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Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”

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In reply to Wicc
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#238
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Wicc
The most interesting part is the battles against each other and maneuvering at a distance.
Yeah, if the distribution of resources is reasonably balanced... I'm still impressed by the games with Napalm on the interportal. There, clashes started with 1-1-4 units, and sometimes 2-5 heroes were wiped out in a single turn. Secondary units changed hands, kamikaze tactics were used, battles of weak units and battles of main forces with alternating surrenders for money occurred, and as a result, there was a gradual positional retreat, the destruction of strike stacks, or even mutual annihilation of the population, rather than someone arriving with a huge army or powerful magic. Only in the last game did an interesting development occur, but the ending was banal – one player simply found everything, while the other found nothing.
In reply to Alex_R
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#239
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and my most interesting final battle was on day 115 against Dreamcatcher :) the armies were so perfectly balanced that Dreamcatcher survived on Pegasus with 4 or 5 healers – we fought for about 30 minutes! The enjoyment from the game was N times greater than from 3-4 weekly battles where everything is simply decided by 20 archers, 1000 skeletons, or an implosion spell for 4000 damage. IMHO :)

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
In reply to Wlk777
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#240
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Wlk777
Secondly, I repeat, Heroes is a game designed specifically for development.
Designed for whom?
In Starcraft, everything is really decided by the amount of units, both at the beginning and at the end of the game. That's why the game is primitive; the champions are those who can click the mouse faster, not those who think (there's simply no time for that).
But isn't it true that Starcraft is essentially the only professional game among esports titles? :)
In reply to Wicc
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#241
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Wicc
Who calculated that?

The game developers. Yes, really. Do you really think that heroes like Tazar, Crag Hack, Kirr, and many others are meant to be used in battles when they are around level 6-8? What is the point of having 8 skill slots for a hero if not for using them?
Wicc


And what's wrong with the fact that StarCraft is essentially the only professional game among esports? :)
I can confidently say that in StarCraft, everything is perfectly balanced for rushing/counter-rushing, as well as for further gameplay "in close combat." I'm not so sure that Heroes has that. That's why there are so many restrictions in the rules of online battles, and I'm not even sure that they level the playing field. In general, StarCraft is closer to a sport than to games, because without a frantic reaction and insane mouse movement speed, there is nothing to do there :smile50:

Added after 16 minutes
LeBron
and my most interesting final battle was against Dreamcatcher on map 115 :) the armies were so perfectly balanced that Dreamcatcher survived on a Pegasus with 4 or 5 helms - they fought for about 30 minutes! The pleasure from the game is N times greater than from 3-4 weekly battles where everything is simply decided by 20 archers, 1000 skeletons, or an implosion golem with 4000 health. IMHO:)
StarCraft will help you. There is such pleasure in literally every game. And the balance is always perfect for battles in the first few minutes. :rolleyes:
In reply to Wlk777
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#242
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Wlk777
By the game developers. Yes, is it really the case that heroes like Tazar, Crag Hack, Kirr, and many others are meant to be used when they are around level 6-8? And what is the point of having 8 skill slots for a hero, just for show?
If we follow your logic, it's unclear why heroes are given troops from the start, a spellbook, and so on. After all, they can use these to break through to a neighboring town and fight. I believe that Heroes is designed for games of varying lengths – both long and short. This is what tournament practice shows.
In reply to Yakudza
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#244
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I wish they would ban the red orb spell! (The explosion and red orb often turn many Heroes games into a lottery).
In reply to Hermit
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#245
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Sorry for the off-topic – what’s wrong with randomness? First come, first served! ;) An explosion and a chain lightning spell offer a huge number of additional tactical options, so you always need to consider – could your opponent have them – and look for ways to counter them.
играю на уровне AI !!:smile32: ;)
In reply to RAPER
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#246
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RAPER
Sorry for the off-topic, but what's wrong with the lottery? First come, first served! ;) The explosion and chain lightning spells provide a huge number of additional tactical options, so you always need to think about whether your opponent might have them and find ways to counter them.
The thing is, there might be only one "item" on the map, and it could be much closer to one of the opponents. As for countermeasures, there's resistance, which affects everyone differently, but I find its extreme unpredictability very annoying. You spend ages exploring, pulling out elementals and angels from snow and swamps, and then suddenly, you get one item (which is easier to defend if it's nearby), and that's it :(

Added after 10 minutes
In general, I would suggest limiting the explosion spell (and, in principle, all 5th-level spells) to require a certain amount of wisdom experience and a built 5th-level guild, with no books or items available without that. I think this would balance the element of randomness a bit.

