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In reply to Puzzz0
#249
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Puzzz0
I dare say that such a phenomenon can be explained by a peculiar protection against PTS overflow, just like the fact that in subsequent matches with the same result, the difference between one player's rating loss and the other's gain will increase (up to plus +0 for Lucky in this situation).

Well, if you look at what Lizard wrote above, one could assume that next time Lucky will get 5 PTS, meaning there will again be a division by 2 with no remainder)
And the identical deduction from the loser in this situation is due to the maximum rating gap, because more than 47 points will not be taken from the loser, no matter how huge the gap between the players.

I recall the rating mechanics used to be different, worse than the current one, for sure.

I won't list all the factors of rating change, but earlier there was such a buggy feature that a player desperately wanting to reach top 1 by means of, let's call it, "farming" Jebus, would find it much more profitable to surrender on day 2-3 after seeing a not-so-easy respawn, or carelessly stumble into max secrets and calmly surrender, losing only 3-5 points and go roll a new one.
As you might guess, the person's motivation was mutated, and the ladder gameplay could also soon mutate.

At some point, I was even slightly puzzled when a player with a solid rating, after surrendering on the second day, wrote to me about throwing the game in the gnome dwelling=) Moreover, okay, this happened once, but after that the same guy decided to surrender again on turn 111-112)

This is precisely the direct difference from HeroesWorld — if here the guys will squeeze everything out of the layout, some won't even try in the lobby)

At that moment, it bothered me, and I wrote, I think, to Baratorch about this situation.

To summarize, the idea of farming HeroesWorld/lobby rating is not great)
Do you understand how absurd this system is, if you correctly guessed how it works?) The addition and subtraction of rating should not differ, and especially not by such a huge margin — it's just crooked to the extreme. And the fact that the amount of PTS awarded in the lobby depends on the timing of the surrender — that's a complete farce of absurdity, sorry.
discord: LuckyF#3482
icq: 681350680
In reply to LuckyF
#250
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LuckyF
Don't you realize how absurd this system is if you correctly guessed how it works? The addition and subtraction of rating shouldn't differ, and especially not by such a huge margin – it's just terribly flawed. And the fact that the number of points awarded in the lobby depends on the submission deadline is just pure madness, sorry.
I don't know how it is now, but there used to be something like that in the lobby. There seemed to be a timestamp, not just a deadline. Like, the sooner you submit, the fewer points they'll deduct. With a 200-300 point difference, they gave 5-6 points for completing a map on difficulty levels 111-113.
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#251
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I found an interesting bug. In a battle against neutral creatures, my faction had -1 morale. A Djinn cast "Bless" on the ducks, and the ducks moved immediately after the Djinn and regained morale, even though the morale was already +1 due to the "Bless" spell. I was playing as the Fortress faction, using the latest version of the game.
kolianxxxxxx#1890
#252
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Regarding the rating: the system has been changed periodically, but in the latest updates of the HD mod, obscure elements have been almost completely removed. The rating in the lobby now is simply an ELO rating with a coefficient that depends on the map size. The current rule for changing the rating as a result of a game is as follows: R1 += K*(RES - 1/(1 + 10^((R2 - R1)/400))) R2 -= K*(RES - 1/(1 + 10^((R2 - R1)/400))) Here, R1 is the rating of the first player, R2 is the rating of the second player. RES is 1 if the first player wins; 0.5 if it's a draw; 0 if the second player wins. The coefficient K depends on the size of the map being played: K = 60 * ([map width in cells] * (1.5, if with a Dungeon) / (144 * 1.5)). For example: XL+U: K = 60 L+U: K = 45 XL-U: K = 40 L-U: K = 30 M-U: K = 20
In reply to Sav
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#253
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Sav
The rating in the lobby is now just an ELO rating with a coefficient that depends on the map size.
Finally!))
And have the different advantages and disadvantages in a single game been fixed?
#254
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Are the different advantages and disadvantages balanced in one game?
This is how the protection against rating manipulation was implemented. After a certain number of consecutive wins against the same player, the amount of rating gained decreased exponentially with each new victory. Now, this is no longer the case.
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8

полное подробное описание
In reply to Sav
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#255
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Sav
Regarding the rating: the system has been changed periodically, but in the latest HD mod updates, obscure elements have been almost completely removed.

The rating in the lobby now is simply an ELO rating with a coefficient that depends on the map size.

