Posts from Rules for Heroes of Might and Magic III online tournaments on HeroesWorld.
It's unlikely that the arguments and conflicts will amount to even a tenth of what was discussed regarding the commissions and committees.
The plans are simple - as soon as inspiration strikes, he'll...
Let's say it's a check of knowledge at the end of the year :smile13:
I don’t know what this is about, but I’m sure it’s interesting and needed. As I understand it, Nagan needs...
Exactly 5 years ago, after a heated debate inside the Michurin community random vs. fixed, I sat down to write the "Young Fighter’s Course". Something like this.
1. Introduction, saying it’s great fun to play against the computer in a favorite game, even better to play a favorite game against a human, but the real juice is playing a favorite game against a human WELL.
And I hinted, read on.
2. I wrote what actions should be taken before starting the game and before passing the turn. I wrote why 8 heroes are better than 3, and the Logistics skill prevails over Sorcery, and so on.
3. I wrote a comparative strength of towns, I wrote how starting armies should fight in week 1, setup, main hero...
4. I wrote how to take the simplest structures on the map where there is a risk of losing the army.
And so on and so forth. A lot came out. I wrote it for my community, and it helped a dozen guys gain decent skill, but I unexpectedly received many good reviews from other resources, from the League and the Portal, and even from strong players.
Now the forum where the Course was has died. The Course covered playing on random, but only playing on Chaos maps (XL, 200%, Chaos rules), which differ from our rules.
Also, I couldn’t physically cover everything. Back then there was almost no necessary game information; now there’s enough of it, but look how it’s scattered across different resources and even on one resource across topics. And not everyone can find what they need in a single thread.
And this is precisely about consolidating the knowledge that our best players share.
For example — what is a Dwarf Cottage, what types are there, how to take the maximum one, and with which town — in week 1. And so on...
Castle — such and such...
Rampart — such and such...
And to do it compactly, with links. A new person reads an article, gets interested, clicks a link. And so on for all topics; there’s a lot of work, but since I did it alone once before, I’ll say it’s quite doable. And a team of several knowledgeable players will handle it without problems.
If you look at forum attendance, we have about 800 active forum members. Considering that the ten-year-old game HoMM3 still generates great interest, it’s possible that a third of those 800 visit the H3 sections.
The opportunity to play in real time against a strong player is available to very few; mostly people play against the computer. While interested in Heroes, deep down people wouldn’t mind playing online too, but there are difficulties.
How to play, where to start, who to consult, not to embarrass oneself like a lamer...
If on 1 page of the site there is a link to such a "textbook" (this was very well implemented on Google for HoMM4), where all the questions of interest to a beginner are explained in accessible language, it would be an undoubted benefit to the forum. Even if a person doesn’t come to online play, they will simply play better.
And it could be useful for other players too. Does everyone perfectly break structures, fight with starting armies, cover the map? No, the Interportals show that everyone needs to learn. And if players don’t "clench up" and share their knowledge normally, then the general level of forum players will rise.
Moreover, we just need to gather what has been published and systematize it, put it on shelves. Maybe take from friendly resources too, of course with the permission of the original author. So some searching will also be required.
In short, once the AK approves, I’ll open a topic on this issue, and of course I’ll accept any help and listen to suggestions with gratitude.
2 Neoandy
[We decided to hold Interportals as last time in November-December each year, on the eve of Kingisepp or New Year — whichever is more convenient
So to speak — a control test of knowledge based on the year’s results /QUOTE]
We will definitely prepare.
I've been studying it myself, and thanks to that, I've improved my gameplay a bit, so a huge thank you for that, because, as they say, it's more interesting to play against an experienced player (although even beginners can surprise you).""
I suggest creating something like a Q&A section, for example:
What should we do in the first few days of the game, and how can we recognize a playable map layout?
I'll start with a good map layout: advantages and disadvantages...
I don't know how else to explain the large number of mistakes and shortcomings in situations that have been analyzed many times, both in theory and in practice.
