Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”
1) Regarding banned heroes – not all specialists in 3rd and 4th level magic should be banned, but only those with 4th level combat magic – Meteor Shower and Chain Lightning (well, even Restoration is questionable, as it is allowed on other resources). (Because specialists in prayer or magic are not overpowered against dragons, and it is possible to allow them to be leveled up without any restrictions).
For the 3rd level, the restriction should only be applied to Tanta (it is forbidden to use Resurrection against an opponent until the guild is rebuilt, but it is allowed against monsters).
For the 2nd level, they must be disbanded, the same applies to Necromancer specialists – if they are released from prison, and if they gain +2 levels, they must be disbanded (it would simply be unfair if a player goes to the prison, breaks through its defenses (and for heroes of level 10 or 20, it can be very difficult), and has to disband the hero because he is banned (but he usually went there to either participate in this hero in a chain or to take something instead of a folder, and here is such an injustice, the hero must be disbanded).
Regarding Cielke, Grindan, and Luna (as for the specialist in Ice Bolt – there is nothing to say here, he is a completely ordinary hero) – I would not ban them, magic is not as powerful as the 4th level combat magic, and it will not defeat the opponent's army with one or even several casts, and mages should also have their own Greg Hacks and Tazars.
Cielke has a ranged attack of 60 from the start and enough mana for 6 shots. And after gaining a couple of levels, the ranged attack will be 100, compared to even Solmyr, who has a chain of 110 and mana for 1 cast, Cielke looks much scarier. Luna – if you conduct the battle skillfully, you can defeat 7 monsters in the early days of the game. Grindan is not banned yet, but I would also remove him: the starting earth with slow is a cheat :)
Regarding various Dragons, Mutare, and others from Wog – I would not even write about them in the rules, as Wog is a different game.
(and these heroes will never appear in random maps, they may appear in fixed maps, but we don't play on fixed maps).
excerpts from the rules
Online battles are held on any version of HoMM3.
These rules imply games on random maps, but games on fixed maps will also be taken into account in the rating. If a report is written and confirmed by the opponent.
2) And regarding the upgrade of vampires – if it's about the bone dragonlings, I can assure you that I will almost certainly use them in the first days of the second week.
I don't fully agree here:
Ciel has an archer that attacks for 60 damage and has enough mana for 6 shots right from the start. And after gaining a couple of levels, her archer will deal 100 damage, which is much more impressive compared to Solmyr, whose chain lightning deals around 110 damage and costs 1 mana per cast. Ciel looks much scarier.
As for Luna, if you conduct the battle skillfully, you can defeat 7 monsters in the early days of the game. Grindan is not prohibited yet, but I would also remove him: starting with slow is a cheat. :)
As for the Dragons, Mutare, etc., if these are fixes, then they were created by the map maker, and in that case, they definitely shouldn't be banned. But WoG is not Heroes 3, it's 3.5. And TE is also based on WoG, so it's also 3.5. But in reality, these are completely different games (especially WoG), and a lot of things would have to be added and reworked in the rules to adapt to them. But in TE, there are no banned heroes, no necromancy for the Necropolis, no scrolls, no monsters that can be joined – in general, Horn is smart, and I think I'll switch to it in the future. But for now, we're playing on SoD and Platinum (even though they are different versions, it's still SoD, Heroes 3, not 3.5), so we're making rules and changes for Heroes 3!!!
The Moon faction is actually quite strong against monsters; its magic is effective, and humans aren't so foolish as to charge headfirst into a wall (besides, we can also fight monsters with Solmyr and specialists in meteor magic, and even reach level 7...).
Grindan – well, at the beginning, you probably won't immediately start taking on difficult opponents with Masslou (unless it's just a single one); he's a mage, and his combat stats are zero.
and Masslou and Tazar can theoretically get it in the first week.
Mullich should be thrown out!!! If he's from the prison, give him +1 level and send him to retirement!
Heroes like Loïnis, Coronius, Xeron (Inferno), and Ksarfax are up to you; you can ban them or leave them. There's not much point in banning Xeron if he doesn't even have mana at the start, even on Inferno, but who knows, maybe he'll end up in prison, say, at level 20 with expert Fire Magic and Intelligence, then Inferno might actually be good :smile51:! I can't say for sure here...
