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It should be acknowledged that this doesn't waste the opponent's time. If we talk about saving real time, then the game itself consumes your life time.
Which can be saved with a replayable quick battle.
And if we talk about saving game time, then this is a great injustice to the opponent.
Who can set up a replayable quick battle and save not only their own time but also mine.
Secondly, in some battles, even with a bug-free quick battle, the AI wins against all logic.
This means that the quick battle is not bug-free and needs to be improved.
Or that you have problems with logic and this battle can be won.
Furthermore, a replayable battle allows you to roughly assess your strength against a particular army, thus we get extra game information earlier than the opponent, moreover, the opponent has such an opportunity only in a manual battle and, possibly, with significant losses.
What does this mean? What is the informational advantage?
I attack with five angels against a squad of 1-10,000 troglodytes using a quick battle.
I am told "you lost five angels, do you want to replay"?
What information did I receive that gives me an advantage over the opponent?
About the size of the army? I get this information in the very first second of the battle manually.
What is the advantage?
I've already provided arguments, you just don't want to see them. I told you, 60 vs. 40 with a non-bugged quick cast and 75 vs. 25 with a bugged one.
Read the post above, what's unclear there?
I don't understand why my chances are higher with a non-bugged, repeatable quick cast. Provide direct excerpts from your quotes, clearly stating what this is and what advantage it provides.
Ник в лоби - Kilgory
OelmFor example, I know in advance in a significant number of cases which battle is more advantageous to use.
последняя версия - 5.0 RC96 (19.09.2020)
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Those who support one-sided replays say they don't see any arguments why one-sided replays are considered cheating.
And I haven't seen a single argument why replayability should save time! After all, quick battles that cannot be replayed, i.e., instant battles, already exist!
Lider1, you didn't answer this question. And this question-and-answer exchange is, in fact, key. Arguments like "you don't understand the game mechanics" and "you're not a professional player or a tournament player" are truly weak because they relate to the person, not the arguments.
The fact that you will manually fight every battle without replayability says a lot.
For example, if you have a replayable quick battle, you fight some battles quickly, while your opponent, who doesn't have a replayable quick battle, doesn't. This means that you not only save time but also save mental energy (which is required even in the simplest, most crucial operations) and reduce the likelihood of errors (due to misclicks, inattention, or something else), while your opponent doesn't have that opportunity.
I agree that the ability to quickly redeploy troops and separate individual units is unfair to those who don't have it, but this is absolutely not an argument in favor of the idea that one-sided replayability is not cheating, i.e., is fair.
A simple example. Yesterday, I was playing a fun game, and on the road, there was a block of 20-49 archers; I estimated that there were no more than 30 of them. I took 2 Efreet and, using a replayable quick battle, defeated them in 1 second. The same thing happened with 2 blocks of Lizardmen. So, instead of 3 battles, each of which would take about a minute (first, I would wait, then attack the archers, and slowly kill them), I defeated everyone in 3 seconds with a quick battle! Without a replayable quick battle, I wouldn't have done that because: what if there are 40 archers? The probability is low, but Heroes is a game of chance, and 40 archers could defeat one of my Efreet in a quick battle.
Regarding mental strain, yes, an opponent without quick battles will put more strain on their mind, but how much more? By 1%? Because simple battles don't require much thought.
Regarding the question for Lider. Create a bug-free, replayable quick battle, and it will be more advantageous to fight manually in all parameters except time, i.e., the quick battle will not be able to produce a better result than you can achieve by replaying the battle manually; at most, it will be the same.
Ник в лоби - Kilgory
Archers aren't the best example – it's precisely ranged units in Castle Clash that allow you to break through without significant losses, because distance isn't a factor there, and unit speed matters (the same centaurs easily defeat slow-moving archers with minimal problems, which is impossible in melee combat). The example with iffrits directly confirms NumOne's words: a close fight, a couple of extra morale points, and the iffrit is gone, while a replayable quick battle allows you to "reroll the dice" and change the morale outcome. I don't use the 3+ mod, so I wasn't aware of the Q button, but if it exists, what prevents you from using it, engaging in a close fight, and pressing it if you're confident in the outcome? So far, the replayable quick battle is a safety net, and no other arguments have been presented (speeding up battles with instant completion should save at least as much time as a replayable quick battle). But the saving of nerves, concentration, and troops when using a replayable quick battle is an advantage.
Ник в лоби - Kilgory
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Great topic! The very fact that such a controversy has arisen shows that quick, one-sided changes shouldn't be made.
This doesn't mean anything because the opponents of the replayable campaign don't have clear arguments against it. Let's say we go back a million years to when the HD mod was first introduced; there were probably a lot of opponents to that too, and there are still people who play without it, but you wouldn't deny that the game became better/more enjoyable/more comfortable with the arrival of the HD mod, would you?
Ник в лоби - Kilgory
Не любят многие порнуху, а я... А я люблю порнуху! © А.С. Пушкин
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Kilgor, As far as I understand, there are no absolute opponents to quick battles here. There are only opponents to its one-sided implementation. And the main argument on this matter is simple and clear: if one player uses quick battles, and the other doesn't, then the first player has an obvious advantage.
I also don't understand the fervent persistence of those advocating for one-sided quick battles. If the idea of replayable quick battles was liked by virtually everyone, then everyone will happily install the mod, giving both themselves and their opponent the option to use quick battles. What, then, is the point of making it one-sided? To force the whole world to play with the HD mod? It seems to me that this contradicts the very idea of the HD mod.
Imagine an abstract situation: a world championship is taking place. A player from, say, Albania, who doesn't even know about the existence of the mod and replayable quick battles, is playing against a player using the HD mod. And our player, without the opponent's knowledge, will be using quick battles. Is that fair?
Once again, I ask, what obvious advantage will a person using a one-sided, replayable, and bug-free quick battle system have?
Ник в лоби - Kilgory
Lider1, you didn't answer this question.
Hello.
Baratorch, are you mistaken about something? Oelm actually wrote this.
Second paragraph
/topic/at/621380/
And the fact that you don't understand it because you aren't an active player also wasn't written by me. Let's not get things mixed up and reread everything carefully again.
***
I will be answering now; I was already annoyed yesterday and decided to postpone it until tomorrow.
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
I'm asking again, what obvious advantage would a player have by using a one-sided, replayable, bug-free quick battle?
Who and how will implement the disabling of morale/luck/unit abilities in these battles? Plus, for example, if a unit has an arrow ability, during a replayable quick battle based on losses, it can be determined that it exists, and the battle tactics can be changed immediately, thereby reducing losses. Both with the computer and with neutral units, morale should only be disabled for the player. I have no idea how to implement this. Also, please raise the topic of allowing/requiring the use of files that disable the generation of obelisks, healing forts, etc. when generating maps – this would also save time.
P.S. Right now, I was able to clear 30 archers with a level 0 hero in approximately 25 seconds.