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Should we change the rules regarding restarts?
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Somewhere around 60 to 40 in favor of the Rampart... But it felt like either the Rampart had incredibly strong defensive positions, with various hiding spots, resource nodes, and readily available secondary units, while the Stronghold was struggling, or vice versa... There was absolutely no balance to be seen....
It's not just about Jebus, it's about panic regarding the balance, and of course, 8mm6...
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Javdet
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Looking at the templates with native villages, some castles seem to be too high up: ( ... And this is definitely not a Rampart. What can be used to counter a Miner with 1-2 native villages and a single, more or less powerful, defensive structure?:confused: Valkyrie will also feel quite comfortable. And many others...
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 Javdet
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Javdet
offtopic:
Today I asked Loy to generate a Kirra map for Shafti. I thought it would be quick, but it ended up taking 1.5 hours for 25 generations – only 2 of them were more or less balanced for both sides. The rest were a complete mess.... After such an experiment, I really don't feel like playing skirmishes anymore.
I'll add a little more off-topic.
I generated a lot of maps for "fathers and children" – there's no balance at all. After 2 hours of "rests" (30 generations), I confess, I sometimes committed a sin: I moved a resource here, adjusted the terrain a little bit there... More or less playable layouts turned out to be Castle-Swamp, maybe it's just a coincidence.
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I'm currently testing 8mm6, and after seeing it, it feels like a breath of fresh air.
Very few unplayable scenarios are generated. There's an abundance of directions and tactical freedom, and there's room for a wide variety of strategies, from rushing to building up powerful magic.
Let's all switch to professional templates; maybe then we won't need to change the rule about restarts.
In reply to Avern
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Avern
I'm currently testing 8mm6, and after playing CM, it feels like a breath of fresh air.
Very few unplayable scenarios are generated. There's an abundance of directions and tactical freedom, allowing for a wide range of strategies, from rushing to building up high-level magic.
Let's all switch to professional templates; maybe then we won't need to change the rule about restarts.

Then SOD will also have to be changed – Heroes of Might and Magic VI is not for slow-paced gameplay; even medium-speed games can drag on.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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That’s exactly what it’s all leading to.
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Regarding restarts, the idea is correct; there's no point in waiting until turn 113, wondering "what if something happens," if it's already clear by turn 111 that the map is unplayable. However, it's also not worth making drastic changes; in my opinion, it would be sufficient to change turn 113 to turn 112. Alternatively, the total number of restart days could be limited to 3, as Hermit described above. Lately, I've been playing almost exclusively with a full-random setup and this set of restarts. Regarding restarts based on encounters, you can play with a decreasing time limit, as in the Bay cup. That is, the first restart is at turn 116, the second (if it happens) is at turn 115, and so on.
In reply to Wicc
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I think it's time to draw some conclusions. It turns out that out of 25 who voted, only 5 (20%) are satisfied with the current format of the restarts – this is a very serious indicator that not everything is going well in this regard... I believe that restart 113 will soon be definitively and irrevocably officially buried:smile16:! But there is no consensus yet on an alternative option. Many, as I understand it, are still afraid of the rush with the Miner on the 1st week and similar situations:smile30: : I repeat once again - if it scares you, the "black" option is your friend, this is also a great art, learn it, and the Miner will somehow end up with you, and not with your opponent;). But for now, we continue the discussion. I'm not suggesting anything too intrusive yet; perhaps we should seriously consider the proposal from Wicc.
Wicc

With restarts based on meeting – you can play with a reduced time limit, as in the Bay Cup. That is, the first restart is 116, the second (if it happens) is 115, and so on.

Although, I personally prefer either completely eliminating this restart, or only allowing it with a Guardian on a non-road tile, or limiting it to no more than 1 such restart per game:cool:.

And regarding what to replace 113 with, as can be seen from the poll, almost half are in favor of 112. But I would risk suggesting, again, "Wicc's option":
Wicc

so that the sum of the days of the restarts does not exceed 3 (Hermit described this above). Recently, I have been playing almost exclusively with a full-random setup with this set of restarts.