The rule for changing the rating as a result of a game is now as follows:
R1 += K*(RES - 1/(1 + 10^((R2 - R1)/400)))
R2 -= K*(RES - 1/(1 + 10^((R2 - R1)/400)))
Here, R1 is the rating of the first player, and R2 is the rating of the second player. RES is 1 if the first player wins; 0.5 if it's a draw; 0 if the second player wins.

The coefficient K depends on the size of the map being played:
K = 60 * ([map width in cells] * (1.5 if with Dungeon) / (144 * 1.5)).
For example:
XL+U: K = 60
L+U: K = 45
XL-U: K = 40
L-U: K = 30
M-U: K = 20
By the way, there's a slightly different formula in HotA. Is there a difference?
Let R1 and R2 be the initial ratings of the players.

The player rating difference coefficients are calculated as follows:
f1=max(-1, min((R1-R2)/400, 1));
f2=max(-1, min((R2-R1)/400, 1));
where min and max are functions that return the minimum and maximum of two numbers.

The points awarded for a win (WP) and a loss (LP) are calculated as follows:
WP1=max(1, 16*(1+f1));
WP2=max(1, 16*(1+f2));
LP1=min(-1, 16*(-1+f1));
LP2=min(-1, 16*(-1+f2));

If the first player wins, then
R1->R1+(int)WP2;
R2->R2+(int)LP1;

if the second player wins, then
R1->R1+(int)LP2;
R2->R2+(int)WP1;

if the game ends in a draw, then
R1->R1+(int)((WP2-WP1)/2+0.5);
R2->R2+(int)((WP1-WP2)/2+0.5);

where (int) is a function that returns the integer part of a number.
#256
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They don't seem to be the same. Just in case, the formula in the online lobby is the same as described here: https://ru.wikipedia.org/wiki/Рейтинг_Эло.
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#257
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Probably most players have encountered this, but few have reported it, because it's usually fixed by simply reloading the game, but it's still annoying! Because of the "Simultaneous turns completed" message, if you don't click it before your turn arrives, in most cases a bug occurs, and your turn doesn't come, and the game freezes for both players, showing that it's the other player's turn.
In reply to HellLighT
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#258
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I noticed an unpleasant bug when creating a game; you can accidentally encounter an issue. I'm not sure if it's related to the core game or the HD mod. Example: 1. Select the Jebus template, size XL. 2. Select the h3dm1 (or 2) template. 3. Click "Create Game." This will create an XL-sized mirror. It's easy to miss at first, which can be unpleasant.
discord: Nodl#5086
#259
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https://clips.twitch.tv/KitschyHandsomeSeahorseTTours

Is there any explanation for this? Why did only the bottom-left stack start attacking the Storms, which were protected by a single wall? It did this several times. The others didn't approach.

Of course, I have a theory that the bottom stack was the first of those that could prevent the Storms from shooting, and it blocked them. The others simply didn't want to take damage from the wall, but that's not a very good explanation.

http://www.twitch.tv/amieloo/v/458788147?sr=a&t=5442s
Although at 1:30:30, the last stack of 34 Griffins could reach the Storms behind a single wall, but it didn't fly towards it (yes, you could say the situation is different, the total number of Griffins is already different). So, it's some kind of nonsense; only the bottom-left stack behaved in a particularly strange way.
ICQ - 703804372
Discord - Xocenk#2473
#260
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Uploaded a save from the online game in single-player mode and noticed that during the turn, the AI hero of the opponent (8, 9, 10, 8, experience Armorer, 7 harpies, 20 pixies, 12 air elementals, with Haste and Berserk spells) defeated 80 Sea Witches. It seems like a bug, or is it actually possible to do that?
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#261
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Found a very strange bug while playing in the arena. I don't understand at all what it could be related to, so I'm posting it here. I go into the battle history, scroll through it, exit, and my next unit takes its turn. The one that was supposed to move simply skips its turn. Specifically: it doesn't wait, doesn't defend, and remains in the same place. In the history, there is no wait, damage, or defense recorded for the unit that skipped its turn. And the battle map cell – the same one – is 100% accessible. I've checked it several times in a row.
http://ru.twitch.tv/lizard_wt
In reply to =Lizard=
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#262
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=Lizard=
There are no instances in the history where a unit skipped its turn without dealing any damage or having any defense.
This usually happens when a unit is under the Berserk effect.
In reply to Dirty_Player
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#263
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Dirty_Player
This usually happens when under the Berserk effect.
But there is no Berserk effect in the arena.
discord: benis_xdd#3487
icq: 619610068

wygrał? wygrał. -Szopa666

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