Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
Post-tournament analysis and discussion of the CIS Tournament Regulations.
So, we have three main wishes:
1) to play on random maps;
2) to spend less time;
3) to have a balanced game.
In my opinion, fulfilling all three points is impossible in principle; you have to give up on one (any) of them.
Let's assume that priority is point 3: balance. In Heroes, it arises (it arises, not is achieved, because the developers didn't really care about it initially)
not by minimizing randomness, but rather the opposite, by accumulating a large number of random factors. The more of them there are,
the higher the probability of an even distribution of "positive" and "negative" random events among the players.
The more opportunities each player has to demonstrate skill or make a mistake, the more likely it is that skill will decide the outcome, rather than luck.
The number of random factors can be increased by saturating the map with different objects (as in Heroes of Might and Magic), increasing the size of the map, and, importantly, the number of game days (simply to have time
to demonstrate skill or make a mistake in a greater number of situations). In general, goodbye to point 2.
If, however, we strive for balance by minimizing randomness, then either we will reduce this randomness to zero and get chess (minus point 1), or, if it is not possible to completely eliminate randomness, even such insignificant factors as heroes in the tavern and the skill tree will create imbalance.
Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс