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First, I’m interested in knowing how many top players there are and what criteria are used for selection.
30 voters
Multiple choice Public votes Closed 2009-01-31
This poll is closed.
1a) 10–12 players is quite enough
60% 18 votes
2a) There must be 20 or more players
20% 6 votes
1b) players will be selected from the leaderboard
13.3% 4 votes
2b) Players will be selected based on their performance in Tournaments
6.7% 2 votes
3b) there will be an open annual qualifying tournament
56.7% 17 votes
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17 years ago
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Why not? If it's just for the seasonal ranking, then it seems possible, or is it...?
In reply to Lider1
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17 years ago
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Question for Dirty: what is the fundamental difference between Conflux and SoD? I, for example, don't see it.
In reply to Oelm
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17 years ago
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Oelm
Question to Dirty: what is the fundamental difference between SOD and TE? I, for example, don't see it.
The difference is fundamental because:
- faster roads, which are a necessary condition for an XL+U map
- starting army
- troop experience
- fast transfer and division into individual units - which is VERY important for this template.
17 years ago
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Okay, let's consider what that restriction – that players from the Higher League cannot play against players outside of that League – might lead to.

First, it might happen that one player is willing to play, but cannot find a player from the League who is also willing to play.

I understand that there's a counter-argument that you can play, but the points won't count towards the ranking... but... then...

But why? Let's say a group tournament is being played, like the one Zhenya recently organized. I'm in group 7, and you're in group 4. Neither of us has an opponent. We can't play a tournament match against each other if we're in different groups. It's the same situation. But we can easily play ranked matches, and the points will count towards the ranking. Everything else will remain the same.
Second, we'll have to determine the season winner based on other criteria....

No, the criteria for determining the season winner remain exactly the same. However, we can determine the player for the half-year or year in a tournament where only the winners of seasons and major tournaments play.

But in general, this is just a suggestion; whatever Evgeny decides, that's what will happen. I will support any decision, and, following Invisible's lead, I will offer my assistance in organizing.
In reply to LeBron
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17 years ago
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LeBron
the difference is fundamental because:
-fast roads, which are a necessary condition for an XL+U map
-starting army
-troop experience
-fast transfer and division into individual units - which is VERY important in this template
plus, on Jebus, building a level 2 structure at the start is very important! And experience is not so important, IMHO.
In reply to Nagan-4
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17 years ago
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LeBron, I'm afraid you might have misunderstood the question. What will be the fundamental difference for playing Heroes on those specific templates offered by Jebus, 8mm6, and Spider? Although, I agree, for Jebus, the starting army and especially the built-out level 2 town are significant. But for 8mm6, it's not, or rather, not as significant as it is for Jebus. Roads are, of course, faster, which is nice, but I, for example, also enjoy playing on slower maps. It just takes more time. And regarding troop transfers, it doesn't matter what size map you're playing on, whether it's L 8-10 heroes or XL. P.S. Invisible's post wasn't available when I wrote my response, so sorry for the repetitions. I would say the same about experience.
In reply to Nagan-4
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17 years ago
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Nagan-4
Why?

Got it, thanks for the explanation!:smile54:
In reply to Дубровин Павел
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17 years ago
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2Oelm:
Besides the obvious differences mentioned by LeBron, there are others:
1. Classes. Speedi and Explorer allow for a radical acceleration of the game.
2. The SoD specialty "LOGISTICS" will provide a very strong advantage.
3. Reorganization of the mages' guilds. The appearance of control provides an advantage, whereas in SoD it could happen that someone gets TP and DD, while another gets Water Walking and Magic Mirror, and in both guilds at that.... You might as well end the game right then.
In reply to Oelm
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17 years ago
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Oelm
LeBron, I'm afraid you misunderstood the question slightly. What will be the fundamental difference for playing Heroes specifically on those templates being offered: Jebus Cross, 8mm6, Spider? Although for Jebus Cross, I agree, the starting army and especially a built-up level 2 are of significant importance. But for 8mm6 it doesn't exist, or rather it's not as significant as for Jebus Cross. Roads, of course, being fast is nice, but for example, I also like to play on slow ones. It does take more time, though. As for transferring troops, it doesn't matter what map size you play on, whether it's 8-10 heroes on L or XL.
I understood the question exactly :) specifically THOSE and specifically on MM6
Logistics. You can run through the entire SM in 3 days—so the speed coefficient on the road isn't as important here. The MM6 map is played on XL: now imagine the situation: you have 2 Dragon Utopia at opposite ends of the map that need to be taken in 1 turn—the roads are slow—how many "loshkis" do you need to transfer the army and artifacts from one part of the map to another? 15-16, I think... so in the best case, you'll spend 3 days moving the army without Town Portal and Dimension Door. From this, we conclude that the game is dragged out MANY TIMES over just because of the speed on the roads
For the same reason, the speed of transferring the army is important; on MM6, where you have to transfer the army from side to side every turn, it can extend real game time by many hours
Dirty already mentioned classes and guild rebuilding
P.S. there was an MM6 tournament on SoD on the portal—if anyone is interested, go read about games lasting 16-20 hours ;) still want to discuss SoD for MM6?
And experience isn't that important IMHO
I categorically disagree! Even playing SoD on SM, in many games you have to take difficult objects like cons 3-4 or max nagabanks with "loshkis" in the second week—with experience, you can take even more difficult objects at even earlier stages, which will further speed up the game—and I repeat again, this is VITALLY IMPORTANT for MM6—because the main problem of the template is the time per game
In reply to LeBron
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17 years ago
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I categorically disagree! Even playing SoD on a small map, you often have to take difficult objects like 3-4 cons or max nagabanks with one-hit wonders in the second week—with experience, you can take even more difficult objects at even earlier stages, which will further speed up the game—and I repeat, this is VITALLY IMPORTANT for MM6—because the main problem of the template is the time per match.
Everything you listed above makes a significant difference: playing on large maps in TE or SoD, but experience, I repeat, does not :) Experience simply turns an already stupid AI into mere cannon fodder. If you play well, you'll take those objects in the second week anyway, and with experience, it presents absolutely no difficulty at all. I remember taking Dragon Utopia 2 in the 2nd week using only rank 5 wolves; there were no other combat stacks at all. I just gave that as an example. But if it's much harder to take Dragon Utopias in the second week in SoD, it will practically have no effect on the overall game time. That is exactly what I meant :). But rebuilding the guild, fast roads, etc.—now that's a yes!
In reply to Oelm
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17 years ago
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Oelm

What is the fundamental difference between SOD and TE? I, for example, don't see it.

I'll chime in.
Since I'm currently playing on SOD and have started to clearly understand the difference between the two.
In SOD, there are "difficult castles" that are risky to take due to the starting army. For example, Inferno and Swamp (very random starting army).

In TE, you can safely choose and know what you're getting into.

What Invisible and LeBron said +1
The real-time aspect of TE saves a lot of time, and what could be more important? :confused:

Right now, I'm in a SOD tournament on Jebus. The starting imbalance is so great that I'm just in shock. If the army doesn't spawn correctly, there are no restarts, and that's it, GG, there's no way to catch up.
In reply to Forrest
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17 years ago
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Thank you all for your responses. I knew most of it, honestly, but I forgot about rebuilding the guild — and that could indeed help with control.

But transferring the army and splitting it is annoying on any map, regardless of the template.

Regarding "scary castles," I disagree, based on my limited experience (due to 2 restarts), though of course TE deals them out more evenly. But if you understand "scariness" as the criticality of building the 2nd level from the start, then that's true (and for Castle too).

P.S. Regarding speeding up the game — TE is unrivaled.
P.P.S. About Inferno: I think with an average distribution + an external demon dwelling and, say, 1-2 external imp dwellings, you can break into a level 2 Griffin Conservatory around month 1, week 1, day 5-6 (though I haven't tested it yet).
PPPS. Another question came up. Doesn't the presence of scrolls compensate for the ability to rebuild the Mage Guild? I think it does
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17 years ago
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We played TE-light at the tournament in Kingisepp.

After some discussion, we decided to enable the TE checkboxes for 2nd level building construction, replacing scrolls with gold, and guild rebuilding. And fast roads as well. In my opinion, this is a mandatory requirement to speed up the games.

The greatest amount of swearing (even from experienced SoD players) was caused not even by the army distribution, but by the trash in the Dragon Utopia. Like when you take the first utopia-3, and among the received artifacts, only equipping a +1 health ring makes any sense.
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17 years ago
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We need to think carefully about everything, discuss it, and consult with other players.
And I don't see any activity. The idea will be forgotten just like the general portal rules.
Hint: someone takes on the responsibilities of an organizer and organizes the selection/or doesn't organize it, and determines the TOP10/other options themselves. The tournament will only be beneficial, especially if everything is organized properly. Well, if no one needs it, grab a beer and we can continue playing calmly.
In reply to StickyFingaz
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17 years ago
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StickyFingaz
Well, I don't see any activity. The idea will be forgotten just like the general portal rules.
Hint: someone takes on the responsibilities of an organizer and organizes the selection/or determines the TOP10/other options themselves. The tournament will only be beneficial, especially if everything is organized properly. Well, if no one needs it, grab a beer and we'll continue playing Conflux peacefully.
Evgeny is responsible for the online trio (as well as the organizer of this event), and as far as I know, he currently has computer problems. Once he fixes it, we'll start thinking about it.

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