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In reply to Дубровин Павел
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Dubrovin Pavel
I ask you to pay attention to the Rule: "Penetration is prohibited." That is, based on a literal interpretation, if it were possible not to break through the guard at the entrance to the Teleport (Underground) from your spawn point, it would not be considered a violation (not breaking through the guard at the entrance to the Teleport (Underground), since the guard at the entrance to the Teleport (Underground) is located on the spawn point from which the Player leaves, but not breaking through the guard on the other side of the Teleport (Underground) - I consider unacceptable, because not breaking through the exit from the Teleport (Underground) is identical to the concept of "penetrating another spawn point" without breaking through the guard of that spawn point, i.e., it entails a violation of the Rules.
Here, of course, the argument has turned into an argument for the sake of arguing :) But according to your logic, it turns out that if I play, for example, as Castle and go to the Snow map, and there are two guards, one of which stands strictly on the grass and the other strictly on the snow, then it turns out that it is not necessary to hit the grassy guard, but it is necessary to hit the snowy one. Is that correct? But this contradicts your own position that you cannot hit the far guard without breaking through the near one :) In short, you can break your head over this, there is an obvious gap in the rules. While I think about it, it would be absolutely logical to allow breaking through any one guard in any case to pass to another spawn point (in this place) - IMHO, this would be clear and fair.
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Ash stump, if the herbal guard doesn't interfere with you attacking the snow elemental. And with the 2nd guard on different respawn points, you often have to attack both, because you can't pass otherwise.
Ушел с героев, пока пряники)
In reply to Wlk777
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Wlk777
Well, this has become an argument for the sake of an argument :) But according to your logic, if I'm playing, say, as Castle and going to Snow, and there are two guards, one of which is strictly on Grass and the other strictly on Snow, then it turns out it's not necessary to beat the Grass one, but it is necessary to beat the Snow one. Correct? But this contradicts your own position that you cannot beat the far guard without first beating the near one :) In short, you could break your head over this, it's a clear gap in the rules. For now, I think it would be absolutely logical to allow beating any one guard in any case to gain access to another respawn (in that spot) — IMHO, that would be clear and fair.

Valentin, regarding "Regular" passages, our Current Rules regulate everything, as they allow beating one of the Guards of your choice if 2-3 Guards are scattered along the road.

The thing that threw me off was that until the very end I couldn't equate Teleport=Underground guards with the concept of "2-3 Guards scattered along the road."

However, in a linear representation, the guards of the Teleport=Underground Entrance and Exit are located on the road. Therefore, I am coming to the conclusion that the current Rule can be applied to the guards of the Teleport=Underground Entrance and Exit.

Thus, Valentin, for the purpose of uniform application of the Rules, my official interpretation of the Current Rules is that I consider it possible to equate the rules for passing through Teleports=Undergrounds with the rules for passing through "Regular" passages, i.e., it is permissible to penetrate into a neighboring respawn via Teleport=Underground by beating, at your choice, one of the Guards of that Teleport=Underground.
С истиной где-то рядом...





Лето 2010.
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And I had a case of the second guard’s dwelling on the secondary town, positioned so that by defeating the first guard you could slip through to the secondary's respawn, but you couldn’t get back — you had to beat the second guard. I was playing as Castle, and the second guard was nasty — not certain I could break through. I ran to the secondary, fought with marksmen on the secondary while using cavalry at my own respawn in the first week — how could this be interpreted???
In reply to Van
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I think it makes sense to break through both guards. That's what the teleport, or elevator, is for. If we follow your logic further, for example, in a situation with a four-way teleport on the map and guards positioned offset within it, it turns out that by breaking through one guard, you can immediately access three parts of the map. IMHO, that's absurd. As for the difference between multiple inter-zone guards and a teleport/elevator, when territories are located on the same plane, and there's only one guard between them (unless it's a so-called multiple passage), having several guards is more of an exception.
Земля нуля.
Все в ней нулево и кукольно.
In reply to Van
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Van
I once had a case of a double guard on a secondary town, positioned so that breaking through the first one allowed you to slip past to the secondary's respawn, but you couldn't get back — you had to beat the second one. I was playing as Castle, and the second one was nasty — not a given that I would have broken through. I ran to the secondary, fought with marksmen at the secondary and with cavaliers at my native respawn in the first week — how can this be interpreted???

Perfectly acceptable.
С истиной где-то рядом...





