in my last game with Hermit, sometimes I didn't even have enough time, only 4 minutes left, but it actually makes the game more interesting when you're focused on the match, and nothing distracts you, especially since the timer is ticking! :) And besides, this is a seasonal game, so it can be played in 4 minutes, of course, we're not talking about tournaments here; in tournaments, the player is free to think about their move for as long as the tournament rules allow!
Posts from Experiment with restarts. Volunteers needed!
Should we change the rules regarding restarts?
Some people prefer a calm lake, while others prefer a turbulent river! There's no accounting for taste! Thanks for sharing your opinions, guys, I'd be happy to play a game that ends in 6 minutes, as long as people learn to value their own time and the time of others. This applies not only to Heroes! ;)
Added 3 minutes later
There's no disrespect to the opponent because the rules state that you should play with a 6-minute time limit.
I used to think the same way, but now 4 minutes feels like a nightmare; it's just enough time to finish a mug of beer :) ... ).
Regarding the poll, I'm in favor of restarts on maps 111 and 112 because I usually know that I'll take map 113 if my opponent doesn't take it first.
Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
-If you attack an enemy castle, capture a mine, or attack a hero with an army, then restart.
-If you attack a weak enemy (let's say, an army with less than 50 hit points), then there is no restart.
This option allows for both maneuvering and aggressive gameplay, as well as the chance for an intentional restart if there are no other prospects. It also avoids silly situations where you have to start over because someone attacked your scout in a corner.
I've played about 20 online games with this rule. The result is excellent.
Все в ней нулево и кукольно.
But what makes our game, our COMPETITIVE play, or rather, just a way to relax from everyday worries and other games, different?
Regarding auto-resolve, it's a slightly different topic. I would offer auto-resolve to a player even if I feel like I'm losing. Victory is secondary (not entirely, of course); the main thing is the GAME (my opinion may differ from others). A while ago, when I wasn't yet retired, some young people at work got me into computer games. We formed a group, played Heroes on one computer, then over a local network, and visited a friend's house on weekends for overnight gaming sessions. We had a system where if an opponent quit in the middle of the night, we couldn't start a new game because we wouldn't have time. So, we used auto-resolve as a mandatory option. But to discourage it, the opponent had to pay a penalty, sometimes up to a week's worth of resources or an artifact from all their castles. The system was quite flexible, and it ensured that the opponent was held accountable for their actions in the game. This system wouldn't work here because the games are relatively short, the players are more skilled, and there probably aren't any problems with auto-resolve.
Of course, those who constantly exploit this are annoying, but then you should choose an opponent who has the same attitude towards respawn points as you do.
Converting resources into gold requires building a market, which is critical in itself.
But 111 is quite enough for me. However, no one is trying to reduce the number of respawn points, although, no, they've already reduced it from four to three. Maybe in a year they'll be ready to make it two?
