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#1342
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I'm sending you $0.
As an alternative, you could send $0, $1000, $2000, etc. And the transfer might have been successful if the ATMs didn't perform a check: [transfer amount > 0].
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#1343
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AlexSpl
As a possible option: I send $0, $1000, $2000, etc. And the transfer might have been completed if the ATMs didn't perform a check [transfer amount > 0].
In general, I think it's pointless to argue here; everyone will clearly stick to their own opinion. I think that a loss of 0 is not a loss, and a transfer of 0 is not a transfer; you think otherwise. :)
Всем удачи ! И Морали !
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#1344
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AlexSpl
If you cast offensive magic in the first round, did you not expect a hit-and-run? Then why run away after the resistance? ;)

I wasn't counting on a hit-and-run, but I was counting on a clean victory. For example: Player A with 3 Phoenixes in one stack catches Player B rushing with 1+1 Angels. Let's assume Player A has Armageddon with 800 damage, and he's relying on it, and is 100% sure that he'll kill these Angels. Player A casts Armageddon, but resistance triggers, and 2 of the opponent's Angels survive. If the turn passes to Player B, the latter can cast Implosion on the 3 Phoenixes. But Player A buys himself out. It turns out that Player B played Russian roulette with a 20% chance, and Player A went unpunished for his adventure. In my opinion, that's not very fair. :)
Человек человеку - друг!
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#1345
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to AlexSpl
It's hard to find a real-life example here... The person doesn't perceive the skill of resistance or the properties of artifacts/monsters as such; rather, they believe that the activation of resistance by the defending hero should have a positive effect on the attacker (if the magic doesn't work, then I'll run away so I don't get beaten up)... This, in my opinion, is complete nonsense.
That's why there's a rule against trickery... You made your move, be honest and wait for a response, don't run away from the field like a jackal. And the fact that your move didn't hit your opponent means you're just a lousy player.
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#1346
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Alex_R
to AlexSpl
It's hard to find a real-life example here... People don't perceive the resistance skill or the properties of artifacts/creatures as such; rather, they believe that the activation of resistance in a defending hero should have a positive effect on the attacking hero (if the magic doesn't work, then I'll run away so I don't get beaten up)... This, in my opinion, is utter nonsense.
That's why there's a rule against cheating... You made your move, be honest and wait for a response, don't run away from the battlefield like a jackal. And the fact that your move didn't hit your opponent means you're just a lousy player.
Let me give you a real-life example. Person A noticed that his neighbor B regularly leaves his apartment door unlocked, so he decided to rob him. But there was a second door, which prevented him from entering the apartment and caused zero damage to his neighbor B :D. According to your logic, A should be tried for burglary :D

