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Posts from Moscow qualifier. Auto-translated

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In reply to Samurai
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#16
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Samurai
Don't forget that in Moscow and St. Petersburg, the standard will most likely be normal 8mm, and checking 8mm for a possible early encounter is not necessarily a clear indication of a shift in the game objective or a quick transition to secondary objectives for the opponent.
To clarify, what is being checked is not the possibility of a quick encounter, but its inevitability. That is, when the most natural course of events will lead to an early contact. If an encounter requires ignoring the development of one's own territory and rushing to the opponent, breaking through all sorts of formidable defenses, such scenarios will not be considered valid. But there won't be much point in such actions either, simply because there won't be restarts due to an encounter. If you managed to meet on turn 115, continue playing. That is, the opponent may very well be located nearby, just as in real games.

Added 4 minutes ago
Kash
If you want to - please.
The idea would be interesting, BUT the judge will simply get tired. Try, just for fun, to create about 10 normal generations of at least one pair of Castles, say Rampart-Dungeon or Castle-Rampart, and you will see. I have conducted such experiments and am sure that this is almost impossible. At least, either this poor guy needs a lot of time and effort, or he will do it without trying, and there will be no result. IMHO, a huge drawback.
The judge won't get tired. The main drawback is that with restarts, the losing players will blame the generator, and without restarts, they will blame the judge. Otherwise, I don't see much difference.

Added 3 minutes ago
Another option is to leave restarts in the format of 111+111 (or 111+112), and cancel the restart for an early encounter. But at the start of the game, the host takes a map from the computer and checks it on the fly for an early encounter. That is, by the end of the first turn of the red player, the host must already have made a decision.
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#17
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In my opinion, it's better to keep the shortened version of the restarts (111+112, or 111+111).
Restarting after each match – it's high time to get rid of that...
ну это вообще всем аргамездец!© Kash
без авто:smile20:
Человек - игрушка Бога. Этому - то и надо следовать. Надо жить играя.
Платон.
#18
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Perhaps instead of restarting after a match, we could implement a rule that “prohibits attacking during the first week”?
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In reply to SpiriTT
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#19
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SpiriTT
In my opinion, it's better to keep the shortened restart version (111+112, or 111+111). Restarting after a meeting should be scrapped.
It's still needed in MM6, as such map generations can occur. We played against Napal in Kingisepp, Valky on Kiryu, and it was without restarts after a meeting. Valky, on turn 113, attacked Kiryu, and due to the first move of the archers, she defeated the elves. Kiryu took a restart on turn 113; if it had been Ivor, Valky would have lost. And what kind of tournament would it be if there were also subjective restarts on turns 111 and 112?
SAG
Maybe instead of restarting after a meeting, we could make a rule: "No attacks allowed in the first week"?
With allowed red rushes, it would be great.
Wicc


Added 3 minutes later
[/U]Another option is to keep restarts in the format 111+111 (or 111+112) and cancel the restart after a meeting. But at the start of the game, the host takes the map from the computer and checks it on the fly for an early encounter.

That is, the host should already have a verdict before the end of the first turn of the red player.
Are you going to come and check?
In reply to PReDS
#20
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PReDS

With red rushes allowed, it will turn out great.
Just ban red rushes. That's all. I'm sure there won't be many rest-based strategies – due to the tested maps and the average pathing.
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#21
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There should be a rest period after meeting on a random map, at least until level 115.
Having the judge review the map is not a new idea, but it destroys the very essence of randomness: NO ONE knows the map. Let's just play with fixed maps then!
In reply to PReDS
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#22
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PReDS
In MM6, it's still needed, as such situations can occur. We played against Napal in Kingisepp with Valky as Kiryu, and without any rests, she attacked Kiryu on turn 113 and, thanks to the first turn of the archers, defeated the elves. Kiryu took a rest on turn 113; if it had been Ivor, Valky would have lost. And what kind of tournament game would it be if there were also subjective judgments on turns 111 and 112?
Even without a red rush: on turn 121, the red army in the first week kills all the weaklings in the chain, and then what?
And in general, MM6 without a red rush is no longer the same game.
In reply to KobRa_RR
#23
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KobRa_RR
There should be a rest period before a random match, at least until level 115.
Having the judge review the map is not a new idea, but it destroys the very essence of randomness: NO ONE knows the map. Let's just play with fixed maps then!
The main thing is that the players don't know the map; what difference does it make if the judge knows the map? In my opinion, it's an excellent idea that is very difficult to implement online but easy in a tournament.
PReDS
Even without a red rush: on week 1, the red army easily kills all the noobs in the chain, and then what?
We could, for example, do this: Red Rush prohibits attacking any hero, taking castles, or dwellings. And in general, if blue allows red to do that on week 1, then a restart won't help either.
PReDS

