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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 КостяN
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KostyaN
Well, that's even more reason not to ban it, for crying out loud!!

The more restrictions and bans, the less enjoyment you get from the game, IMHO:cool:.

This is just my opinion)) and if the powers that be decided to do it this way, there must have been a reason, in my opinion, it puts the player in a dilemma: build a library (Archmage), improve a Nymph, build Giants, or churn out Guilds, which slows things down a bit (Tower is my favorite castle, and I played it very often and know what Solmyr is capable of, even from level 5) and I also want to run around with my "favorite," but according to these rules, it adds a certain risk and spice to the game (you don't find a resource and start frantically looking for it:smile13: it's much harder, but more interesting!


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In reply to КостяN
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KostyaN
Well, that's even more reason not to ban it, for crying out loud!!

The more restrictions and bans, the less enjoyment you get from the game, IMHO:cool:.
You can take a secondary town near your starting point, off-road, and then move along the road towards your opponent's capital. This is roughly 122 turns, and then against
Solmyr, the chances are slim.
P.S. I'm talking about the campaign map.
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In reply to Alessandro
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Alessandro
You can take a secondary town near your starting point, off-road, and then advance along the road towards your opponent's capital. This is roughly 122, and then the chances against
Solmyr are slim.
P.S. I'm talking about the campaign.

The same applies to Might & Magic VI. I'm talking about the chances. With 114 and 140 mana, it's over.
In reply to Yakudza
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Actually, if my suggestion had been accepted (allowing a ban on specialists, excluding the "killer trio"), there wouldn't have been any imbalance in the rules.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Alessandro
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Alessandro
You can occupy a secondary town via off-road from your starting town and then move along the road towards your opponent's capital. This is approximately 122, and then the chances against
Solmyr are slim.
P.S. I'm talking about the Commander skill.
KobRa_RR
The same thing happens in Might and Magic VI. I'm talking about the chances. With 114 and 140 mana, it's over.
Tell this to Tirasik or any other hero with an aggressive tactic.
In reply to =Logistik=
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Logisti k
Tell that to Tirasic or any other player using the rush tactic.

Does Tirasic have an infinite number of troops? Any exchange will be in favor of the mage.
In reply to KobRa_RR
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KobRa_RR
Does Tirassic have an infinite number of troops? Any exchange favors the mage.

First, you need to survive the Barbarian attack;
secondly, harassing your opponent isn't the most useful activity; they won't just sit around doing nothing either :-*
In reply to Yakudza
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I was thinking about a necromancy enhancer.

What is the purpose of the ban? Is it to prevent upgrading vampires, or is it to prevent the hero from receiving a +10% necromancy bonus?

Then, my second question: Why aren't artifacts that give +5% (the undertaker's amulet), +10% (the vampire cloak), and +15% (the necromancer's boots) banned?
They are not difficult to find on HL maps!
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
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Lider1
I was thinking about a necromancy enhancer.

What is the purpose of the ban? Is it to prevent upgrading vampires, or is it to prevent the hero from receiving a +10% necromancy bonus?

Then, my second question: Why aren't artifacts that give +5% (the undertaker's amulet), +10 (the vampire cloak), and +15 (the necromancer's boots) banned?
They are not difficult to find on HL maps!

It's more likely that the enhancer was banned because of the necromancy bonus.

Artifacts are not banned, probably to avoid having too many restrictions in the rules.:smile32:
С истиной где-то рядом...





Лето 2010.
In reply to Yakudza
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Hmm, I used to think differently.
I think it's more because of the vampires... and the buff is just an added bonus =D to make Necropolis even weaker.
играю на уровне AI !!:smile32: ;)
In reply to RAPER
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Is a situation where 111 and 113 are chosen, and only one road leads to the Guardian of Order, considered a *humanitarian restart*?:rolleyes:
In reply to =Logistik=
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Logisti k
Is a situation where 111 and 113 are chosen, and only one road to the Grand Order appears, considered a *humanitarian restart*?:rolleyes:

Restarts are also taken so as not to end up with only one road to the Grand Order, you know:rolleyes: ... We love Competitive Mode for this kind of extreme challenge:)
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)

Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
In reply to КостяN
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KostyaN
We love SMK for this kind of thrill.
If the players are equally skilled, it's not a thrill; it's just losing the game, which means wasting 2 hours on previous restarts.
In reply to =Logistik=
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Logisti k
If the heroes are of equal strength, this isn't a challenge, but rather a guaranteed loss, and consequently, 2 hours wasted on previous restarts.
Maybe you should be more careful when choosing which heroes to restart with?
Военное дело просто и вполне доступно здравому уму человека. Но воевать сложно.
In reply to Ivanhoj
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Ivanhoe
Maybe it's worth being more careful when choosing respawns?
If you choose more carefully, you can worsen your stats due to, on average, less quality respawns.

For example, if you play on any respawn where there is no obvious block (but there may also be no hiding places, cons, or enough money), then you will enter a block without respawns quite rarely, but you will not win very often either.

Therefore, you have to take risks and take respawns on playable, but scarce respawns. Yes, the variance of results increases. But the expected value of victory also increases.

With experience comes an understanding of the optimal level of risk; many factors not specifically related to it are included in the decision to restart (such as the number of remaining restarts, the opponent's skill, the status of the match, etc.).

Respawns by block, by encounter, and by one road in Grand Order allow you to reduce the variance while maintaining the expected value of victory. That is, they make the game less gambling and more competitive.

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