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Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”

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In reply to Avern
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#632
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to Avern: Should we ban Necropolis players for using Castle? :)
In reply to Yakudza
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#633
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I have already stated my point of view: the rules should restrict as little as possible.
In reply to Loi
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#634
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loi
After all, everything is interconnected; it’s a multi-parameter balance, after all... It’s easy to say – ban (reduce Shakti, Galtran, Mullich,...), but what guarantee is there that, for example, Kirya (Tazar, and who knows who else) won’t become unacceptably overpowered? And then, after... twelve weeks, we’ll reduce their stats? Has anyone calculated the consequences of reducing (banning), gathered enough game statistics, held a test tournament, and then analyzed the results of that tournament with discussion? What guarantee is there that the imbalance won’t increase with the proposed measures? If you want to experiment, create your own alternative set of rules; but no, you have to force everyone to play with little-tested solutions...
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 resurrection, and/or the player against Goshans can recruit banned heroes and/or some other bonuses for the opponent). 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, I haven’t listened to all the pros and cons, I haven’t held a test tournament, etc...
And specifically regarding Shakti: for example, Rampart and Dungeon are quite a good pair; when playing as Dungeon, you go for a wider range of luck – bad luck (analyze the game statistics for specific cities in the season...). Yes, there are sometimes uber-builds for Shakti, like 2-3 consecutive structures next to each other, but this is a bonus, relatively infrequent... So, you reduce Shakti, Goshans, who’s next on the castration list? :) This impoverishes the essence of the game, in my firm opinion.


+ a lot more. After such “surgical interventions,” I don’t really feel like playing Heroes anymore. And it can’t be done... And this... You’d better suggest something new. And it’s easiest to ban.
In this regard, Light (sorry for being annoying) is an excellent alternative. If you want to play as someone or with something – pay!

P.S. I won’t play with the “banned” rules.
In reply to Yakudza
#635
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Here, on the first day, Clan's level 5 pathfinding and scouting were unlocked... I thought it wouldn't be that important... but there are swamps and snow everywhere... Pathfinding turned out to be crucial... Then, Clan resisted the first explosion aimed at the angels... We need to take heroes from all factions randomly and allow mages... Otherwise, we'll forget how to play with them.
Моя аська 564416799 . Зима ... Делать нечего ))) Надо и в героев поиграть ... :smile24:
С уважением , Евгений .
In reply to Avern
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#636
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Avern
I've already stated my point of view: the rules should restrict as little as possible.
Should we just play without any rules at all? Let's just have a rule about fair play and that's it. Then the real fun will begin.
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#637
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Avern
I've already stated my point of view: the rules should restrict as little as possible.
Well said.
В дикім полі
In reply to Psyche_7
#638
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Psyche_7
.... P.S. I won't play by the "banned" rules.

I completely agree with you. There are too many rules... Everyone forgets that this is just a game... And opponents should have ways to deal with the imbalance in favor of the opponent....
Моя аська 564416799 . Зима ... Делать нечего ))) Надо и в героев поиграть ... :smile24:
С уважением , Евгений .
In reply to Yakudza
#639
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Galtraan, Shakti – allow starting only with blue, remove restrictions on mages.
In reply to Yakudza
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#640
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Explain to me why, in order for Solmyr to use the chain lightning spell, a Guild Hall level 4 needs to be built. Why specifically level 4? Why a Guild Hall, and not a Library, for example? What is the connection here? The fact that the chain lightning spell is available on the 4th level doesn't seem to matter. Let's allow Necromancers to use the transformer after building a Guild Hall level 4; the logic is the same.
In reply to Dirty_Player
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#641
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Dirty_Player
How about we play without any rules at all? Let's just keep the fair play rule and go for it. That's when the real fun will begin.
The no-rules tournament on HP was one of the most interesting tournaments I've ever participated in.
In reply to Yakudza
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#642
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Regarding 5.12 – I don’t think it’s worth changing. 5.19 – only for the 7th game. I would also like to suggest something for the Tower: allow Solmyr to use the Chain spell if he has built at least the 2nd Guildhall (or even the 3rd) + the Library. This should be enough, as building troops and learning magic is difficult (especially for the Tower), and all resources are needed for the troops. It’s not easy to find so many resources in every game! Otherwise, I completely agree.

P.S. Considering that the Spell of Disruption is not that rare, and the Spell of Protection only lasts until the 3rd level, what is left for poor Solmyr with skills focused on Strength and Knowledge?


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In reply to Kash
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#643
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Kash
to Avern:
Should we ban Necromancers for playing Castle? :)
And why only for Castle?????????????
You can play Necromancer with any faction; the question is, why don't they play Rampart, Dungeon, or Swamp??? The answer is obvious – those factions already have plenty of top-tier heroes......
And those who constantly play Castle know that the standard build for the first week, 1, 2, 4, 6 with a Stronghold, doesn't provide a great start for the second week. You can't even go into the Hive with 5 cavalry, 10 swordsmen, and 40+ creatures, because the chance of losing in a high-level battle is very high... And you can't gather many skeletons on ranged guard posts, which are often found in secondary locations... So, this small bonus in the form of 50-100 skeletons at the beginning of the second week provides a good start and the ability to counter 1-6 with factions in Rampart and Fortress, and bears in Stronghold......
I think the question is unnecessary and not required......
I don't see your reports, fellow Necromancer players, about playing Castle... It's not that easy......
In reply to OUTLAW
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#644
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I don't see your reports, comrade Necromancer, regarding the Castle... It's not that easy...
I play whenever I have the chance because it's free, in my opinion.
Right now, I'm playing as Castle...
Necropolis keeps sending their 4th hero, and they keep resurrecting him!
I started with Tant, but I didn't have time to level him up - 111
I started with Strake, and at level 113, I took a +3 helmet for gargoyles from the Horde, and I'm left with 36 skeletons, 20 "Pokémon," and 20 marks - 113

Now, I'm going with Mephala along the path, and my 5th hero is Xy, sitting near the Castle, with an artifact for courage and an imp pendant. I'm thinking about what to do :)

Added 1 hour 33 minutes later
Wow...
I didn't level up Xy; I took level 113 - the respawns are terrible.
Then came Gosh. 116

And in the fifth round, it's Necropolis again... The opponent asks where I'm getting them from.
In reply to Loi
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#645
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loi
Everything is interconnected; it's a multi-parameter balance, after all... It's easy to say – ban (nerf Shakti, Galtran, Mullich...). But what guarantee is there that, for example, Kirah (Tazar, and who knows who else) won't become unacceptably overpowered? And then, after... twelve weeks, you'll nerf them too? Has anyone calculated the consequences of a nerf (ban), gathered enough game statistics, held a test tournament, and then analyzed the results of that tournament with discussion? What guarantee is there that the imbalance won't increase with the proposed measures? If you want to experiment, create your own alternative rules project. But no, you have to force everyone to play with little-tested solutions...
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 have many suggestions :) ) – to only play with blue Goshans (and/or the player using Goshans has only one resurrection, and/or the player against Goshans can recruit banned heroes and/or have some other advantages). 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 held a test tournament, etc...
And specifically regarding Shakti: for example, Rampart and Dungeon are quite a good pair; when playing as Dungeon, you go for a wider range of good and bad outcomes (analyze the game statistics for specific cities in a season...). Yes, there are sometimes uber-builds for Shakti, like 2-3 consecutive structures nearby, but that's a bonus, relatively infrequent... So, you nerf Shakti, Goshans, who's next on the chopping block? :) This impoverishes the essence of the game, in my firm opinion.
And there's no need to nerf anyone))) It plays fine as it is. But it would be good to remove Goshans as a starting hero for Necropolis... he won't be so scary with the blue color. That's probably all.
In reply to Yakudza
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#646
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I agree. Some people even use the "Cherk" strategy.

1. Necropolis
2. ----
3. Conflux

and then everything else.

But Necropolis should be first, definitely.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того

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