Added 3 minutes later
Alex_R
or rather, he believes that the activation of resistance in a defending hero should have a positive effect on the attacking hero (if the magic doesn't work, then I'll run away so I don't get beaten up)... This, in my opinion, is utter nonsense.
Again, this is incorrect logic; the activation of resistance still benefits the defender more, or am I wrong?
Всем удачи ! И Морали !
In reply to Medium_HP
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#1347
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Medium_HP
I tried to determine the purpose and understand the spirit of this rule, but it didn't help – I didn't get any definitive results.
Cool :). If the rule exists in the current version, I agree that the presumption of innocence applies here – there is no unequivocal interpretation prohibiting fleeing, which means fleeing is allowed, because everything that is not prohibited is permitted. I have no questions about that. What I meant by "spirit and purpose" is the following:
I believe this rule was introduced with the goal of giving the opponent a chance to retaliate. The fact that when you attack, you hit, let's say, a resistant target (rather than hitting them squarely in the jaw...) – well, you were just unlucky, but you swung and hit – so be a good sport and take the hit.
Based on these considerations, as well as the consideration of clarity and universal interpretation, I believe Dubrovin's version is correct. And there will be no need to further define direct damage magic, as in Valentin's version. Again, we'll have to explain to every newcomer which spells are direct damage spells, and, most importantly, why they are... The very discussion about defining direct damage (why, for example, an opponent resurrecting 5 angels doesn't damage me at all, but an arrow with 120 damage does, just because it's supposedly direct damage?? There are many irrelevant nuances that arise...) risks burying the issue, again spreading the thought across the tree...
But this way, everything is clear and concise – you used magic, so don't run away.
In reply to Loi
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#1348
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loi
And there will be no need to define direct damage magic, as in Valentin's version. Again, we'll have to explain to every new player which spells are direct damage magic, and, most importantly, why exactly they are... Yes, the very discussion about defining direct damage (why, for example, the opponent resurrecting 5 angels doesn't damage me at all, but an arrow dealing 120 damage does, just because it's supposedly direct damage??).
Valer, I've said it many times, I'm not suggesting separating magic damage into direct and indirect. I cast a spell, and as a result, the opponent has fewer troops than they would have without the spell – that's it, they can't retreat. I think that's clear and simple enough. In fact, that's what this rule was originally intended for, I'm sure, and not out of some consideration for higher justice.
Всем удачи ! И Морали !
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#1349
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Wlk777
Once again, the logic is incorrect. The defender still benefits more from the resistance triggering, or am I wrong?
You are definitely wrong...
Are you claiming that for the defending hero, killing the hit-and-run attacker at the cost of losing some of his own troops is worse than preserving both?
...
Then what is the correctness of your logic?
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#1350
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Alex_R
you are definitely wrong...
You claim that for a defending hero, the ability to kill a hit-and-run attacker at the cost of losing some of their own troops is worse than preserving both?
...
what is the logic behind your argument?
The logic is that, firstly, killing a hit-and-run attacker, even after resistance, is not always possible, but preserving troops is always beneficial, especially because hit-and-run attacks are usually not performed with a single unit and a low attack value. As a rule, the possibility of retreating is always considered, even in the second round; no one intentionally engages in a guaranteed hit-and-run. Or, as someone correctly pointed out, I attacked a hero with three separate angels using a Phoenix, cast Armageddon, and they resisted. Even simpler, I attacked a hero like Ciara with an angel, she had 200 attack, I had no haste, and the angel couldn't reach her. I don't understand why the defending hero gets such an advantage. I wasn't even planning to retreat initially, so why should the rules limit the natural gameplay:confused:
Всем удачи ! И Морали !
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#1351
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Wlk777
The point is that, firstly, it's not always possible to kill a hit-and-run attacker even after they resist.
This is an argument in my favor.
Wlk777
It's always useful to preserve your troops, especially since hit-and-run attacks usually don't involve a hero with 20 ranged attack and only one troglodyte.
Of course, most often the main hero initiates the hit-and-run, and you can sacrifice all your troops for his survival... in more than 90% of games, losing the main hero means losing the game.
Wlk777
As a rule, the possibility of escaping is always provided, even in the second round.
So why are you against banning escaping in the first round? You're usually so cautious... or is this just a play on words?
Wlk777
No one goes for a guaranteed hit-and-run.
Speak for yourself.
Wlk777
Or, for example, I attacked a hero with a Fire Phoenix, and he had 3 separate angels. I cast Armageddon, and they resisted.
That means you got unlucky... next time, don't engage in risky maneuvers, although you said in the previous sentence that you always anticipate the possibility of escaping in the second round – but that didn't happen here; you're contradicting yourself.
Wlk777
Even simpler, I attacked a Cybele with an angel, and she had 200 ranged attack, but she resisted, and I didn't have haste, so the angel couldn't reach her. I don't understand why the defender gets such an advantage.
Attacking Cybele with just one angel is just noob behavior.
Wlk777
I don't understand why the rules should limit natural Gameplay:confused:
Because it's just as imbalanced as diplomacy, upgraded vampires, Conflux with all its upgrades, etc.
P.S. In my opinion, there are two options here:
- either provide strong protection against hit-and-run or don't ban it at all, because intermediate options won't eliminate the imbalance, and even with complete freedom for hit-and-run, the balance between melee and magic units could shift in an interesting direction.
You can catch a hit-and-run attacker with Shackles or Red Sphere, and no one prevents you from leveling up your own hit-and-run attacker. Ultimately, the player differs from the AI in that it's not so easy to hit-and-run against them.
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#1352
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Magic resistance in Heroes of Might and Magic isn't a freebie; you still have to factor it in:D. And frankly, it's unclear why they want to reduce its effectiveness. There are very few instances where it actually triggers in time (and the case of magic resistance against a hit-and-run attacker is one of them), so this proposal essentially negates the effect of its activation... Let's model a possible scenario if fleeing is allowed after magic resistance: the main hero of player A marches to attack the castle of player B and stops nearby. Player B attacks hero A with a mage and 7 silver pegasi, clearly intending to attack for two rounds and then flee. Hero A, anticipating this attack, equips magic resistance and Wave of Death. In the first round, magic resistance triggers, and player B immediately retreats instead of facing certain death, buys units in the castle again, and attacks (and so on, until the spell finally deals damage). At this point, you can argue about who's getting the better deal: the hero with magic resistance, who benefited from their percentage chance, or the attacking mage, for whom this magic resistance is essentially irrelevant because they'll deal damage anyway after fleeing, just spending a little more money... Allowing fleeing after magic resistance, in my opinion, is absurd because damage was dealt, but it went to waste; the effect was resisted (if we approach the issue formally).
http://www.twitch.tv/mikevalentine/
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#1353
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In my opinion, there are 2 options here:
- either strongly defend against "hit-and-run" tactics or not prohibit them at all.
+1
Because the damage was dealt, but it went into nothingness, it was resisted (if we approach the question formally).
Exactly. And you can say - it was dealt, but "absorbed," "resisted," etc. There is already a debate about definitions - everyone interprets new entities and new relationships in their own way (and will continue to do so) (like "direct damage," "deal"). Do we need this? Even if we prove everything to each other here, shake hands - the ambiguity of interpretation lays similar controversial issues for the future... Therefore, I am in favor of Dubrovin's option: cast a spell (whatever it is) in the first round - before the start of the second - don't run away. However, I believe that the possible costs are much less than with other options.
P.S. Does everyone agree with Occam's Razor? :)
In reply to Loi
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#1354
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Peter suggested the following reasonable idea, which I support. This issue will be put to a vote among the Arbitration Committee members, who will, by a majority vote, put an end to the discussion of point 5.6 of the Rules. I also propose that the Arbitration Committee discuss the following issues: - the required quorum for amending the Rules; - adding point 5.20: "It is forbidden to sell Artifacts or Scrolls on the Artifact Market (Tower, Conflux, Dungeon) at prices that do not correspond to their actual price."
С истиной где-то рядом...





Лето 2010.
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#1355
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Personally, I believe that retreating is not an option. The defending player has been building up their resistance, nurturing it, and when the time comes (finally!), it works. Therefore, they should capitalize on this and the attacking player should be punished.
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#1356
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This issue will be put to a vote among the members of the Arbitration Committee, who will, by a majority vote, put an end to the discussion of point 5.6 of the Rules.
Wise decision...