Skip to content

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

5.0 (1 rating)
In reply to Yakudza
User Avatar
#670
Auto-translated
Regarding our first point in the rule changes, did I understand correctly?

So, is it possible to push through the zombies (guards at the respawn point) and run through the shifted area where the snipers are stationed? Is that what was meant?
Attachments 1
1 file attached • Total size: 144.0 KB
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
User Avatar
#671
Auto-translated
Lider1
Regarding our first point in the rule changes, did I understand correctly?

So, is it allowed to attack the zombies (guards at the respawn point) and run through the shifted area where the snipers are stationed? Is that what was meant?
Yes, I understood it that way too.
In reply to Yakudza
User Avatar
#672
Auto-translated
In my opinion, there's a bug here; they're positioned too far apart to definitively claim that they're guarding the same spawn point.
Всем удачи ! И Морали !
In reply to Yakudza
User Avatar
#675
Auto-translated
Well, it looks buggy because I didn't quite make it right. I mean, the respawn point is the same.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
User Avatar
#679
Auto-translated
Lider1
So, you can break through the zombies (guarding the respawn point) and run through the shifted area where the snipers are stationed. Is that what you meant?
Exactly, and for a clearer example, the adjacent respawn point could be a territory with a different type of landscape (rocks, snow, swamp). Therefore, I believe that the ability to choose the weakest guard zone out of a large number and then pass through a bugged passage will be a disadvantage. The same tactic can be used when breaking through the Guardian Order: for example, kill hydras and pass by archers or fairies. That's why I initially said that I didn't care, but after considering the consequences, I voted against it.
В дикім полі
In reply to Yakudza
User Avatar
#680
Auto-translated
There is a suggestion regarding the ban system — to ban not from 9 towns, but from 18.

That is, the ban is not on a town in general, but on a town for yourself or a town for your opponent.

Ban scheme: 1-1-1-2-2-2-2-2-2-1.

Purpose:

1) To diversify the ban. Currently, there are very few options, especially if you have at least minimal knowledge of the player's style. For example, recently Dubrovin and I were banning for the Degustation final, banning for both colors at once. So, after his first two bans for blue (Necropolis and Conflux), I understood not only the result of the ban for the first game (Stronghold-Tower), but also immediately for the second (Dungeon-Fortress). It's depressing...

2) To allow the possibility of playing with the same towns.

3) To put the squeeze on those who don't know how to play a certain town. Because they will have to ban that town not only for themselves, but also for their opponent.
In reply to Wicc
User Avatar
#682
Auto-translated
Wicc
There is a suggestion regarding the ban – ban not from 9 towns, but from 18.

That is, you do not ban a town in principle, but you ban a town either for yourself or for your opponent.

The ban scheme: 1-1-1-2-2-2-2-2-2-1.

Goal:

1) To diversify the ban. Currently, there are minimal options, especially if you even slightly know the player's style. For example, recently we were banning with Dubrovin in the Degustation final, we banned for both colors at once. So, after his first two bans for blue (Necro and Conflux), I understood not only the result of the first game's ban (Stronghold-Tower), but also immediately the second one (Dungeon-Swamp). It's depressing...

2) To allow the possibility of playing with the same towns.

3) To put the squeeze on those who don't know how to play a certain town. Because they will have to ban that town not only for themselves, but also for their opponent.


Good idea and it fits perfectly with the random hero scheme, I'm all for it :smile13:
In reply to Дубровин Павел
User Avatar
#683
Auto-translated
Pavel Dubrovin
Ivan, I considered that it is more fair this way, because the Hero player earned the Right to pass to the respawn by breaking through the guard, regardless of where he broke it, the main thing is that he broke it for this respawn.

But if many Hero players are against this innovation, then we will keep the previous rules.

There have been cases where there was a strongly shifted GO on the fast road and a weak one in impassable terrain, which someone might not have scouted at all. And so someone breaks through this weak GO, while the opponent does not even see it and then calmly enters the castle past the shifted strong one on the fast road... I am against this... In my opinion, you can only pass through the passage where you broke the guard, otherwise if there are several passages with shifted guards, the pahan breaks through the nearest one and goes about his business, while the scout heroes rush through all the passages to collect the herd.
Всё не так плохо как Вы думаете. Всё намного хуже!
In reply to Wicc
User Avatar
#684
Auto-translated
Wicc

1) Vary the bans. Right now there are very few options, especially if you even slightly know the player's style. For example, recently Durovin and I were banning for the Degustation final, we banned for both colors right away. So, after his first two bans for blue (Necropolis and Conflux) I figured out not only the result of the first game's ban (Stronghold-Tower), but also the second one right away (Dungeon-Fortress). It's depressing...

Not Yura, I just had a glitch, didn't want to go Stronghold-Tower but wanted Castle-Fortress, but made a mistake...
С истиной где-то рядом...





Лето 2010.
In reply to =Logistik=
User Avatar
#686
Auto-translated
Logisti k
remove the restrictions on mages

He himself asked to remove the restrictions, and then he thought about the chaos that would begin when all sorts of Solimirs would start running around the map and destroying everything on the 1st or 2nd week. Let everything remain as it is; if desired, you can collect 18 of each resource on the second week, sacrificing development, but it's up to you to choose whether to fight with magic or troops:smile13:


ICQ (559716573)

Стримы
http://ru.twitch.tv/romariogrom/videos?kind=past_broadcasts
In reply to RomarioGrom
#687
Auto-translated
RomarioGrom
all sorts of Solimirs will be running around the entire map on the 1st or 2nd week, destroying everything in their path.
Shaqtior destroys everything from the VERY FIRST day, not Solimir.
In reply to Yakudza
User Avatar
#688
Auto-translated
I was talking about the week, not the day, especially since nothing stops you from using magic specialists against monsters and AI; by the time you reach a player, it's usually the 3rd or 4th week, so the 4th guild isn't that far-fetched + Dragon Utopia, Pandora's boxes, etc...


ICQ (559716573)

Стримы
http://ru.twitch.tv/romariogrom/videos?kind=past_broadcasts
In reply to RomarioGrom
User Avatar
#689
Auto-translated
RomarioGrom
by the time you reach a player, it's usually the 3rd or 4th week; a level 4 guild isn't that far-fetched + Dragon Utopia, Pandora's boxes, etc...

Well then all the more so - why forbid it, for goodness sake??

The more restrictions and bans, the less pleasure from the game, IMHO:cool:.
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)

Кто к нам с пером придёт, тот от пера и погибнет!:smile51: