Ivan, I believe that this approach is fairer, as the player earned the right to access the respawn point by defeating the guard, regardless of where they defeated it. The main thing is that they defeated the guard to gain access to that respawn point.
Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”
Added 1 minute ago
Wait, as I understand it, this isn't a discussion, but a given? Are we being presented with a fait accompli by the developers? Am I understanding correctly?
без авто:smile20:
Человек - игрушка Бога. Этому - то и надо следовать. Надо жить играя.
Платон.
Hold on, if I understand correctly, is this not a discussion, but a fait accompli? Are we being presented with a done deal? Did I understand that correctly?
I mentioned above that depending on whether the Heroes players accept these changes or not, they will be implemented.
If many Heroes players are against something, then the Rules will not change accordingly.
If one of the guard posts protecting a respawn point is breached, it should be possible to access the respawn point's territory through any of the available passages leading to it.
I'm more against it... Here are my arguments:
It complicates verification, adds complexity to the rule without significant improvement, and besides, if the breached guard post turns out to be paired (with 2-3 secondary guards), everyone can just run wherever they want? And what if someone's guard post is shifted, and someone else's isn't – do they have the right to pass through (because they breached it in another place)? But the neutral players won't understand... In my opinion, if there's a guard post, you have to attack it. If there are several nearby, you can choose which one to attack...
Otherwise, I agree with Pasha, and I respect him for the work he's done.
Besides these issues, I suggest raising the question of BANNING SHAKTI!!!!
It would be better to allow Solmir for the Tower without any restrictions and see if Galtran needs to be banned.
And the score is equal – because there was no practice for the mages at all. For Gosh, Kirr, and Shakti, the masters have everything down to automatic.
It's not entirely true – the players using magic are far from being newcomers and definitely have some experience in this area. And they don't let Gosh, Kir and Shakti win :mad:
IMHO, Galtran = ban, Shakti = ban, as starting heroes, of course. If they appear in the game, then they can be leveled up... So, I suggest we do the same with Mullich.
I'm not allowed to cheat in the tournament, so only Kirr and Shakti play against me. :)
P.S. +1 to Gosha, Shakhter, and Mullik (although I'm sorry for Shakhter, I enjoy playing as him).
Also, if you don't keep an eye on them, they'll be fired by turn 111, and then you'll be stuck... :D
And Goshu – yes, he needs to be banned.
In the last game, my Necromancer, playing as Castle, managed to get Nimbus to 130 skeletons from a single hero by turn 117, and without any artifacts. Tant arrived 10th, but I didn't need him anymore. Let's get Nimbus into the masses! :rolleyes:
I'm not allowed to use certain strategies in tournaments, so only Kirr and Shakti play against me. :)
In my opinion, Galtran = ban, Shakti = ban, as starting heroes. If they appear in the game, then they can be developed... So, I suggest we do the same with Mullich.
P.S. This doesn't apply to most of the changes proposed by Pasha (he mainly doesn't touch the gameplay, i.e., the balance) - although I would suggest (and I could suggest many things :)) - to only play with blue Goshans (and/or the player using Goshans has only one rest, and/or the player against Goshans can develop banned heroes and/or have some other bonuses). I could claim that my version is better because it doesn't "cut into the living" according to the principle - "the best remedy for dandruff is the guillotine." But I won't claim it :)- because I haven't thought everything through properly, haven't listened to all the pros and cons, haven't conducted a test tournament, etc...
And specifically regarding Shakti: for example, Ramp-Dungeon is a perfectly good pair; playing as Dungeon allows you to go for a wider range of good and bad outcomes (analyze the game statistics for specific cities in the season...). Yes, there are times when Shakti has an amazing setup, like 2-3 consecutive cons, but that's a bonus, relatively infrequent... So, you reduce Shakti, Goshans, who's next on the chopping block? :) This impoverishes the essence of the game, in my firm opinion.
