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but still, it's not unlimited, and this even subconsciously disciplines the player.
Всем удачи ! И Морали !
New here? I'm Roha — want a quick tour?
but still, it's not unlimited, and this even subconsciously disciplines the player.
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 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.
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.
Those who prefer unlimited turns are either lazy or slow-witted.
...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! Just for you.
Have you played with Dobber 400+400? That's almost 1800+300.
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 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?
« 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
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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