Posts from Round table
The question is: if the guard is shifted to the side of the teleport on the other side, is it allowed to pass through? Formally, there is only one passage, and according to the rules, if there are multiple guards, you can break through any one of them... I think it's allowed. Or am I wrong?
According to the current rules:
5.12. It is forbidden to enter adjacent territories without breaking through the guard standing at the passage (i.e., if it is shifted). If two or three guards are scattered along the road, any one can be broken through.
In the absence of a passage guard, including a shifted one, it is allowed to freely move from one respawn point to another.
When teleporting, the Player ends up on another respawn point, and according to the rules, it is forbidden to enter adjacent territories without breaking through the guard.
Therefore, according to the current rules, in your example, it is not allowed to pass without breaking through the guard.
When teleporting, the player ends up on a different respawn point, and according to the rules, it is forbidden to enter neighboring territories without breaking through the guard.
That is, according to the current rules, in your example, it is not allowed to enter without breaking through the guard.
Hold on, but if there’s no teleport and there are 2 guards, one standing on grass and the other on snow, then according to your logic, after breaking through the grassy one, I should also attack the snowy one, because I “ended up in a different respawn area.” Something’s not right…
1 guard is broken through, the grassy one – that means it’s yours))
And there can’t be a guard that’s been moved in a teleport!!
The guard in the teleportation area cannot be moved!
It's possible in World Tournament.
Asm, take care of it, and I'll organize a tour.
As for the topic, it sometimes happens that you can exit a teleport without touching the guards. True, you can't enter afterwards, but that's not important. The rules do not regulate this situation. However, I lean towards the idea that it is sufficient to defeat only one set of guards, as we do when moving from respawn to respawn (we don't fight all the guards, after all).
P.S. Dubrovin, Sem, explain clearly to me why if the passage is a road you can hit one guard, but if it's a teleport you cannot (I don't accept the "landing on another respawn" argument) - after all, respawn guards aren't always harmless and consist of zombies or golems.
Free exit from the teleport is a fairly common occurrence. Moreover, it happens more often with two-hex teleports than with one-hex teleports. In the skirmish mode, two-hex teleports simply don't appear, which is probably why it seems that you can't exit without breaking through the guards.
And the generator is indeed the same.
There are different teleporters there.
P.S. Dubrovin, Sem, please explain to me clearly why, if a passage is a road, you can attack only one guard, but if it's a teleporter, you can't (I don't accept the argument about "ending up in a different respawn area") - because the guards of respawn areas are not always harmless and consist of zombies or golems.
Wlk, you can accept or not accept something, but as long as the current rule exists, at least according to me, it will be interpreted as I said above. Provided that the game is played on the 2sm4d(3) template and according to Vold's rules.
Wlk, you can agree or disagree with something, but as long as the current rule exists, at least according to me, it will be interpreted as I said above. Provided that the game is played on the 2sm4d(3) template and according to Vold's rules.
It would be interesting to know the opinions of other members of the AC on this issue, as opinions are currently divided 1-1. Frankly, I think it's completely illogical that if one player travels along a road, they are allowed to attack one guard, while another player, using a teleport, is required to attack two. Pavel, your interpretation of the rules is quite peculiar. You used to say that if there are several guards scattered around, you can't attack the far one without defeating the closer one first. I'm sorry, but I don't think many people will agree with you. In my opinion, it should be simple: defeat one guard, and you have the right to pass.
Yes, perhaps I am interpreting the rules too literally.
Regarding the far and near guards, I expressed my opinion that if there are several guards at a spawn point, one of which is located before entering another spawn point, and the other (others) are located within the territory of another spawn point, then I believe that the guard at the spawn point from which the player is leaving should be defeated. But my personal opinion does not affect the resolution of controversial situations, since the Rules state - "any guard can be defeated," and naturally, when resolving a dispute, I will be guided by the Rules, not my personal opinion, and I allow that a player may enter the territory of the spawn point from which they are leaving.
There are different teleporters there.
P.S. Dubrovin, Sem, please explain to me clearly why, if a passage is a road, you can attack only one guard, but if it's a teleporter, you can't (I don't accept the argument about "ending up in a different respawn area") - because the guards of respawn areas are not always harmless and consist of zombies or golems.
As I understand it, the teleport is an object, just like a passage to the Dungeon. That's why you have to break through everything.
However, Valentin, I am not saying that you are wrong, because it would indeed be fair to equalize the sides, where there is no Teleport=Underground and where there is, I am only interpreting the Current Rules regarding Teleports=Undergrounds as I have written.
And I will be "all for" adding this "nuance" (the possibility for a Player who has a Teleport=Underground to break through only one guard, i.e., the guard either at the entrance or at the exit of the Teleport=Underground) to the current rules, in order to eliminate the possibility of ambiguous interpretation of the Rules.
