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Posts from "Random" vs. "Fixed"

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18 years ago
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Romanuel;117614
Oh, damn, I'll look for it now... if anything, forget about it, the result is a failure in fact and in meaning... by the way, I finally discussed the nuances of this stage with the guys at work. In general, everyone was really impressed. We agreed that diplomacy is a DEFINITELY cool thing in the original game, but it doesn't work on online maps like ours.
Well, if the online game is played on pre-published maps for study, then it's clear - you know in advance whether you need diplomacy or not. But if the online game is played on a random map that players see for the first time when they start the battle. Maybe it makes sense to take and develop diplomacy there? By the way, are there any such online tournaments at all, or are online tournaments always played on pre-published maps for study? To be honest, I don't consider such an online game to be a real online game. It's practically the same as offline, because players first study the map thoroughly in offline mode on their own. And only then do they give a demonstration performance online.
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18 years ago
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IronAxe;117647
Well, if it’s an online game played on pre-published maps for study, then it’s clear – you know in advance whether you’ll need diplomacy. But if it’s an online game on a random map that players see for the first time when they start the battle, then maybe it makes sense to take and develop diplomacy? By the way, are there any such online tournaments at all, or are online tournaments always played on pre-published maps for study? Honestly, I don’t consider such an online game to be a real online game. It’s practically the same as offline, because players first study the map thoroughly in offline mode on their own. And only then do they give a demonstration performance online.
1. Diplomacy is banned in 9 out of 10 online games.
2. Fixed maps (pre-published maps) are much more balanced than random maps, but they lose a little to random maps precisely because they are published in advance, but usually this is only a couple of days before the start of the tournament, which does not violate the balance, since everyone can study them without exception, but such a tournament still differs radically from offline, because even after studying the map from all sides, the game takes place the first time (without replays), and most importantly – you are playing against a person, not computers (with monotonous behavior) or neutrals!
3. I won’t argue which online game is better, on fixed maps or on random maps, but your point of view is absolutely unfounded.
P.S. I would like to see your so-called “demonstration performances.”
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18 years ago
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IronAxe;117647
By the way, do such online Tournaments even exist, or are online Tournaments always played on pre-released maps for study? Honestly, I don't consider that a real online experience. It's practically the same as offline, because players first study the map thoroughly in single-player mode. And only then do they put on a show in an online match.
I agree with IronAxe on this point. The best part of online play, at least for me, is the uncertainty – especially in the first year when I started playing offline. We always played on random maps and didn't see these maps beforehand. But here, everything is clear. The intrigue is lost.
Alex_R;117647
1. Diplomacy is banned in online games in 9 out of 10 cases.
2. Fixed maps (pre-released maps) are much more balanced than random maps, but they lose a bit of their appeal because they are released in advance. However, this is usually just a few days before the start of the Tournament, which doesn't disrupt the balance, as everyone can study them. But even with that, such a Tournament is fundamentally different from offline play, because even after studying the map from all angles, the game is played only once (without replays), and most importantly, you are playing against a person, not computers (with their monotonous behavior) or neutral creatures!
You say they are balanced. You are right in some ways. But if you get "Restoration," "Chain Lightning," and "Implosion," while your opponent gets "Executioner," "Inferno," and "Mirror Image." No matter how hard you try, you won't be able to win on a balanced map with that kind of setup!
But with diplomacy, it's much more interesting (you can set it so that mega-monsters NEVER join) and with the Grail too!!!

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In reply to Kamikaze
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18 years ago
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to Kamikaze
For fun, it's definitely better to play on a random map, but if it's an important tournament, the organizer should at least refine the map to eliminate obvious flaws caused by randomness. However, it's often easier to just find a good duel map to avoid dealing with randomness... THERE YOU GO!!!
As for whether to post such maps on the forum, that's a separate question...
...however, it would be better to discuss this question not in "Eighth Stage of the Kanigam Tournament" but somewhere closer to Heroes 3 Online - but I don't know where yet....

Added 1 second ago
Since we have a dedicated thread, we can now discuss it properly... by the way, a poll would be helpful...
Iron... or moderators... please add it;)
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18 years ago
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I would agree that fixes are a good thing, if there was someone who could actually balance the map. But, in my opinion, that's impossible. So, it looks like we're going to have another endless argument. :)

