Skip to content

Inter-clan (ONLINE) tournament for Heroes 3. Auto-translated

4.2 (5 ratings)
Open
Which format of matches is more suitable for inter-clan duels?
59 voters
Multiple choice Public votes
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
In reply to invisible
User Avatar
#220
Auto-translated
invisible;127410
Playing a two-player game on L+U difficulty at 160% usually lasts from 3 to 6 weeks of game time (rarely longer). I think that's not very long. If 4 people play, I don't think the game time will increase much. Although it will affect development, as resources will now be divided among 4 players. You can simply test it: generate an M map for four players and try playing against the computer. And you'll understand how cramped it will be. I guarantee that encounters will happen as early as the first week.
I disagree with that... a game on L+U lasts 3 weeks?
In that time, a player might simply give up, realizing that their opponent has developed well, and they themselves have almost no chance... The actual clash can only occur if the starting locations are close together on such a large map... IMO, this is the downside of randomness.
When playing with four players, the time will definitely increase because the "win or lose" tactic is no longer appropriate, and everyone will be more cautious.
And regarding testing an M map with computers, you're exaggerating... First, I was talking about M+Dungeon, and second, what's there to test? Take any map from the "Seasons" era and play with four players... there are at least 4 castles on almost all of them... these are quite playable maps, and that's despite the fact that almost all of them are without a dungeon!!!
User Avatar
#221
Auto-translated
Hmm... I agree with invisiblo on some things...... regarding the necro—we'll need to think very hard about it....
After all, an ally can also transfer a couple hundred low-level units to him for processing into skeletons. By the way, is it possible to transfer troops to each other among allies?
we'll need to think about this too..... in principle, it's possible (we did it when there was the first semblance of a clan war...) by the way, the map was L without an underground—and the 1st encounter was somewhere around week 2-3.... it was a bit too little, to be honest.. and also it turned out to be very poor.. so I suggest each clan make at least 1 map (size will be specified later) (if with an underground, then one on top and another below—allies... I think that would be fair) ...
but I still don't agree with having dragon dances..... there have been so many situations where everything depends on them..... and if the Dragon Utopia is near the enemy Castle.. then the game is a guaranteed loss.... (since you might not get the strongest one.... wiping out dragons, for example, with 1000+ skeletons as inv. said
Therefore, gathering 1000 skeletons in 3-4 weeks is by no means fantasy
won't be a problem.... so I suggest several votes.... namely—difficulty (160% or 200%..... I'm for 200%), regarding necros (what to ban??), dragon dances (needed or not), and possibly about transferring units..(but here it's most likely yes.. since the developers thought of it—it means it should be that way) =)

Express your opinions
Respectfully, Yura=)
играю на уровне AI !!:smile32: ;)
In reply to Alex_R
User Avatar
#222
Auto-translated
I disagree with that... does a game on L+U last for 3 weeks?
I'm not forcing you to agree, but I'll tell you that on random maps, the climax on L+U happens as early as the second week, and in exceptional cases, even in the first week.
And regarding testing M maps with companions - you're exaggerating... firstly, I was talking about M+Dungeon,
I'm willing to bet that on an M+U map on the 2sm4d template, with a difficulty of 160%, I'll find someone among the four players in the first week in 8 out of 10 cases (possibly even in all 10 out of 10).
take any map with seasons and play with four players...
actually, I wrote:
Yes, everything I wrote above implies playing on a random map (even if it's a manually edited map).
So, it turns out we're arguing about nothing.
In reply to Alex_R
User Avatar
#223
Auto-translated
Alex_R;127443
I disagree with that... does a game on L+U really last for 3 weeks?
Within that time, a player might simply give up, realizing that their opponent has developed well, and they themselves have almost no chance... The actual clash can only occur if the starting locations are close together on such a large map... IMHO, this is the downside of randomness.
When playing with four players, the time will definitely increase because the tactic of winning or losing is irrelevant, and everyone will be cautious...
And regarding the test of M maps with companions, you're exaggerating... firstly, I was talking about M+dungeon, and secondly, what is there to test? Just take any map from the time of year and play with four players... fortunately, almost all of them have at least 4 castles... these are quite playable maps, and that's despite the fact that almost all of them are without a dungeon!!!
http://homm-iii-online.nm.ru/Games/Vitalic.html

Greetings everyone, here's some statistics.
Games on L with a dungeon, difficulty 160.
Approximately half of the games ended before day 141 (3 in-game weeks, and the opponent was completely defeated). And this is despite the fact that I don't like early encounters and try to play and develop. Draw your own conclusions:smile13:
User Avatar
#224
Auto-translated
Hmm... so, there are 1v1 games there, and here there will be 2v2 =). And most likely, the difficulty will be 200, which will prolong the matches =)). In Soy maps, there are practically no dungeons... and with a difficulty of 200%, the games lasted for 2 months... so, that's it =).
играю на уровне AI !!:smile32: ;)
In reply to vitalic
User Avatar
#225
Auto-translated
I'm not disputing these facts – I'm just saying that this is a drawback of randomness...
If the map is randomly generated, then regardless of its size, it can place opponents in close proximity, leading to inevitable clashes in the first or second week – the question is: how do you propose to address this?
In reply to RAPER
User Avatar
#226
Auto-translated
RAPER;127456
and most likely the difficulty will be 200%, which will delay encounters=))
So, that's why I have this question: Why make the difficulty 200% if it only delays progress, and therefore increases the game time in real life?
You can demonstrate skill even at 160%...

Sincerely.

