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Posts from "War by the rules"

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In reply to Mopdas
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#61
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For general convenience, a thread has been created for reports; it’s best to post them there: :
/topic/6085/

This thread is solely for discussing the tournament.
Tomorrow holds no promises
Except the ones we've made
In reply to KillAndAction
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#62
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KillAndAction
:eek:

Hey everyone!

It's amazing how these tournaments work, when you already know who will advance from the group stage to the "playoffs" (it's even funny) and who will at least play in the semifinals... :smile51:

Maybe we could do something more interesting? At least sweeten the deal for the newbies (to which I also belong) in some way! COME ON, LET US PLAY IN THE SANDBOX!!! Let the big guys (sir moz, dmitrik, immortal, twaryna, denden, Smerti_Po, Willgeforz) wait near the SANDBOX (maybe have a beer). And then, when there are only a few newbies left in the SANDBOX, they can kill the most worthy of us!
I understand that this is very similar to the already established rules of this tournament, but at least there will be some intrigue in all of this:smile39:!

P.S. Sorry in advance if I wrote something wrong... :rolleyes:
If you keep thinking like that, you won't get out of the sandbox.))
Best regards, Lok 1978
In reply to seven
#63
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seven
RUDYSEVEN
257-797-878
after 5 PM Moscow time. Weekends – anytime.
P.S. I'd like to join Saruman's question, are all heroes allowed?
Please remove my application, sorry.
In reply to seven
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#64
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seven
Please withdraw my application, sorry.
The application has been withdrawn, but it would be better if there were no such applications at all:mad:
"Шанс есть всегда, но не везде." ;)
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#65
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Could we play instead?

