That's bad, I thought they would create separate rules.
Posts from Subjective restarts in the season: let's vote!
Subjective restarts in the seasonal mode for 2SM4d(3) (full descriptions can be found in the first post of this thread):
In other words: These changes will affect the general rules of Heroesworld. Seasonal games are played according to these rules. Tournament games are played according to the seasonal rules, i.e., by default, these rules will apply to tournaments unless the tournament organizer decides otherwise.
and as for restarts by meeting, I generally suggest removing them, what’s the point? If an experienced player has no restarts left and the setup isn’t great, they can organize a restart by meeting, while the opponent might have some Ash or something with butter there.
one turn 8-10 min from each side, at 116 1.5 h - 2 h spent, and all that time down the drain, because of a restart by meeting based on who knows what
Why??? Why create a bunch of different rule variations? The rules should be uniform, and any deviations from them should be specified in the tournament regulations for each case, if the tournament requires it.
but in any case, a clarification should have been made in the topic title or the first post, because
most of the people who voted for the second option were swayed by the word "season" and are now tearing their hair out. I hope it's possible to retract their votes?
From Dyrty_Player:
I hope that the organizers, who have common sense, will not allow this nonsense in the Tournaments!
From Sevensan:
Why is it nonsense? Someone, I remember, said "you have to play any setup." Was it Stinger? Where are all these people now? Don't spread nonsense yourself.
Message from Kilgor
Most of the people who voted for the second option were misled by the word "season" and now they are freaking out. I hope it is possible to withdraw their votes?
It must be understood that the rules for the season are potential rules for Tournaments, if the organizer does not change them...
And I generally suggest removing restarts by encounter — what's the point of them? If an experienced player has no restarts left and the situation is not ideal, they can organize a restart by encounter, while their opponent might have some Ash or something with butter.
One turn takes 8-10 min from each side, on turn 116 we spent 1.5 h - 2 h, and all that time goes down the drain because of a restart by encounter based on who knows what.
I agree, why not remove the rest periods between matches?
because
Зима 2011-12.
because
Now everything is clear, they should have just said it like that from the beginning.
Зима 2011-12.
and I generally suggest removing meet re-restarts, what are they needed for? if an experienced player has no restarts left and the situation is not ideal, he can arrange a re-restart based on the meet, while his opponent might have something like a sweet Ash there.
one turn is 8-10 min on each side, 1.5 h - 2 h spent on 116, and all that time goes down the drain, because of a meet re-restart based on who knows what
An opponent came to you on 114 and the game ended. Personally, I don't like this. When I started playing Heroes, an opponent captured my capital on 113 (agreed to play M+I, didn't want to waste time on generation again). I had to take a restart on 113 :).
Voted for the 2nd option. I want to play, not restart and wait until there are 3 Griffin Conservatories on my native respawn. If in HotA I'm all for the 2nd option, then in SoD, due to the instability of the starting army, it might be better to leave 3 days.
But for now we're talking about 2sm4d3 and seasonal rules.
Doesn't feel like playing FFA in restarts.
I actually wrote it out and then deleted it. Think about it yourself – if this rule exists, there must be good reasons for it. And it wasn't written by fools either.
That's not what I meant; in fact, I wanted to hear the reasons (bring back what you deleted :)).
It takes 6 minutes on the small map.
An opponent came to your 114, and the game ended. I personally don't like this. When I started playing Heroes, an opponent captured my capital on turn 113 (I agreed to play M+I, I didn't want to waste time on generation again). I had to restart on turn 113.
6 minutes is pure time; with battles without a timer, it's 8-10 minutes.
Even on the small map (L+U), it's quite difficult to reach the endgame on turn 114 – you need to be lucky with the map layout, the starting army, and the blocks + you need to guess the direction + the castle must be close enough to the border.
Not to mention other templates – for Jebus, this rule is not relevant at all.
As a rule, the reason for a restart due to contact is something small, like contact (capturing a resource, a hiding place), attacking a weak unit – the opponent deliberately breaks through with critical losses to capture a mine and kill the shock-barbarian on that side in order to organize a restart.
+ this is an additional opportunity to restart the game while preserving the official restarts.
Perhaps it would be possible to at least remove such contact (capturing a hiding place, a mine, a scout) as a reason for a restart due to contact?
6 minutes is pure playtime; with battles without a timer, it takes 8-10 minutes.
Even on a small map (L+U), it's quite difficult to reach the outpost on turn 114 – you need to get lucky with the map layout.
But if both players are moving across rough terrain and have a road leading to a shared secondary resource, the encounter could happen very quickly.
So what? Both players reached the shared secondary resource; it will just result in an early Fort Battle, possibly the first one. Someone might retreat or buy their way out. In my opinion, this would actually be more interesting. The player who wins the first Fort Battle is unlikely to continue the attack; it's unlikely they'll finish the job in the castle, and the second week is coming up soon, giving the opponent time to recover. Plus, after this, the players will likely go back to gathering resources. On the shared secondary resource, a war of scouts will begin, or some other scenario. Why would you want to reset that?
Regarding the starting army in SoD, it was recently said that if Shakti has three stacks, expect trouble, but if Valeska has 4 archers and they aren't upgraded, then everything will be great :)))