Кто состоянием своим доволен, тому жить весело. (с)Алекса́ндр Васи́льевич Суво́ров
User Avatar
#227
Auto-translated
How do you suggest we deal with this?
Hmm, like in the first attempt at a clan war... manually edit it. Another question is, who will do it? The participants themselves or an independent person?
играю на уровне AI !!:smile32: ;)
In reply to Alex_R
User Avatar
#228
Auto-translated
Alex_R;127457
If the map is random, regardless of its size, it can create a situation where rivals are "too close," making clashes inevitable within the first or second week – the question is: how do you propose to deal with this?
The answer has already been given:
invisible;127126
I am completely in favor of randomness, but in this case, I think it would be best to use the same generator to create several maps based on a predetermined template, and then have someone who is not a participant edit them in the editor. Because with four players, just restarting will take several hours. Someone needs to generate several maps and eliminate at least the obvious imbalances. And the template should be chosen for four players.
I believe this is the most optimal solution. :smile01:

Кто состоянием своим доволен, тому жить весело. (с)Алекса́ндр Васи́льевич Суво́ров
User Avatar
#229
Auto-translated
So, that's why I'm asking: Why make the difficulty 200% if it only delays development, and therefore increases the game time in real life?
You can demonstrate skill at 160% as well...
Well, I don't know... I'm not interested in playing at 160%. I'm not arguing that you can't show skill... but still... the interest fades...
And delaying development... so that there aren't encounters right away... i.e., in the first 1-2 weeks!!!=) and it's interesting to play=))

Sincerely=)
играю на уровне AI !!:smile32: ;)
In reply to invisible
User Avatar
#230
Auto-translated
It won't be difficult... so I suggest a few polls... namely - difficulty (160% or 200%... I'm for 200%), about Necromancers (what to ban?), Dragon Dice (needed or not), and possibly about unit transfer (but most likely yes, since the developers came up with it - so it should be that way) =)
Regarding Utopias, I don't really like them myself because of the artifact-relics, which can give one player good ones, while another gets none. But, nevertheless, it's also about money. Previously, I managed to take a Utopia (which already speaks to the skill of the game), I was able to buy troops earlier, I gained an advantage earlier, I defeated the opponent earlier. I can suggest the following option (it needs to be tested): it seems that if a certain artifact is banned in the editor, it will never appear in a Utopia. Therefore, you can place one Utopia on the map for each of the respawn points (i.e., 4), and in the editor, either ban all relics, or, conversely, ban useless relics, such as the captain's hat, boots of levitation, etc. This will somewhat level the imbalance introduced into the game by Utopias. Unit transfer is needed because this is a team game. And transferring troops will add additional strategic options.
Question!!! How do you suggest dealing with this?
Develop faster than everyone else and win, while remaining vigilant so that you don't get defeated yourself.
manually edit =) another question, who will do it? the participants themselves or an independent person =) ..
Of course, an independent person who can be trusted.
I'm not interested in playing at 160...
and I'm not interested in playing at 200 ;) Maybe we should still have a vote?:)
and delay development... so that there are no encounters right away....
Why delay development if it delays things in real time? And it was already written above that this is one of the most important factors.
In reply to Alex_R
User Avatar
#231
Auto-translated
Alex_R;127457
How do you suggest we deal with this?

Or maybe set a time limit? So that direct confrontations don't start too early...
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
In reply to RAPER
User Avatar
#232
Auto-translated
RAPER;127462
Well, I don't know... I'm not interested in playing on 160... I'm not arguing that you can show your skill... but still... the interest fades...
Why does the interest fade? Is it because the development speeds up a bit?
RAPER;127462
And slowing down the development... so that there aren't encounters right away... i.e., in the first 1-2 weeks!!!=) and it would be interesting to play=))
Hmm, didn't someone say that playing 2v2 takes a very long time?
And there won't be, I think, any major battles in the second week... ;)

Best regards.

Кто состоянием своим доволен, тому жить весело. (с)Алекса́ндр Васи́льевич Суво́ров
User Avatar
#233
Auto-translated
Why does the interest fade? Is it because the development speeds up a bit?
Well, you could say that... on 200% difficulty, everything depends on the map... and you only rely on your own strength... that is, there's excitement in gathering resources and gold faster...
But on 160%, you have resources and gold... it's not interesting... everything is served on a silver platter...
I think there will be a vote... personally, I'm for 200%...

[
Or maybe set a time limit? So that direct confrontation doesn't start too early...
Hmm... we could come up with something for that too...
играю на уровне AI !!:smile32: ;)
In reply to Kyle
User Avatar
#234
Auto-translated
Kyle;127458
That's why I'm asking: Why make the difficulty 200% if it only delays development, and therefore increases the game time in real life? You can demonstrate skill even at 160%...
Best regards.
Skill is demonstrated at any difficulty level, but the higher the difficulty, the more "refined" the skill becomes.
Right now, we're not talking about the speed of development, but about how quickly players want to meet each other... and I'm surprised by the opinions that are both "FOR" increasing the map size and "AGAINST" delaying the potential encounter.
Personally, for me, the question of 160% or 200% is not as important as the type of map and its size.
Let's not express our preferences, but offer specific options (with details)!
P.S. Kyle, I understand that you have a close-knit clan, which is good, and that you are not an insignificant person on this forum, but since you are not a potential participant, your opinion is not relevant (no offense).
Discussion is discussion, but I believe that the voting should only take into account the votes of potential participants... therefore, I ask the representatives from each clan to post official lists of potential participants.