Added after 1 minute
Wicc
If you use your logic, then it's unclear why heroes are given troops at the start, a spell in the spellbook, etc. They can break through to a neighbor and fight him.

I suspect that Heroes is designed for games of varying lengths - both long and short. And tournament practice confirms this.
The logic is: if you have a hammer, why would you use it to hit your neighbor on the head? :D
In reply to Wlk777
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#247
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2 Wlk777, try playing THAT ;) they've adjusted the explosion spell there (it deals damage equal to SP*60 + (75, 150, 225)), and added other spells, as a result of which implosion is no longer as important. Although, IMHO, you can still fight effectively against implosion even in the current state – mass slow and mass haste are excellent alternatives that, when used correctly, can even outperform implosion.

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
In reply to Yakudza
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#248
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2 Wlk777 try playing TE.
YES-yes-yes
Many of the things you are arguing about here have been fixed in TE. Recruitment for a new tournament is open; download TE and sign up!
In reply to LeBron
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#249
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LeBron
2 Wlk777, try playing TE; they've adjusted the explosion spell (it now deals damage equal to SP*60 + (75, 150, 225)), and added other spells, which means implants aren't as important anymore. Although, in my opinion, you can still fight against implants in SOD – mass slow and mass haste are excellent alternatives that, when used correctly, can even outperform implants.
Regarding mass slow and mass haste, it's great when you have them, but even better when your opponent doesn't. However, for example, fighting against an explosion attack dealing 2K damage on level 142 is difficult without counter-artifacts. 2-3 implants, and it's over. Regarding TE, most people are playing SOD, and I tried installing TE, but I couldn't get it to work. Maybe someone can tell me how to install it with minimal bandwidth usage, as I don't have unlimited internet right now. I have SOD 4.0, 3.2, and WOG 3.58.
In reply to Wlk777
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#250
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I wish they would ban the Red Dragon! (The Red Dragon and the Explosion spell turn many Heroes games into a lottery).
As one strong player said, in the game, in most cases, everything depends on yourself. I agree that some spells are a bit unbalanced, but nevertheless, in most cases, you can always find counter-arguments. If the opponent got the Red Dragon or the Explosion spell, it means it's your mistake, because you dragged out the game. In other words, if you have an advantage, you need to use it to the maximum, come in the second week and kill your opponent before he finds that very Explosion spell or Red Dragon. It's hard for a Warrior to resist a Mage in the second week, so if the Mage came late (fourth week), then he is to blame for it, because in that time you can find the Red Dragon, etc. If you are playing as Crag, for example, knowing that your opponent has strong offensive magic, then get the first move, and after Mass Haste/Mass Slow, no Explosion spell will help. You can discuss and argue a lot about this. The whole game is a lottery. Having a morale penalty at the wrong moment can mean losing. That's also a lottery. So what's the difference between losing a game because you didn't find the right spell or dying in a morale penalty? It's the same lottery. Play Total Annihilation with morale turned off and a more balanced game, and you will find peace. The Explosion spell is undoubtedly powerful, but you can always (almost always) find a counter. I played a game as a Mage against a Barbarian, and I had almost no troops. If Gurney had the Red Dragon, I would have lost immediately. This is not chess; there is some element of randomness. Playing with random elements is like playing Preference, where you need to hope for a good card first, but also be able to use it, that is, play well, because even a 100% chance can fail due to the opponent's mistake
Я ламер и играть не умею, нах!:smile33:
In reply to Yakudza
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#251
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The logic is flawed. It seems that in any case, one should strive to defeat the opponent by the 2nd or 3rd week at the latest, because it is impossible to predict whether they will find an explosive or something similar in advance; as far as I know, there aren't many psychics among the players. And it wouldn't hurt the author to open their eyes and see that almost 100% of the heroes, both starting ones and those chosen later, are Warriors. Therefore, building elaborate theories about who is stronger at which week is essentially pointless. Also, I don't understand what the extreme is in spending several hours playing when sometimes the whole issue boils down to which player is closer to some random artifact.
In reply to Wlk777
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#252
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A lollipop is definitely a no-go! Explosions are one thing, but a lollipop is just ridiculous!!! I practically lost a winning game because of it((((((((((.
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)

Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
In reply to Yakudza
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#253
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There is, of course, no balance in random games (it's a bit better in the test environment, but still not enough; it needs further refinement). However, almost the same people keep winning.

I just finished a tournament. In none of the games did it even come close to a stalemate; everything was decided by the second week. Yes, I got lucky – either with the map or with my opponent's actions, but this "luck" keeps happening, and it's been going on for years. And I'm "unlucky" only in games against top players – the maps are terrible, my opponent has everything going for them, and I'm just slow and sluggish, etc.

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