Posts from Let's vote on the "Time Limit" option for different map templates.
Preferred time limit for templates
I would vote for 2 minutes.
Pete, there used to be a 4-minute standard... you don't even consider it now (it's not in the poll options).
The point of the poll is to simplify the work of the organizers and create common rules.
And you can always agree on a shorter time in a season, especially since the limit is the same for both players ;)
The time limit also has an impact on the game's tactics; if there is little time, the whole game will be structured differently.
Yesterday, I played a balanced CM with a 10-minute limit. In the third week, there wasn't enough time - 7 cities, 2 mammoths, a lot of battles, I was moving troops and artifacts across the map. On my turn, I wasn't thinking, I was just trying to do what I had planned on the opponent's turn.
You can always agree on a shorter time in a season game, especially since the limit is the same for both players ;)
On Jebus Cross you need 2 minutes, on Balance -1 min.
I'm not joking.
Both you and your opponent are on equal footing.
Of course, I agree that on Jebus Cross, to play properly, you need at least 6-8 minutes. BUT! As Preds stated today in a nearby thread, Jebus Cross is grinding. It's clear why...
And imagine, 10 minutes per turn, time doesn't run during battles, but on average you add just as much... so a turn is 20 minutes. Your opponent has the same. So 1 day = 40 minutes. One week = 4.5 hours, a game lasts at least 2 weeks = 9 hours of your life wasted on what?
What a waste of time...
The same is true in reverse - you can always agree on more time :)
And imagine, 10 minutes per turn, time doesn't count in battles, but on average it takes another 10 minutes... so a turn takes 20 minutes. The opponent has the same. Total: 1 day = 40 minutes. A week = 4.5 hours, a game lasts at least 2 weeks = 9 hours of life spent on what?
It's a waste of time...
If you are serving a duty or punishment, then, of course, the faster, the better...
If you are interested in the result, you can flip a coin... even faster...
If you are interested in the process and want to achieve the maximum and get the most out of the situation, then you need to increase the time limit... However, this sometimes requires you to think, which can be very difficult...
On Jebus Cross you need 2 minutes, on Balance -1 min
Not joking.
Of course, I agree that to play Jebus Cross properly, you need at least 6-8 minutes. BUT! As Preds stated today in the adjacent thread, Jebus Cross is a tryhard mode. It's clear why...
And imagine, 10 minutes per turn, battles don't take time, but on average add up to the same... so a turn is 20 minutes. The opponent has the same. So 1 day = 40 minutes. A week = 4.5 hours, a game at least 2 weeks = 9 hours of life spent on what?
A waste of time...
Often you don't manage to do everything you planned (while I conduct battles very quickly) + quick turn passing doesn't allow you to step away or switch to work... you have to stay tense all the time...
I enjoy squeezing everything possible out of a turn and accomplishing all my plans... while during the opponent's turn over 10-20 minutes, you can calmly think through a rough plan for the next turn + work on texts and necessary info!!! Mixing the useful with the pleasant:rolleyes:
So personally, I prefer and find it much more convenient when a turn lasts longer:smile02:
Initially, when I started, there were 4 minutes per turn.
Then, people stopped building the Capitol, started separating individual units, and even chains appeared :D, and they concluded that 4 minutes was not enough, and it should be 6. There were heated discussions, and many were against it. But in the end, 6 minutes were approved.
Later, the Jebus template became popular, and it couldn't be played in 6 minutes, so they started agreeing on 8 minutes. HL+U templates were also played in 8 minutes.
HD-mod appeared!!!
Here's the question. Why did the idea of playing all templates in 10 minutes appear??? :confused: It seems that everything has been done for a fast game, but people still don't have enough time. I understand that increasing the turn time has a positive effect on the quality of the game. But another problem arises: those who could play in one go now have to play with delays, and those who played in two goes have to stretch one game even more. Multiplying this by the number of participants and the number of rounds results in missed deadlines, participants dropping out, etc.
Increasing the time is good for a single game, but bad for a tournament. Democracy is good, but you can't indulge the participants in everything.
Let's remember why the turn timer was changed.
Initially, when I started, there were 4 minutes per turn.
Then, people stopped building Capitols, started focusing on single units, even unit chains appeared, and they concluded that 4 minutes was not enough, and it should be 6. There were heated discussions, and many were against it. But in the end, 6 minutes were approved.
The HD mod appeared!!! The question is: why did the idea of playing all maps with a 10-minute timer arise?