Лето 2010.
In reply to Дубровин Павел
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It seems that the rules clearly state that only one guard needs to be defeated to use a single passage. If the generator decides to place a lift or teleport on a passage, it is still considered one passage, not two, and therefore, defeating one guard is sufficient. It's unclear what else needs to be added to the rules or what there is to argue about.
If we start playing with four-sided passages and the mandatory defeat of all guards, then we will need to change the rules. But that is not the case right now.
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In reply to Medium_HP
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It's not about the four-sided maps. Here's another example. Let's say the game is on the popular Castle map. A Guardian of Order is in the elevator. On one hand, it's an easy target, like the Hydras, but on the other hand, there are Phoenixes. Let's say one of the players kills one of the Hydras, and on the other hand, the guard is moved, and now it's just waiting to seize the castle at a convenient moment. I don't understand why the moved guard should fight according to the rules, but this kind of advantage isn't allowed.
Земля нуля.
Все в ней нулево и кукольно.
In reply to Oelm
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Oelm
It's not about the four-sided maps. Here's another example. Let's say the game is on a popular map. The Guard Tower is in the elevator. On one side, it's an easy target, like Hydras, and on the other, it's guarded by Phoenixes. Let's say one of the players kills the Hydras, and on the other side, the guard is moved. So, he's sitting there, waiting for the right moment to take the Castle. I don't understand why the moved guard should fight according to the rules, but this advantage isn't.
You're getting something mixed up. First, explain what you mean by "sitting and waiting" - what's the meaning of that, and how would it look? Do you think the opponent can already see the Castle from the Guard Tower, or what am I missing? Second, the second player, whose Guard Tower is moved, isn't blind either and sees that it's moved. He can also see the opponent emerging from the teleport for a second (by the way, moved Guard Towers don't usually appear in elevators) and can see the opponent's moves on the visible territory in War Trials. So, it's unclear how this obvious trick would work, and even if it did, you need to be prepared for the Guard Tower to be attacked, and the player who attacks the Guard Tower early has the right to certain bonuses. So, stop overcomplicating things
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This discussion is completely unclear...
As far as I understand, the teleport guard (like the guard in the subway) consists, by definition, of two parts (and therefore, both parts are slightly weaker than one whole guard) - accordingly, you need to attack both parts of the guard.
Стратегия - искусство возможного.

Первое правило форума :
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И не оспаривай глупца" (с)

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In reply to Loi
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Wlk777
You're getting something wrong. First, explain what you mean by "sitting and waiting" - what's the meaning and how would it look? Does the opponent see the shifted Guardian from the start, or am I missing something? Second, the second player, whose territory the shifted Guardian is in, isn't blind either and sees that it's shifted. They can also see the opponent emerging from the teleport (by the way, shifted Guardians don't seem to appear in the lifts) for a second. (In the Underworld, you can even see the opponent's moves on the visible territory) - so it's unclear how this supposed trick would work, and even if it did, you need to be ready for the Guardian to be attacked. And a player who attacks the Guardian early has the right to certain bonuses. So stop overcomplicating things!
+1! Shifted Guardians don't exist near the metro! And when exiting the Monolith, the Guardian sometimes only allows you to exit, but you can't go back in.
Loi
This is a completely incomprehensible discussion...
As far as I understand, the teleport guardian (as well as the metro guardian) consists of two parts (and therefore, both parts are slightly weaker than one whole guardian) - so you need to attack both parts of the guardian.
Where did you get this information from? The Guardian has 45000 health, and when guarding the underground, it remains at 45000. Can someone explain to me why, when crossing above ground, I can attack one guardian of my choice, but when crossing through the Monolith, I have to attack two, and they are of the same strength? :confused: I don't understand...
In reply to Loi
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Loi
A generally incomprehensible discussion...
As far as I understand, the teleport guard (like the guard in the metro) consists, by definition, of two parts (accordingly, both parts are a bit weaker than one whole guard) — accordingly, you need to defeat both parts of the guard.


Valera, for a certain time, I could not come to terms with the possibility of a Player exiting the Teleport (Metro) without breaking the Rules, without defeating the Exit guard (I have not encountered a displaced guard at the Teleport (Metro) Entrance). However, I came to the Conclusion (wrote earlier) that I would not consider this a violation of the existing current Rules, since they allow the choice of defeating only One of several guards. I consider it necessary to extend this rule to Teleports=Metro as well.
A Player has the right to defeat only one of the Teleport=Metro guards (their choice, either Entrance or Exit) in order to enter the neighboring respawn.
С истиной где-то рядом...





Лето 2010.
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Where does this information come from?
I said it by eye, based on feeling—no exact info...
I consider it necessary to extend this rule to Teleports=Underground as well.
well, got it, fine then. whatever... the main thing is to have clarity, to reduce the entropy in the universe :)
Стратегия - искусство возможного.

Первое правило форума :
"Хвалу и клевету приемли равнодушно
И не оспаривай глупца" (с)

Новичкам: ВНИМАТЕЛЬНО перечитайте ВЕСЬ первый пост по нижеприведенной ссылке и 90% ваших вопросов отпадут( на остальные 10% с удовольствием отвечу):
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In reply to Loi
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I'm hearing for the first time that the guards in the subway can be moved. Are there any examples? Please enlighten me. Logically, when going to the subway for a secondary or primary objective, you have to fight both guards, whether you want to or not. The teleport from the subway is no different; it's just that sometimes you can teleport through without a fight, but going back is difficult. This is obviously a bug. So, I think that if you have to fight, you should fight both guards, because they are two different spawns, 100% different in their directions, and not 50%, like a normal passage between spawns.
Хаос - это порядок, которым сложнее управлять.

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Piterius - There's no point in moving the guards from the metro. I can't explain why, if the teleport leads to a respawn point "100% in a different direction," you absolutely have to attack the double guard. Is the strawberry sweeter there or something? =)
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