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Unified cross-resource rules for Heroes 3
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Cross-resource rules are a great idea! Let's organize a tournament for our resources (on random maps) to determine the strongest cross-resource hero of 2008 soon. We can hold it towards the end of the year, in December, and summarize the results of this mega-tournament! We can use the current Seasonal Tournament on the Portal as a model. It's just that this title hasn't been awarded yet; let's make it happen and hold annual tournaments for this title, okay?
С истиной где-то рядом...





Лето 2010.
In reply to Дубровин Павел
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Dubrovin Pavel; 197147
Inter-resource rules are very good!

And let's organize a tournament soon... for the title of the strongest inter-resource Heroes player of 2008. ?

Cool idea! You can really feel the grand scale and globalization :)
The question is, will the organizers want to?
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
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Lider1;197200
Cool idea! You can really feel the grand scale and globalization.
The question is, will the organizers want to?

The organizers are also people, and they are doing their best to make our lives interesting, and they do it for free.

P.S. regarding the mandatory 6 minutes per turn – NO NEED, sometimes it's hard to bear, a chain of 10 heroes can be easily done in 4 minutes, and everything is managed (although maybe I'm just playing badly – I have plenty of time).
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vitalic;197222
The organizers are also people, and they try their best to make our lives interesting and do it free of charge, that is, for free.

P.S. regarding the mandatory 6 minutes per turn – NO NEED, sometimes it's hard to bear, a chain through 10 heroes can be easily done in 4 minutes, and everything is managed, although maybe I'm just playing badly (I have plenty of time).
I agree, there seems to be enough time, the main thing is not to drag it out and act quickly...
Ушел с героев, пока пряники)
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vitalic;197222
...in 4 minutes, a chain through 10 heroes is easily done, and everything is completed, although maybe I'm just playing very badly...

No, no, on the contrary, it's virtuoso :).

And mandatory tasks for 6 minutes should definitely not be included; only open voting should be used.
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За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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Great idea!
How about we organize a tournament of our resources (on random maps) soon to determine the strongest inter-resource hero of 2008. We can hold it towards the end of the year, in December, and summarize the results of this mega-tournament! We can use the current Seasonal Tournament on the Portal as a model.

I also like this idea! I would play in such a tournament :)

P.S. I can do it in 4 minutes... And for those who need 6 minutes or more, we can discuss it separately with each opponent!
Если тебе не везёт в жизни, - играй в какую-нибудь другую игру:rolleyes:
Лидер клана "Из многих единое"

Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...
In reply to Ta Kotoraya...
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Greetings to all Heroes III fans


The rules will be unified (for random) - I think this doesn't even need to be discussed!

Main and significant point in my view regarding the difference between the rules of ХП and HeroesWorld is the rest upon meeting on 116.
On 116 - I think this is too late, because in some games the outcome is already clear, but a rest is still needed. On 114 inclusive - I think it's enough.
It's just that on 116 - some players deliberately go to meet, and 6 days is too much.
The rest upon meeting is designed to avoid the situation - when there is another passage next to the ГО - in this situation a rest is absolutely necessary, and covering the distance to the opponent's castle in 4 days is quite realistic on any road.

2. Clarification - if a Dragon Utopia is behind a keymaster tent, then the Dragon Utopia is forbidden to visit (kill it, but looting it, in my opinion, is allowed) without visiting the required tent.

3. Monster week - I personally encountered both situations, when I had a growth of +5 monsters of 5 level - even in 2 castles (though even in one it's still significant) on 131 - I immediately ate a Dragon Utopia and the opponent when I was going to kill him, but a growth of +5 horses (human) said I was wrong. --- A ban is needed for at least levels 5, 6, 7!

Thank you for your attention, that's all for now.
PS: if you need something specific, contact me - we'll think it over.
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I fully support the creation of unified rules. It will definitely resolve many questions and disputes among players!

My personal opinion:

1) 4 minutes is a must!
2) It is essential to clarify in detail the rules for visiting various objects (keymasters, obelisks, etc.).
3) No concessions for Necromancers! They are already powerful without Galtran! And their power increases with each day of the game! This is the same as allowing players to freely take Grish. Does anyone realize what it's like to grind on the second week with 6 Griffins, a couple of dozen Storms, and an Earth Elemental with a slowdown ability from the beginning... This is not to mention that he is a money-maker...
Всё будет хорошо!!! Только неизвестно когда... НО ОБЯЗАТЕЛЬНО БУДЕТ!!!
Но!...
Слушай всех, прислушивайся к немногим, решай сам...

In reply to Vigo
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I'll share my opinion, even though I don't play online very often. 1. Turn time should be strictly 4 minutes!!! There shouldn't even be any discussion about it. There's no need to drag out the game... Although, personally, many ask me to play with 6 minutes, and I agree! 2. I don't care about Necropolis. They're always being targeted, and if they're allowed, it's against weak players and for the blue color. Banning the enhancer is the right thing to do! A starting Galtan is better than upgraded vampires! Although, you could ban both... I'm FOR it! 3. In my opinion, you can skip and bypass the Keyholders... You could make it possible only after turn 131! Because searching for a tent is just ridiculous! 4. The Grail should be without obelisks, but after week 6. 5. Restarts. Definitely cancel restarts by mutual agreement! Although, it could be left to the players' discretion. But it takes up too much time, especially since some intentionally go for a restart by mutual agreement... If it's left, it should be up to turn 114, as Scorp suggested, although that's the same as removing it :D
In reply to Dirty_Player
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Dirty_Player;197635

1. The turn should last exactly 4 minutes!!!

Why make such a categorical statement about what is strict and what is not? Maybe you should ask each player for their opinion and let everyone express themselves! (Hold a referendum :D)
And only then decide - 4 or 6!
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За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
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I finish in 6 minutes. It's very difficult around the 4-minute mark when dealing with long chains of units and army splitting; sometimes it's just impossible. When the time runs out, and the heroes are left to spend the night, looking like complete losers (well, Neo came up with that expression :smile40:), I get so angry and yell so loudly... It's also possible to get stuck without any neighbors. And then there's this morality system for neutral creatures... :smile35:
In reply to Lesgor
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I posted one of the first comments in this thread and haven't been following the discussion, but it seems things have taken an interesting turn.

