but still, it's not unlimited, and this even subconsciously disciplines the player.
Posts from [ANNOUNCEMENT] Heroes 3: World Tournament - an add-on for tournament games.
1. With the default settings, it's very close to SoD, not in 1v1, of course, but overall, it hasn't changed much; you could consider it SoD 4.2, for example.
2. In the 4000+500 tournament, this is my initiative as the organizer; I wanted to make sure everyone has enough time, and of course, nothing prevents players from agreeing with their opponent on any changes. In general, the turn limit issue will probably be adjusted with testing and gameplay improvements in WT with future versions, and perhaps with the completion of simultaneous turns, it will become even less relevant.
2. Players will agree something like, "4000+500 is fine for me; if it doesn't suit you, just write down your defeat."
I'm reasoning based on the fact that once an organizer of a cup decided that 4 minutes was too short for SoD and that the Portal cup should have 6 minutes. I got Rebelious in the cup. I said, "We play for 4 minutes, or you advance without a fight." Rebelious decided it was easier to advance without a fight.
P.S. The Portal rules stated 4 minutes.
1. I wrote humorous content for the Heroes section on the portal, http://www.heroesportal.net/tavern/?id=252699&pagenum=8
2. The agreement would be something like, "I'm okay with 4000+500, if you're not, state your defeat."
I came to this conclusion because once, the organizer of a tournament decided that 4 minutes wasn't enough for the SOD (Single-Opponent Duel), and they needed to introduce 6 minutes for the Portal tournament. I got Rebellius in the tournament. I said, "We play for 4 minutes, or you advance without a fight." Rebellius decided it was easier to advance without a fight.
P.S. The Portal rules stated 4 minutes.
As for games where maneuvering begins instead of just rushing, where you clear the path, fight, and shake hands – in those games, you definitely need at least 400 more points. Just now, I agreed to a draw with Dobber in an ORP (One-Round Play) game – the time was 225, the timer was 400+400, I was close to zero, and he was close to that as well. We both used 4-5 heroes at the end, even though we were using quick play throughout. There simply wasn't enough time for more.
And considering that the entire first week (which is 4-5 hours of gameplay) is dedicated not to playing against an opponent, but to defeating defenseless neutral creatures, Alessandro can certainly be understood. The game should be improved to focus more on competition between players.
Players who are unsure of their skills (consciously or subconsciously) tend to favor time limits, as they try to level the playing field in some way – and you might see a stronger player get flustered and make mistakes due to the time pressure.
The time limit on different maps should be set differently...
Those who prefer unlimited turns are either lazy or slow-witted.
I've played unlimited games a couple of times, and I enjoyed it.
If, after 6 minutes, you can attribute all your mistakes to a lack of time, then in an unlimited game, you can take 10 times to think. And if the chain of actions breaks, and your army gets stuck near a scout in the middle of the map, right in front of the enemy's stronghold, then it's your own fault.
The last game with Hermitom lasted exactly 56 game days, which took a total of just over 30 hours. That's about 40 minutes per turn, or an average of 20 minutes per turn for each player.
In a 6-minute game, the average turn time for an opponent is 10-15 minutes. So, the slowdown isn't too significant, at most twice as long. But you don't have to sit in front of the monitor and wait for your turn to avoid losing precious half a minute.
Unlimited turns +1
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...just agreed to a draw with Dobber in an ORP game - time control 225, timer 400+400, I was close to zero, he was close to that as well, both of us used 4-5 heroes at the end...
Did you play 400+400 with Dobber? That's practically 1800+300.
Maybe I'm wrong, but I want to sit down and play a game without delay. In serious chess tournaments, 2 hours are allocated for each game.
Maybe chess is a less intellectual game???
Although even with 1800+300, you get more time, as the Siberian qualifier showed.
I suggest that fans of unlimited games play by correspondence. You make a move, send the save to your opponent. Your opponent makes a move, sends the save to you. Because you can make/receive moves better in 24 hours than in 10, 15, or 20 minutes.
Wlk77! We once played a game in SOD. I had unforeseen circumstances. I managed to get into a battle. I disappeared for an hour, forgetting to let you know. Thank you for understanding me and being accommodating back then!
I really liked that ASM created WT.
PReDS! Just for you.
Have you played with Dobber 400+400? That's almost 1800+300.
Зима 2011-12.
In Europe, chess matches were played without time control. It happened that a player with a clearly losing position would try to wear down their opponent. Sometimes this worked. Matches would last for many hours, even days. The "last straw" that overflowed the cup of patience was the first international tournament in 1851, when an assistant referee, recording the moves in the Williams - MacLeod match, made the historic note: "The game remained unfinished because both opponents fell asleep..."
In The Town/The Eastern, it's more difficult to control time in battle (although I find it hard to imagine how this would work and I'm strongly against it).
In The Town/The Eastern, if you don't press "End Turn," time doesn't pass. This is a big advantage over Dungeon.
*Автосейвы не беру и не даю.
Скачать WT (Чат, античит, одновременный ход) http://www.heroeswt.net/download.php
Награда Лучшему игроку сезона Осень 2009 за Оплот
In HotA/SoD, if you don't press "End Turn," time doesn't pass. This is a big advantage over Dungeon.
I'm not really arguing with that, it's wonderful and great, SoD sucks, ВТ forever ;) but what does that have to do with the very controversial (from my point of view) idea of time in battle?
Well, I mean that you can step away for a while and nothing will happen)
And in battle, time needs to pass. That's normal. There's no need to be afraid of that.
*Автосейвы не беру и не даю.
Скачать WT (Чат, античит, одновременный ход) http://www.heroeswt.net/download.php
Награда Лучшему игроку сезона Осень 2009 за Оплот
« Restriction on Hit_and_Run » – when this option is enabled, the hero cannot flee/surrender from battle in the first round if they used any magic.
does this apply only to the attacking hero? or any hero
This applies only to the attacking Hero and only in the first round of battle. I.e., just like in HeroesWorld rules, but as a setting.
Dear asm-, I propose the following idea: at the end of the match, statistics should be displayed for each player — for example, I am interested in the average real time per turn (this way a table could be compiled afterward), and other things would also be interesting (amount of gold earned/collected/captured, neutrals killed, and so on and so forth). That would be IMO very interesting.
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