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In reply to =Lizard=
#16
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But on various Jebus Kings, HL+U with a checkmark now give a lot of rating. By rough estimates, it's more random and faster than G+U
#17
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1. The odds need to be set properly. The mirror match should have odds, not be a fixed outcome. I'll repeat again - if you do it the way it's written now, then (following the exploit due to the flawed formula for small maps and G+U) there will also be an exploit with small mirror matches. 2. Having full statistics on hand, there's no particular reason to reset everything. Yes, the result for a specific date should be recorded. But what prevents simply recalculating the rating using the new formula from the beginning of time and making this the new rating immediately? If a safety net is needed, you can reduce all results by 2 during the recalculation.
https://www.twitch.tv/grando__
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#18
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Resetting also involves such a thing as a season victory. The General rating for all time can be kept, for example, in parentheses. A season victory in HeroesWorld lost its validity long ago, so a lobby season victory would be an excellent alternative. If anything, you can look at how this was done long ago on heroes-iii.com and it will become clear what I mean.
http://ru.twitch.tv/lizard_wt
#19
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The seasonal rating is a separate idea. One point – how to initiate a new combined rating – and there are two options here: resetting or starting with a recalculated history based on a new formula. The second point – adding a seasonal rating to the lobby – it, of course, always starts with a starting reset point – yes, if they add it, it will only be better. I will also add that in Hearthstone, depending on the results of the previous season, players start not from zero, but from different starting positions. There is no need to reinvent the wheel everywhere – some wheels have already been invented.
https://www.twitch.tv/grando__
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#20
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In the very first tournament resource for Heroes (TOH - toheroes.com), there was a rating for the annual season, and those who achieved high ranks received medals, which gave them a bonus in each new season. For example, reaching the rank of Legionnaire three times would give you around 150 points at the beginning of the new season, if I'm not mistaken.
It looked like this:
http://toheroes.com/history/season4/emperor.html
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In reply to Russel_lDHl
#21
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Russel_lDHl
I think the very first tournament resource for Heroes (TOH - toheroes.com) had a rating for the annual season, and those who achieved high ranks received medals that gave them a bonus in each new season. For example, reaching the Legionnaire rank three times gave you around 150 points at the start of the new season, if I'm not mistaken.
It looked like this:
http://toheroes.com/history/season4/emperor.html
Wow! I even found myself there, back in 2001. My goodness.
In reply to Pridu
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#22
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Guys, can you tell me how much internet traffic is needed to play in the online lobby?
Нам это идеально подойдёт! (с)

"Совесть - она либо есть, либо её нет" (с) RedWhait HP
#23
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Based on my estimates: Less than what's needed for browsing the HeroesWorld forum.

One game is a one-time transfer of a map to/from the server, for example:
90 KB for XL+U and 250 KB for G+U (this is for random maps. Custom maps can weigh 1.5 MB or more)
Next comes the exchange of a ridiculous amount of bytes, including global chats.

In general, 2G on a mobile phone in the middle of nowhere handles the lobby.

This is all for a single player.

Honestly, I was very surprised when at the last CIS (I think) event they played not through the lobby to save traffic.
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

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In reply to baratorch
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#24
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baratorch
To be honest, I was very surprised when, during the last CIS tournament (I think), they didn't use the online lobby to save on bandwidth.
Yeah, that's why I'm asking in advance so I can calculate everything. Can you estimate the approximate peak total load for 40 players with simultaneous turns (HotA and SoD, templates - random, maximum xl+u)?
Нам это идеально подойдёт! (с)

"Совесть - она либо есть, либо её нет" (с) RedWhait HP
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#25
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20x100kb = 2mb - 20 generated host maps are simultaneously uploaded to the server; 20x100kb = 2mb - 20 generated maps are simultaneously downloaded from the server to the joining player. I would interpret it that way. You can check the size of the created maps for HL+U in the maps/random maps/ directory; the generated map files are stored there.
ICQ 99717727 message for game


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Схема шаблона 6LM-8MM mix
In reply to baratorch
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#26
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baratorch
To be honest, I was very surprised when, during the last CIS (Commonwealth of Independent States) game, they didn't use the online lobby to save on bandwidth.
Well, people play on a local network when there is no internet at all, or it is very unstable. This problem is especially relevant for online battles, because without a lobby, there are no online battles. But mobile internet should easily handle the lobby with a reserve.
MerlinTheMagician
Yeah, that's why I'm asking in advance so I can calculate everything. Can you estimate the approximate peak total load for 40 players with simultaneous turns (HotA and SoD, templates - random, maximum xl+u)?
Oh, these tournaments with 40 players. CoolStoryBob :smile15:
In reply to Dirty_Player
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#27
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Dirty_Player
Oh, those Tournaments with 40 players CoolStoryBob :smile15:
You actually have a chance in SoD. :D
Нам это идеально подойдёт! (с)

"Совесть - она либо есть, либо её нет" (с) RedWhait HP
#28
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Why is the rating change so small for small maps? The time and effort spent on playing an XL map is 2-3 times greater, but the rating change is 5-10 times greater.
In reply to New_attempt
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#29
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New_attempt
Why do small maps give/take so little? The time and effort spent playing an XL map is 2-3 times greater, but the rating changes are 5-10 times larger

Effort on M200 is 2-3 times greater than on even a conditional Jebus Cross, wow
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#30
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Maybe because m200 is an even more random format than Jebus Cross?)

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