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So, it's like a respawn point for the player who attacks, what kind of violation is that? :confused:
New here? I'm Roha — want a quick tour?
So, it's like a respawn point for the player who attacks, what kind of violation is that? :confused:
The banquet continues – the opponent attacked, the player fought him, spent all his mana and a significant portion of his troops, and in the end, the opponent paid him off.
What should the player do next? He can't go forward because of the rule about the shifted guard. He can't go back to the titans because he has nothing left. Should he just stand around?
The banquet continues – the opponent attacked, the player fought him, spent all his mana and a significant portion of his troops, and in the end, the opponent paid him off.
What should the player do next? He can't go forward because of the rule about the shifted guards. He can't go back to the titans because he has nothing left. Should he just stand around?
By attacking troglodytes on someone else's respawn, he already broke the rules. Why hold back now.
I'm in favor of breaking through both guards, that seems more logical in my opinion. Either way, we need to decide to avoid confusion. The other day I was playing 8mm6, looking for an opponent, jumped into a monolith like a noob, one side was cleared, the other had shifted gremlins. Who knows what rules he's playing by, not like I'm going to ask. So I just went ahead and slipped through. I think that's not allowed, I broke the rules :o
The thing is that one GO was already BROKEN THROUGH — which exactly corresponds to the spirit of the rules, but one can nitpick the wording for a long time.
Let's assume the generator worked flawlessly, and the inter-zone guards were always stationed in the correct locations, preventing any bypass. In that case, this rule wouldn't be necessary. And when transitioning through an elevator or teleport, both guards would need to be defeated, as intended by the game developers. In a regular transition with multiple guards, it would be sufficient to defeat only one, again, as intended by the developers.
Haven't you tried allowing players to run past the staggered guards on a smaller map? The randomness factor isn't any greater than with a lucky hiding spot/contingency/bad guard.
Maybe it could be left for the Grand Order.
How do you know? Perhaps the developers intended that if 3-4 Guardians of Order are on the path, they all need to be defeated? Or maybe they thought that a shifted Guardian of Order near a teleport doesn't need to be attacked? Please don't present your assumptions as facts in the future.
I, being naive, assumed that the misplaced guards at inter-zone transitions were just generator errors. But it turns out, it might have been intentionally designed by the developers to allow players to bypass the Guardian of the Zone without using flights, Dimension Door, or other such things. Well, it's an interesting thought, perhaps even a brilliant one. How could I not have figured that out myself?
If you rely on the developers' intentions, you can, for example, play with necromancy specialists, building enhancements and upgrading vampires. We don't play that way; that is, the developers' opinion is not always a dogma for us.
By the way, Warlock, can you ask your question about multiple guards to the random map generator developer?!
http://forum.heroes.by/viewtopic.php?t=856
What about me? Am I the only one? ) Although I'd like to chat, my English is very broken.