And in general, Might & Magic VI without a red rush is no longer the same game.
Really? Who refuses to play with a ban on Red Rush?
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In reply to SAG
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#24
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SAG

Version - TE or TE-lite. If both players agree, they can play SOD.
Template - 8mm6, but if both players agree, they can play with other templates as well.
Don't think I'm trying to argue :) - just a question - Why?

Why this version of the game and why this template?

In Michurinsk and Kyiv, they played SOD 3.2, and the template was 2cm4d3.

SAG, ask the community, because there seems to be something strange here ;)
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.
In reply to Captain
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#25
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Captain
Don't think that I'm trying to argue :) - just a question - Why?

Why this version of heroes and why this template?

Both in Michurinsk and in Kyiv, they played SoD 3.2 and the template was 2cm4d3

SAG, poll the people, because it seems strange here ;)
Specifically because the polled people in the persons of PREDS, Yama, Stinger are fed up to own ears with cm since Michurinsk and voted for mm6.
The expected guest Samurai is also for mm6.
Yama intends to make attempts to snag someone from the Chaosists - you're unlikely to lure them in with cm.
In reply to KobRa_RR
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#26
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KobRa_RR
There should be a restart option after a random match, at least until turn 115.
Reviewing the map by a judge is not a new idea, but it destroys the very essence of a random match: NO ONE knows the map. Let's just play fixed maps then!
The goal is to finish within the allotted time, not to adhere to every rule to the letter. Playing out matches online is much worse.

The Ukrainians boasted that they would complete 4-5 rounds, but I warned them that it wouldn't work, and it turned out that many only played 2 games in 2 days.

Restarting after a match wastes a huge amount of time; a significant portion of the time is spent on this in the first week, and I don't want to waste it on a restart on turn 116.

Therefore, removing the restart option after a match will only benefit the tournament. And to prevent situations like the one described above with Valya and Kirya, a preliminary map review by a judge is needed.
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#27
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Captain, if Forrest were to host a tournament in Kyiv, he would be there as the main version. Compared to 8MM6, 2CM4D3 has no advantages except for contact play. However, there is always a compromise in the form of TE-Lite and alternating templates.
In reply to PReDS
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#28
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PReDS
Will you come to check it out?
If it doesn't clash with the St. Petersburg qualifier, why not.
In reply to Captain
#29
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Captain
Don't think I'm trying to argue :) - it's just a question - Why? Why this version of the game and why this template?
PReDS basically answered. I'll add a little:
1) Version: TE or TE Lite allow for convenient trading for color and city - a more precise balance. And it's easier to manage, which can save a lot of time. So, by default, the TE-Lite version. If a couple of super-conservatives are found who don't even want to play the Lite version, then let them play SOD. I think we can set up all 3 versions in the club.
2) Template: usually 8mm6 is played on XL with a basement. When I asked (it seems, Vasya) about 6 years ago why the "zubry" usually play XL with a basement, the answer was: on smaller map sizes, chance, luck, and fortune have a greater influence than skill.
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In reply to PReDS
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#30
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PReDS
Particularly because the surveyed community, represented by PReDS, Yama, and Stinger, is fed up with SOD since Michurinsk and voted for MM6.
The supposed guest, Samurai, is also in favor of MM6.
Yama is going to try to lure someone from the Chaos faction – it’s unlikely they’ll be tempted by SOD.
Well, three players isn’t a significant sample. There are just some players in Moscow, like Vitalik, who only play SOD.
Did you still want to test his skill? ;)

Maybe we should set SOD as the default, and offer TE as an option?
If there are many TE players, let them play TE to their heart’s content...

Or, offer the player an alternative if they are a pure SOD player.
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.