when the opponent attacks you and cannot kill you, either because they miscalculated their strength or for some other reason. And still, in the end, there is confusion - why should I quickly move the horses to please the attacker so that they can kill me faster (this does not apply to FB).
There are patterns, such as a hypercube, where battles between opponents begin from the first days. On such patterns, a timer is simply necessary, especially if the game is played in blitz mode. And even on ordinary patterns, it is unlikely to interfere.
I even tried to implement a timer specifically for the Hexagonmirror pattern on VT and achieved a certain result. I think that implementing this feature will not be very difficult for Baratorch.
Special conditions with their own code are made for blitz tournaments. There is only one such tournament here. The mentioned patterns have never been played, at least I have not seen any reports. Therefore, the entire context of this topic is more applicable to blitz. Because, after all, the gameplay is revealed, and not the saving of time.