1. I don't want to offend anyone, but it seems like the staunch supporters of 4-minute turns are afraid of those who want to play with 6-minute turns.
Perhaps they've gotten tired of clicking the mouse (I'm sure there are some) and want to have an advantage in that regard, which, in my opinion, is nonsense, because strong players know that the most important thing in the game is the pace; sometimes, a day or half a day can decide the outcome of the match.
On the other hand, I've had "average" players admit to me that they don't want to play with 6-minute turns for one simple reason: they're perfectly happy rushing with their main hero and the entire army on 4-minute turns, without any build-up or special strategies (because they simply haven't learned how to do that yet). At the same time, by giving the strong player more time to maximize their turn, they reduce their already modest chances of winning.
Personally, I try to conduct as many battles and actions as possible in one turn, which means I have to transfer troops from hero to hero not only in one line but also through several small chains + single units + positioning before the battle. In principle, in 80% of the turns in the game, 3.5 minutes is enough, but there are strategically important moments (turning points in the game) when it's simply necessary to do everything with everyone! 4 minutes is just not enough for this (maybe it's subjective because I often play on a laptop, which slows down, and that's why I ask opponents for 6 minutes).
Still, it seems that players don't want to think about how to further improve their game with the extra 2 minutes, but instead prefer to weaken their opponent's game by reducing the strategy to something more primitive due to the simple time limit. It's an understandable tactic...
Of course, I understand those who go crazy with long opponent turns, but if the turns of the strong players I play with last an average of 10 minutes, then 2 minutes don't really help.
A player I respect noticed while I was writing this post that all the major tournaments where the best Heroes players competed were played with 4-minute turns, and 6 minutes weren't even mentioned. Maybe that's the case, but I would like to see this game from the outside, so to speak, to see what you really need to learn: tactics or the speed of mouse control...

2. I was also against the 116-resource restart earlier, especially when I read that players often cling to this "lifeline" when they get a weak starting layout. But recently, after studying our template more or less, I see that there are far more "bad" generations than standard, "playable" ones, and when you get 1 road in the starting area, why not fix the generator's bug with this method, when there might not be any restarts at all?
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From the perspective of playing to win and honing one's skills, a 6-minute limit is quite reasonable. I personally play with a 4-minute limit, but I usually agree to 6 minutes if my opponent suggests it. The maximum 6 minutes are not required every turn, but only for some of the most important days – transferring an army from one end of the map to the other. This is a safeguard for those who haven't mastered the art of rapid clicking.
However, we shouldn't forget that there is real time, real-life matters, and no virtual goal can compete with real-life goals and activities. And 6-minute games are still longer than 4-minute games. Plus, there are those dreaded restarts. Therefore, I am strongly against formalizing a 6-minute limit. Such a limit should only be used by mutual agreement.
http://dreamcatcher.metroland.ru/
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I saw them playing in a 4-minute tournament. It's like playing chess with a 2-minute time limit; the cursors just fly around. If you're not a mouse virtuoso, it's impossible to play well in 4 minutes, in my opinion, because you can still manage to move your troops, but if you also need to deal with artifacts, it's a nightmare. I think the only reasonable solution is to switch to Turn-Based mode, which is closer to Simultaneous Turns. And about the time: I think most of it is spent on battles, not on turns. For example, you attack with one Hydra against Golems. They split into 7 units and crawl, crawl, crawl. That's where the time goes. If you roughly estimate that the game lasts a full month, then you spend about 2 hours more on turns. But you don't always spend 6 minutes, so overall, I think the game will be extended by about an hour. Not that much. And about the Grail, please explain: what's so dangerous about it? Well, you open a couple of obelisks, find the zone, and then you have to guess where it is, wasting heroes and time, which means you lose the pace of the game. But if the Grail appears on the third week, for example, it might not even give you a decisive advantage, because you wasted time looking for it. And you also wasted turns visiting the obelisks, while your opponent was, let's say, destroying the Hive. In short, I'm for the Grail!
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I take about 6 minutes, and sometimes even more. I don't have enough time at the very beginning when I move each hero one square at a time, looking for the lumber mill, the mine, and generally trying to figure out where I am. Also, I desperately lack time in the later stages of the game when I have to transfer the army in chains and distribute it among several heroes; I've lost several games because of this. There's no time left to scout the land and air.
I won't lie, sometimes it becomes unbearable to wait for the opponent to take their turn, but I never rush anyone, and it's not about the 2 minutes if my own turn takes 15-25 minutes. And I was very surprised by some players I played against who shouted that I was taking too long, urging me on, and I simply couldn't psychologically fully realize the potential of my turns, making mistakes in battles, rushing, but they themselves took longer than me!!!! In general, I take 6 minutes, and I just don't understand how you can play normally on 4 minutes with 4 players...

Added 6 minutes later
I suggest the following rule: if both players want to play with a 4-minute timer, then they play with a 4-minute timer, but if at least one of them wants to play with a 6-minute timer, then they should play with a 6-minute timer.

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