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Posts from [ANNOUNCEMENT] Heroes 3: World Tournament - an add-on for tournament games.

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In reply to Mee
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#115
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Mee
but still, it's not unlimited, and this even subconsciously disciplines the player.
Yes, that's roughly what opponents of unlimited turns say, and then after every other lost game, they explain it by saying they didn't have enough time for their turns because of real-life commitments.
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In reply to Mee
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#116
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Mee
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.
1. I wrote this in the Heroes humor section on the portal, http://www.heroesportal.net/tavern/?id=252699&pagenum=8
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.
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In reply to Alessandro
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#117
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Alessandro
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.
Let me explain in a way that won't offend you. You see, your desire to play with limits of 1800+300, 4 minutes, etc., would be taken more seriously if you demonstrated a high level of play, and (in my opinion) you don't. I don't remember which timer we used for our chaotic game, but I know it was shorter than the standard one. Based on the replays I've seen, I have a strong impression that you don't use much time in your games not because you manage to do everything, but because you don't know what else you could have done. This doesn't refer to drawn-out battles with machine guns or, say, 2 Psychos against a horde of zombies.
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.
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#118
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I'm going to share some controversial thoughts, and some might virtually throw stones at me for it =). Players who are unsure of their skills (consciously or subconsciously) tend to favor time limits because they try to level the playing field. They hope that a stronger player will get flustered and make mistakes due to the time pressure, failing to do everything they intended (and failing to come up with strategies that those who prefer shorter time limits are afraid they won't think of). So, I'm more than sure that these limitations will NOT achieve ANYTHING GOOD. They can (and do) only lead to a degradation in the quality of the game (and this degradation is much less noticeable in stronger players, so these "limit enthusiasts" don't achieve anything with it). Instead, the limits should be increased (unlimited is ideal), which would benefit everyone. If you think about it, you can always consider how to play better on your turn and on your opponent's turn, and that's how skills actually improve. But the shorter the limit, the closer it gets to StarCraft, Counter-Strike (and Tetris :D) – I have nothing against games where quick reflexes are more important than strategy, but Heroes is definitely not that kind of game, in my opinion. And I'm not even talking about the convenience and comfort of playing with unlimited time... IMHO
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#119
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However, human life is not limitless, and you cannot buy or borrow extra free time (even at a high interest rate).
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.
In reply to Wlk777
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#120
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Wlk777
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.
There's a concept of blitz in sports... stronger players are strong because they make fewer mistakes, and in such constrained conditions, this becomes very apparent. Those who prefer no time limit are either lazy or slow thinkers.
The time limit on different maps should be set differently...
In reply to Alex_R
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#121
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Alex_R
Those who prefer unlimited turns are either lazy or slow-witted.
That's exactly how I am :D

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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#122
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In Europe, chess matches were played without time control. It happened that a player with a clearly losing position would try to exhaust their opponent. Sometimes this worked. The games would last for many hours, even days. The “last straw” was the first international tournament in 1851, when an assistant referee, recording the moves in the Williams - MacLeod game, made the historic note: “The game was left unfinished because both players fell asleep…”
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In reply to PReDS
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#123
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PReDS

...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...
PReDS! Your skill level is higher than mine today. We played TE-lite 600+300 with battles and settings according to my preferences. Playing by the opponent's rules and winning both times shows that you are a strong player. At least, in my opinion.
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.
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In reply to Alessandro
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#124
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Alessandro
PReDS! Just for you.
Have you played with Dobber 400+400? That's almost 1800+300.
Preds probably missed a zero;)
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Loi
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#125
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Loi
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..."
Sorry, Valer, that's not relevant. In SoD, you can easily drag out a match even in just one minute – I won't even explain how. In TE/VT, it's more difficult to control the time in battle (although I have a hard time imagining how, and I'm strongly against it). If you want to not finish a started match, there are many ways to do so. In general, I think playing online with another person implies mutual respect and trust, which also extends to the fact that the opponent will not intentionally drag out the match, and if, for some reason, someone needs to leave for a short time, it should not lead to a loss in the match (as, sorry, it often happens with you). Here's an example: let's say during a match, I need to leave for, say, 5, maximum 10 minutes, several times. It's inconvenient to agree with the opponent every time, and with a 6-minute limit, I simply make a move, I have about 4 minutes left – I don't pass the turn, I leave (just because if I pass, there's a risk that the opponent will make 1-2 moves and I'll come back at the end of my turn). Thus, some time is lost. In unlimited time, I immediately pass the turn and leave, and in 95% of cases, when I return, the opponent is still making their move. So, unlimited time definitely rules if both players are honest (I consider myself to be one, and I don't play with others).
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In reply to Wlk777
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#126
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Wlk777
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.
РП (Реальное папство!)
*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 reply to Forrest
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#127
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Fortress
In HotA/SoD, if you don't press "End Turn," time doesn't pass. This is a big advantage over Dungeon.
I'm not arguing with that; it's great, and Dungeon sucks, Fortress forever ;) but what does this have to do with the very controversial (in my opinion) idea of time in battle?
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In reply to Wlk777
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#128
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Wlk777
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.
РП (Реальное папство!)
*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 reply to =Logistik=
#129
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Logisti k
« 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.
Wlk777
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.
The idea is interesting, but I'm afraid it's quite difficult to implement... not so much difficult as tedious. There was another similar idea: to write the history into a Log file, for example, Tazar with an army (...) attacked (...), Valeska takes a Dragon Utopia (2) - got such and such, losses such and such, etc., but implementing it is also quite tedious...
Alessandro
....
I set a longer time so that people could play and explore new possibilities... no one forbids setting a shorter one. )))

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