I'll explain the essence of this option in my understanding once again: each player has 3 days for restarts and can spend them in any combination – either 3 restarts on 111, or 1 on 111 and 1 on 112, or even just 1, but on 113 – in my opinion, this is ideal:smile02:! And there will be room for restart strategists to maneuver:) .

P.S. Please explain what "your option" is for the players who chose this option.
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 КостяN
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I think if the answer options were more neutral, the result would be different. As it is, only a few people are voting for the option "I am satisfied with the current restart rules," and that's precisely because it doesn't sound very appealing! I'm sure that many people were able to switch to a better generation thanks to the existence of re 113, but few would want to vote for the option that says "I like wasting time," even among the most ardent supporters of restarts 111 and 113.
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I also agree with Vic. In my opinion, this is the optimal option.
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
In reply to numOne
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I voted for keeping things as they are, but then I remembered about re116. Perhaps it should be limited; the option of subtracting a day after each such reset, i.e., 116-115-114, etc., looks good. Making the availability of a rematch after a game dependent on the position in the Global Order doesn't seem very logical, as there isn't a strict correlation between the position in the Global Order and the availability of an easy and quick path to an opponent.

As for 111+113, for me, this is the optimal compromise between not wanting to waste time and wanting to play full-fledged games.
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Completely and entirely, play 2 on 111 or 1 on 112 and take one rest per match (115) if the Guardian of Order is not on the road! I've been playing this way for over a month and am very happy with the results; now, rests take a maximum of 15-20 minutes, or even less. IMHO (even though this isn't really related to the topic), I think each turn should strictly be 4 minutes, because taking longer is disrespectful to the opponent.

P.S. KostyaN, respect to you for bringing up this relevant topic!
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I think that one rest on turn 112 is enough, and the rest on turn 116 should be by mutual agreement; if either opponent is against it, then continue.
In reply to Slav4eG
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Slav4eG
IMO (although this isn't really relevant to the topic), I think each turn should strictly be 4 minutes, because taking longer is disrespectful to the opponent!
I used to think the same way, but now 4 minutes feels like a nightmare to me. You barely have time to bring a cup of tea (or a mug of beer :)) to your lips while the opponent is taking their turn, and then it's your turn, and you're afraid of losing a few seconds. No, Heroes isn't a game that should demand speed from a person. I've already adapted to long (within reasonable limits) turns from opponents. I usually find something to do during their turn, and it doesn't hurt to think about my future tactics. As for speed, that's more like StarCraft (ugh... it annoys me so much :smile11:). In general, I respect other people's opinions, but I still believe that you should play with at least 6 minutes per turn, and unlimited time is ideal when opponents respect each other and each other's time (and, as my experience shows, unlimited time doesn't really drag out the game that much; the time is almost the same, but it's much more convenient, and you don't have to urgently look for a place to pause a battle when, for example, your phone rings or something similar).
Всем удачи ! И Морали !
In reply to Wlk777
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Wlk777
I used to think the same way, but now 4 minutes feels like an eternity to me; you barely get your cup of tea (or a mug of beer :)) to your lips when it's your opponent's turn, and then the turn passes, and you're afraid of losing a few seconds. No, Heroes isn't a game that should demand speed from a player. I've already adapted to long (within reasonable limits) turns from my opponents; I usually find something to do during their turn, and it doesn't hurt to think about my further tactics. As for speed, that's more like StarCraft (ugh... it annoys me so much :smile11:). In general, I respect other people's opinions, but I still believe that the game should have a 6-minute time limit, and unlimited time is ideal when opponents respect each other and each other's time (and, as my experience shows, unlimited time doesn't really drag out the game; the time is almost the same, but it's much more convenient, and you don't have to urgently look for a place to pause the battle when, for example, your phone rings or something similar).

Thank you, Sir Vic; I also respect your opinion!
Perhaps, due to my youth, I want to make the game more dynamic. To be honest, in my last game with Hermit, I sometimes didn't even have enough 4 minutes, but it's even more interesting to play when you're focused on the game, and nothing distracts you, especially since the timer is ticking! :) And besides, this is a season; it can easily be played with a 4-minute time limit. Of course, this doesn't apply to Tournaments; there, the player is free to think about their turn as long as the tournament regulations allow!

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