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In reply to Kamikaze
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18 years ago
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The most balanced maps are fixed maps – that’s obvious, BUT:
Yes, I agree that randomness can present such “surprises” that sometimes you can immediately surrender in the early turns due to the layout. But recently, I’ve become very interested in various Tournaments on different forums, and almost everywhere they only play Tournaments on random maps. The imbalance of randomness is compensated by regenerating the map from scratch. Each participant is given several regenerations per game, and this, to some extent, equalizes the chances of both sparring partners.
The downside of fixed maps is that one player has a lot of time to study the maps and they grind them until they know them inside and out, training and perfecting their technique. And another player barely has time to look at it in the editor before the start of the match. Therefore, the conclusion is: on fixed maps, the one with more free time will win.
The seasonal “Seasons” Tournament (this is just an example) cannot be called either random or fixed, although it still leans more towards fixed maps, since the maps are placed in advance for review. But at the same time, choosing a Castle in advance, without knowing which map you will be playing on, adds a “twist” and a unique intrigue – because on some maps, certain Castles are strong, and on others, different ones.
But still, I tend to think that online Tournaments should be held on random maps, BUT WITHOUT DIPLOMACY. ;)
In reply to invisible
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18 years ago
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invisible;117712

But I still think that online tournaments should be held on random maps, BUT WITHOUT DIPLOMACY. ;)
I agree that random maps are fine without diplomacy, as it's too time-consuming to set up the monsters.

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In reply to Kamikaze
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18 years ago
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Kamikaze;117693
I would agree that fixes are a good thing, if there was someone who could actually balance the map. But, in my opinion, that's impossible.
So, we have another endless argument. :)
It doesn't take long to find examples... for instance, remember Kolbazer (sorry for the incorrect nickname)... the map "Me and My Shadow" - isn't that balanced?
And in general, there's a reason why the term "duel map" exists...
The question is whether to use random maps or fixed maps, and referring to the fact that the fixed map is released before the game and some people study it while others don't - is illogical - this only applies to the "Seasons" tournament, but you can also not release fixed maps, and then it will be just as unknown as a random map, but slightly/significantly improved by a professional...
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18 years ago
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"So, we could choose not to release the fixes, and then it would be just as obscure as a random map, but slightly/significantly improved by a professional..." I absolutely agree, BUT the balance needs to be adjusted so that all Castles are equal on any map. Not so that on certain maps, one Castle will inevitably defeat another, meaning that the landscape and a sufficient number of the most necessary resources at the start should be taken into account first. Otherwise, it might turn out that there will be only swamps, and it will be very difficult to play with other Castles against the swamp. Or a situation where you are on your territory, where there are few resources, and you can only get to another area by killing strong guards. And you don't have wood to build stables (you only have a sawmill, and you need to wait 2 weeks to build it, while your opponent has already broken through to the center on day 121 and is already thriving there) or, even worse, some resource to build Eyes in the Dungeon. For example, I played a couple of times on that duel map "Me and My Shadow" with a Castle. There seem to be enough resources, BUT it is problematic to break through 55 snipers at the start, because even improved horses have a speed of 9, and they won't reach the snipers in one turn. And one volley from 55 snipers, and you almost have no troops left. It's generally difficult for Necropolis. One option is tactics, but what if you don't get tactics? Moreover, on that map, it's not worth buying more than three heroes in your own territory, because you will still have to wait a couple of weeks to break through those snipers, because the chance of leveling up tactics is very small. But with a Swamp or Rampart, the snipers are easily broken through on the second week. Therefore, I would add either a witch hut with tactics or a dwelling of some fast creatures to block the snipers to that map. Therefore, the balance of a particular map can only be achieved through repeated testing and testing each map with each Castle. But in principle, this map is not bad (I liked it, but it is very large in terms of both size and the number of quests). There are maps in the seasonal tournament that are much more unbalanced. I perceive them as a way of saying "life shouldn't be too easy."
In reply to invisible
18 years ago
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invisible;117712
But lately, I've become very interested in various Tournaments on different forums, and almost everywhere they only play Tournaments with random maps.
But at the same time, there are also places for those who like to play with fixed maps. :) It's a matter of taste. Personally, I find random maps in their current form much more boring than a good fixed map; other players feel the opposite.
The imbalance of random maps is compensated by regenerating the map from scratch. Each participant is given several regenerations per game, which to some extent equalizes the chances of both sparring partners.
That's true. But sometimes it takes more than an hour of real time for restarts, which is not good. And besides, even two restarts may not help - you use them, and on the new generation, you end up with a blockade at the entrance to the Castle with troops of level 5-6. Of course, if you knew that this would happen, you would play the previous position, but it seemed bad, so you wasted a restart. :)
The downside of fixed maps is that one player has a lot of time to study the maps and plays them over and over, practicing and honing their technique. And another player barely has time to look at it in the editor before the start of the match. Hence, the conclusion: on fixed maps, the one with more free time will win.
Believe me, the same thing happens with random maps. If one player is playing on a given template for the first time, and the other has "mastered" it, the advantage will be even greater. At least with a fixed map, you can spend 5 minutes looking at it in the editor before the game (and that's enough for simple maps), but to study a random template, you need to play it, and not just once.
The seasonal Tournament "Seasons" (just as an example) cannot be called either random or fixed, although it still leans more towards fixed maps, since the maps are placed for review in advance. But at the same time, choosing a Castle in advance, without knowing which map you will be playing on, adds a "twist" and a kind of intrigue - because on some maps, certain Castles are strong, and on others - different ones.
Yes, there you need to rank the Castles by strength on each map, and then average all this. :smile21: Or use some other selection criterion, some kind of MINIMAX... :D
Imagine, they give you 8 chess positions and say "choose whether to play as white or black." You name the color, and then they pick a position for you that matches... a losing one. :rolleyes: I still don't understand why you need to choose races in advance; why not do it after the host announces the map?
In reply to Horn
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18 years ago
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But at the same time, there's also something for those who like to play with fixed maps. It's a matter of taste.
I agree, but there are still more players who play with random maps than with fixed maps.
Personally, I find the random map in its current form much more boring than a good fixed map, while other players feel the opposite.
Playing with fixed maps can be compared to chess, while playing with random maps is like poker or even bridge. But unlike chess, where the board is always the same 8x8, fixed maps need to be studied carefully, and due to lack of time, this can be problematic.
That's true. But sometimes it takes more than an hour of real time for restarts, which is not good. And even two restarts may not help - you use them, but on the new generation, you end up with a blocked entrance to the Castle with troops of level 5-6. Of course, if you knew that would happen, you would have played the previous position, but it seemed bad, so you wasted the restart.
I agree, this is the main drawback, but it takes much more time to study a fixed map. I agree that it won't be difficult for an experienced player, but you still need to play the map for the first week because a player who is equal to you in skill (not to mention someone who is stronger) and knows the map like the back of their hand will easily beat you just by knowing the map.
Believe me - it's the same with random maps. If one player is playing on a given template for the first time, and the other has "mastered" it, the advantage will be almost even greater.
As far as I understand from reading reviews and reports from random map players, there aren't that many generally accepted templates. And knowing these templates, it's not difficult to navigate the area. I just don't understand how these templates can be identified in advance so that only they are generated. Where are they defined and how can they be changed?
At least with a fixed map, you can look at it in the editor for 5 minutes before the game (and that's enough for simple maps).
You still need to play it a couple of times, otherwise you won't be able to calculate a couple of squares, you'll lose your pace, and accordingly, this can cost you the game.
Imagine they give you 8 chess positions and tell you "choose whether to play as white or black." You name the color, and then they pick a position for you that is... losing. I still don't understand why you have to choose races in advance, why not do it after the map is announced by the host?
I absolutely agree with this and believe that this is the only major drawback of the rules of this tournament. On some maps, "strong Castles" immediately become "weak," and no matter how well you play, it's almost impossible to win, even if you know the map perfectly.
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18 years ago
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Horn;118144