Don't take my words too seriously, it's just for fun.:D
I really liked it - he made an excellent analogy!:smile02:
Boot camp for fresh recruits is all well and good, but as practice shows, people don't really read such things, and if they do, it's apparently for entertainment purposes.
No idea how else to explain the mass of mistakes and shortcomings in situations that have been analyzed countless times both in theory and in practice.
I strongly disagree with your opinion :D
And mistakes will always exist, it's just a fixed idea, like a taboo. It never turns out perfect...
But with each new game, with each new capture of the Dwarf Cottage, Griffin Conservatory, etc., it's no longer a problem to max any building in the first or second week!!
90% of mistakes arise due to inattention and haste (or as they say, thoughts overriding actions), and that's when it truly is a shortcoming.
P.S. the main thing is mindset and composure — in game 111 against Decontaminator, I'm hitting 30 Evil Eyes with a upgraded Ster over the swamp, and I don't even feel like it's a block in front of Castle!!!:smile08:
1. The names are excellent! No "Partal" masters or overpowered "Jedi" :D
2. Regarding newcomers. I suggest using the number of seasonal games as a criterion. 5 games - can be included in the tournament. 20 games - can no longer be considered a newcomer (the numbers are approximate). A newcomer tournament is a great idea! Again, the participation conditions need to be worked out. And the idea of a prize in the form of a game with a top player is a mega-great idea!! (You could even give the winner the right to choose the player they would like to play against).
3. Regarding tournaments. Tournaments need to be very strictly systematized. Otherwise, it will turn out that there are 10 tournaments running in parallel, or even 0. Any organizer must notify the administration of their desire to organize a tournament and take a place in the tournament calendar, where other participants can choose the most convenient tournament for themselves.
4. Training. Indeed, it would be good to do something like what Nagan-4 suggests. But who would do it, and who would read it? I agree with Vick that only a few people read it, which is a pity :( We need something more interesting and visual, for example, a training video (like in poker).
5. Arbitration Committee (AC). The AC is needed to determine and resolve controversial issues, such as with Djedi or in the Pit for LM vs Forrest game. The number of AC members does not matter. You can make it 5 or 8 people.
4. Tutorials.
Indeed, it would be great to create something similar to what Nagan-4 suggests. But who would do it, and who would read it? I agree with Wicc that only a few people read these, which is a pity.
We need something more interesting and visually appealing, for example, a tutorial video (like in poker).
I, for example, enjoy reading them. Especially materials where the thought is expressed clearly and understandably. Many authors immediately move on to specific examples, which is not very good. In terms of authors, I like Wicc. He writes simply, clearly, and accessibly.
Regarding new players, I have the following idea (which I want to implement in WT in the future): create a "Novice Mode."
A checkbox is selected, and at the start of the game, the entire map is revealed to the novice player.
For a novice, this would be a SUPER lesson in the "better to see once..." mode, and an experienced player would still win.
For such games, players who teach novices could be rewarded in some way.
Oh, how I wish this checkbox wouldn't be activated by another button later on :smile31:
It's certainly a useful thing for novices, but how about more experienced players finding a use for it later – it's much more convenient than an editor or a second game window :)
I strongly disagree with your opinion :D
Mistakes will always happen, it's just a fixed idea, like a taboo. Perfection is never achieved...
But with each new game, with each new capture of Dwarf Cottage, Griffin Conservatory, etc., taking the max on the first or second week of any structure is no longer a problem!!
90% of mistakes arise from inattention and haste (or, as they say, clouding of thought), and that is when it is truly a flaw.
P.S. The main thing is the mindset and composure; in game 111 against DecOntaminator, I take down 30 Evil Eyes with an upgraded Cyclops in the swamp, and I don't even feel like it's a block in front of the Castle!!!:smile08:
A recent example is the game TERM vs Alone_ekb from the current cross-resource tournament, where the latter surrendered at the beginning of week 4, having a total advantage in army strength (while the opponent had nothing decent at all) and 2 scouted Dragon Utopias, simply because "he didn't find his opponent" :confused:.
Despite the fact that he A) didn't look for him B) didn't bother to look into the reference material (the article on templates), with the help of which the opponent's location could have been determined as early as week 2.