As practice shows, the saying "measure seven times, cut once" is a synonym for the saying "slow and steady wins the race" and applies to many players in Heroes.
Increasing the time is good for a single game, but bad for a tournament. Democracy is good, but you can't cater to the participants in everything.
You can, of course, say to learn to think faster, but the point is that not everyone wants to think faster, but everyone wants to play better
Of course, one could say, "Learn to think faster," but the point is that not everyone wants to think faster; everyone wants to play better.
As we know from a fundamental principle of philosophy, quantity transforms into quality. So, a time limit of 10 minutes per turn translates into a quality issue: a game lasting 9+ hours, leading to missed deadlines and disqualifications. Many high-level players play with a 6-minute time limit without using the HD mod and don't complain. And if we don't strive to find a balance between the time limit and the speed of thought, the trend of increasing the time limit will continue indefinitely, and eventually, everyone will play with no time limit, spending a month on each game. Moreover, we shouldn't forget that Heroes is just a game, and not everyone can dedicate all their free time to it.
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The timer has always been a stimulating factor for accelerating thinking and served as one of the measures of good gameplay: can the player accomplish what they intended within the time limit – good, if not – work on yourself (either learn to think faster, or develop standards, or click the mouse faster:D).
But when it comes to tournaments, the timer shouldn't be extended – the deadlines are not flexible, and the fact that the timer forces players to demonstrate everything they are capable of in a limited time remains true.
Indeed, there's no arguing with that!!!:o
I recently played against a player who beats almost everyone in Versus... he plays on unlimited. Balance, 2nd week, he has Valya with a bunch of parameters, 65 Marks and 5 Grand Griffins, two Consorts on the reserve (2-4 and a tier 3), and I only have a standard Rampart army and 3 Angels. He surrendered, didn't dare to take Consorts on the 2nd turn...
And I saw his last moves... he moved each hero one cell at a time... slowly. You can see how his "brain is creaking" :)
IMHO, this is a mockery of the opponent, and as Ikhtiandr said, quality will turn into quantity.
We don't need that kind of gameplay (quote).
P.S. I don't have the HD mod and don't even know what speed boosts it gives compared to SOD and Lighter ;)
Just when you play 2v2 and after 1 minute of the game, you're already comfortably controlling eight heroes, then after 2 minutes... ;)
...But around the same time, a new group of players started to make significant progress (appearing on Hv), and people began to dedicate more time to improving the quality of their gameplay. Increasing the quality means not only accelerating thinking but also increasing the time spent on making the right decision.
As practice shows, the saying "measure seven times, cut once" is a synonym for the saying "slow and steady wins the race" and applies to many players in Heroes.
I agree with that, and I'll support it. No matter how much time you take, even if it's just 1 minute, the trend is clear, and sooner or later, everyone will have to play with 10 minutes on the clock because quality ultimately prevails over everything else. I'm sure that most players are driven by a competitive spirit and the desire to win against their opponent, and to win, you need to think more and better.
You can, of course, say to learn to think faster, but the point is that not everyone wants to think faster, but everyone wants to play better.
— Why — "Ы"? Why — "Ы"?
— So that no one can guess.
— Idiot... Let it be — "Ы"
...increasing the quality means not only accelerating thinking but also increasing the time spent on making the right decision.
You can play Funky however you like, but in tournaments, all other things being equal, the player who has prepared more thoroughly should have an advantage, even if it's just taking a shower before the game, so that he doesn't get an itch on his forehead during his turn and doesn't get distracted for a couple of seconds. And if both players want to, they can always agree on unlimited time: in the World Championship, in the first round, I played against a Croatian, and in the second, against a Romanian - and in both cases, we played three games with unlimited time, and there were no complaints: I need to sleep, and he's wasting time.
And I can't help but agree with Captain: if you're having trouble with planning, play a couple of off-tournaments: if in random games, the first few days are often just reconnaissance, then in off-tournaments, you already have to make calculations for the end of the game. This clear dependence cannot be achieved in random games, but you will still practice building a plan for the game in advance, which is very useful.
PS There's one thing I can't understand: why Anarchy is put in the same category as smurfs - it's one of the most time-consuming templates, including because: "There is no spoon" - meaning there is no template.
Lady Scorpion and R55 probably never played offline tournaments; they didn't go through the school that Darthy and I went through, and as they say, "they're starting now, not when we did."
To PReDS:
From your statement, one should understand that in the past, newcomers paid very little attention to the quality of the game.
PS Just look at the voting results and you'll understand the trend. :)