Regarding the Amplifier. In my opinion, it should be banned, but if not, then ban building more than one Amplifier. With two Amplifiers, for example, all Necromancers will have expert Necromancy, which will give as much as 50%!! That's just not serious...
Loins doesn't use any cheats, but let's also ban him, just in case, so it's easier to remember.
IMHO, that's not entirely correct. Why limit the game? In my opinion, it's best to adhere to the principle: everything should be allowed unless it's prohibited.
Первое правило форума :
"Хвалу и клевету приемли равнодушно
И не оспаривай глупца" (с)
Новичкам: ВНИМАТЕЛЬНО перечитайте ВЕСЬ первый пост по нижеприведенной ссылке и 90% ваших вопросов отпадут( на остальные 10% с удовольствием отвечу):
Правила онлайн игр
,
In my opinion, this isn't entirely correct. Why limit the game? I think it's best to adhere to the principle: everything should be allowed that isn't prohibited.
There are too many restrictions on heroes, which makes the game less enjoyable. Mages, who are powerful in the early game, are significantly weakened. It's a real problem.
Let me try to express my humble opinion:
Mulich should not be higher than level 3 (because he's really overpowered).
Isthar and Vidomina (specialists in necromancy) should not have their necromancy skill raised to expert level; otherwise, it becomes difficult to play them, and you have to take all skills. Also, necromancers shouldn't build the enhancement.
All magic specialists (levels 2-4) should use magic against opponents after building the corresponding level, finding the relevant spell in the Pandora or spellbook. Let the mages develop...
Start with Necropolis and Conflux with a random hero, and then it's all about luck: who you get, who you find, there are many development options.
You calculate how much damage Ciel deals, and that's fine if she appears with a random hero, because if air units haven't been built and a second hero hasn't arrived (which often happens), how can you fight 50 butterflies when there's no blessing in the tower, and you need to defeat 80 zombies or shooters? That's when you can start with Conflux thanks to this ranged attack.
Fewer restrictions, except for reasonable ones, and let the battles begin!
Good luck with your games, best regards, Vitaly
The "Conflux" can be targeted, but also any other castle...
There is always a counter for any hero, so I suggest limiting the number of heroes and speeding up the battles!
Tournaments were held where opponents chose each other's starting heroes, and these heroes had to remain the main ones until the end of the game. (That's where you had to play as a navigation specialist, etc.). So, is it better to ban a dozen heroes and play as a navigator on a map without water, or have a full-fledged game with various storylines?
Here's a suggestion: limit the use of any transportation spell to once per day, meaning only one use of either Dimension Door, Fly, or Teleport.
Although, as far as I remember, we rarely developed to the point of using transportation spells. :smile13:
Charity suffereth long, and is kind; charity envieth not; charity vaunteth not itself, is not puffed up,
Doth not behave itself unseemly, seeketh not her own, is not easily provoked, thinketh no evil;
Rejoiceth not in iniquity, but rejoiceth in the truth;
Beareth all things, believeth all things, hopeth all things, endureth all things. Charity never faileth...
I played two games yesterday and today. In one, I had the spells Town Portal, Fly, and Dimension Door – I won. In the other game, my opponent had the same spells – he won. Conclusion: having complete control means a 100% guaranteed, undeniable win. Judge for yourselves. Limiting Dimension Door to once a day is good. But the combination of Dimension Door and Fly gives a good bonus to movement. And Town Portal is not limited at all; you can teleport as much as you want, gather an army from all castles in one day, and hero chains are no longer needed.
Hence, my suggestion: limit the use of any transportation spell to once a day, i.e., once, either Dimension Door, Fly, or Town Portal.
Guys, this is outrageous. That's all I can say.
+1 This kind of restriction is too much... The game is already heavily nerfed, there's no need to cut it down even more. Instead, you should try to control the resource acquisition, if you're afraid of your opponent doing it. Otherwise, the game will become a pale imitation of Heroes, and it won't be interesting to play anymore...
Guys, this is outrageous. That's all I can say.
For example, if we introduce this ban, it creates a problem with angel wings; if you wear wings, then Teleport and Dimension Door will no longer be allowed...
In my opinion, the current ban on Dimension Door is quite sufficient.
But if we still need to cut something, I would suggest the following: leave Teleport without restrictions, and choose either Dimension Door or Fly, but only one of the two, and Dimension Door can be used only once a day.