I still don't understand why races need to be chosen in advance. Why not do it after the map is revealed by the host?
I also don't understand what the point is.
Quote:
Believe me - it's the same with random selection. If one player is playing on a given template for the first time, and the other has mastered it, the advantage will be even greater.

As far as I understand from reading reviews and reports from those who use random selection, there aren't that many generally accepted templates. And, knowing these templates, it's not difficult to navigate the terrain. The only thing I don't understand is how these templates can be identified in advance so that only they are generated. Where are they defined and how can they be changed?
And I don't understand at all what templates we're talking about???
it doesn't take long to go through... for example, remember Kolbazer (sorry for the incorrect nickname)... the map "Me and My Shadow" - isn't that balanced?
I think you've read my reviews about this map.
And why isn't it balanced? First, the magic in the castles, and there are three per hero, which increases the possibility of imbalance. Second, Invisible accurately described the flaw.
This is exactly what I was talking about: it is incredibly difficult to create a 100% balanced fix.

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In reply to Kamikaze
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18 years ago
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I don't even understand what templates we're talking about???
The map generator creates maps based on certain schemes, and there are quite a few of them. I even tried to study the schemes a long time ago and even drew them :D, but there are so many that I gave up on it. And recently, I read reports from those who play on random maps, and the most interesting thing is that there are almost the same templates there, probably the most optimal and balanced ones. But I still haven't figured out how to make these templates generate. :smile32:
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18 years ago
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The map generator creates maps based on certain patterns, and there are quite a few of them. I even tried to study the patterns a long time ago and even drew some, but there are so many that I eventually gave up. And recently, I read reports from those who play on random maps, and the most interesting thing is that there are almost the same templates there, probably the most optimal and balanced ones. But I still don't understand how to make these templates generate on their own.
Wow... So, this elevates the highly respected and beloved Random Maps to a whole new level! Now, I just need to figure out how to generate these templates on my own.

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In reply to Kamikaze
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18 years ago
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All templates (standard ones) are embedded in the hero's lod file.
However, if you create a file named rmg.txt in the Data folder with descriptions of the templates you need, only the corresponding maps will be generated.
Next is an example of a file with 2x4, 2, and 3 templates. They are quite popular.
Their descriptions can be found on ag.ru. If you wish, you can understand the structure and edit them. Or create completely new ones. There are very well-balanced custom templates.
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