erazial
on юби erazial
408107929
on weekdays after 6:00 PM Moscow time, and all day on Sundays.
Мертвые не кусаются :)
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#67
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Due to the fact that the player with the nickname seven withdrew from further participation in the tournament, the player with the nickname erazial has been included in group "A" instead.
"Шанс есть всегда, но не везде." ;)
In reply to Leolopus
#68
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Still, it's probably better to generate a very large map without underground areas. With "Strong" monsters, they don't seem to become very powerful on a huge map, do they? Reducing the size a bit will strengthen them... plus, logistics will become less important. Just my opinion).
In reply to denden
#69
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And you won't have treasures later without artifacts – it might glitch if the map size isn't sufficient... I think that a huge (256x256) map should be generated without metro.
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#70
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Changes to map sizes are allowed; the rules specify the RECOMMENDED parameters.
"Шанс есть всегда, но не везде." ;)
#71
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I looked at the reports and it seems that most people are generating very large maps without a metro system. I believe that with this size, the map turns out worse than a huge (256x256) one, and here's why: The size of zones on a very large map becomes small – approximately within a radius of one hero's movement. Such a zone can be cleared in 2-3 turns, even without logistics. As a result, the game becomes very dependent on the starting conditions. If Dugald starts with the right skills, he can easily open portals and clear treasure locations by week 3 or 4, because the small zone size makes it easy to find them. In this situation, it's almost impossible for an opponent with a worse starting position to catch up, because by the time they have enough strength to open portals and clear treasure locations, someone will already be visiting them, or they'll be caught in the center even earlier. On a huge map, zones can't be cleared so quickly, and it's not immediately clear where you've ended up – in the center or near a resource. It also takes longer to travel between portals, as it takes a significant amount of time to get from one to another. This also makes it worthwhile to develop several heroes. In general, even if the starting conditions are good, finding the right zone and simply leveling up to the required level will take more time, which will give the opponent the opportunity to gain an advantage and catch up with a slower start. Again, the Guardian of the Grail will most likely not be found in the first turn from the city. On a very large map, there's also a higher chance of a treasure location glitch – when it generates too many strong monsters and doesn't generate any artifacts at all, or only generates Forgotten Hero armor. In general, the choice is yours, but in my opinion, if you want a more balanced and interesting map, generate a 256x256 map.
In reply to immortal
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#72
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immortal
I looked at the reports and it seems that most people generate very large maps without logistics. I believe that with this size, the map turns out worse than a huge one (256x256) for the following reason:
The size of the zones on a very large map becomes small – approximately within a radius of one hero's movement. Such a zone can be cleared in 2-3 turns, even without logistics. As a result, the game becomes very dependent on the starting conditions – if Dugald starts, gets the necessary skills, and by the 3rd-4th week, he can easily open portals and clear treasures, because due to the size of the zones, it's not difficult to find them. In such a situation, it's almost impossible for a rival with a worse starting position to catch up, because by the time they have enough strength to open portals and clear treasures, someone will already come to them, or they will be caught in the center even earlier. On a huge map, zones cannot be cleared so quickly, and it's also not immediately clear where you emerged – in the center or near a resource. It's also not possible to quickly go through the portals, as it takes a long time to run from one to another. It also makes sense to develop several heroes. In general, even if the starting conditions are good, finding the right zone and simply leveling up to the desired level will take more time, which will give the opponent the opportunity to gain an advantage and catch up with a slower start. Again, the Guardian of the Grail will most likely not be found in the first turn from the city... On a very large map, there is also a higher probability of a treasure glitch – when it generates too strong monsters and doesn't generate artifacts at all, or generates only the armor of a forgotten hero. In general, the choice is yours, but in my opinion, if you want a more balanced and interesting map, generate 256x256.
If you look at it from another angle, one player might have adjacent zones seeded with grass, while another has sand and orcish swamps... and you have to travel through them with a gnome, for example, without logistics. There are pros and cons to everything. Personally, I prefer a very large map.
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#73
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Here's my fresh take: I just stopped playing a game with that player about 15 minutes ago, on a 256x256 map. We were playing a mirror match with Humans, and my opponent got Rutger. Oh, that's a strong hero, perfect for this map. I, on the other hand, bought Dugald on the second day. The starting zone was generated as narrow and long. By the end of the first week, I managed to break through to an adjacent zone, ending up in Demon territory. Dugald was only level 7, and there wasn't even a hint of a Log yet. Of course, I turned back, sending a Roach towards the Demons. So, here's the thing: I only broke through to the second adjacent zone by the end of the second week, and that's with Dugald not diverting anywhere or getting distracted! During the third week, I was exploring the adjacent zone, looking for convenient portals to break through. Yes, a whole week, because the adjacent zone is also HUGE. And, of course, I didn't get lucky with the Log; it wasn't fully upgraded by level 15. When I was breaking through the portal on my side, turn-based mode kicked in, and I realized that my opponent was already in that zone. It was a 3-day journey to the other portal, and this was already the 4th WEEK – it's just complete nonsense!!! Personally, I've decided that I won't play on such a large map size anymore. Let the smaller maps have some issues, or let artifacts be guarded by weak creatures – that's fine, the chances are equal for both players. But the kind of hassle I experienced in that game, I'll remember for a long time!
"Шанс есть всегда, но не везде." ;)
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#75
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Please withdraw my application from the tournament.
#77
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Generally, I agree with Immortalis, even considering the risks mentioned by Leo (to exaggerate, one could assume both adjacent pschian-snowy areas, although... usually there's a bunch of portals nearby along the path... although). I also agree with the emphasis on the importance of logistics (even I, who don't usually focus on it, started to prioritize it here, especially considering that the mentor is almost certainly present).
In reply to denden
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#78
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I don't want to argue, but I'll share my opinion. I played for 5 weeks with ElfElite on a very large map without a metro. The zones aren't very big, but the smallest one takes 4 turns to clear, even if you move efficiently. Of course, the situation is very similar to this:
and the other has sand and orcish swamps... and you wander around them as a Dwarf, for example, without logistics.
I'm playing as a Dwarf :o But even so, considering that you can't attack until the end of the month, with such a large map, encounters usually don't happen until the middle of the 3rd week (as it seemed to me), and if it turns into a chase, it might take 2 months to explore the entire map. And if the map is even larger, I'll probably join the ranks of those players who will refuse to play/continue.

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