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Thanks to the seasonal tournament on the portal, at least 4 active players have joined ХВ-ХЛ over the past six months. So the portal's seasonal tournament is very much on point. Lots of newcomers, a free schedule — no one stresses about deadlines. Got bored / no time — just drop the tournament and let no one down.
In the half year since the season on the Portal, at least 4 active players have come to HeroesWorld-Heroes League. So the Portal is very relevant with its season. Lots of newcomers, flexible schedule, nobody bothers you with deadlines. If you're tired/don't have time, you drop the tournament and don't let anyone down.
It's good that the Portal exists, it's good that HeroesWorld exists, it's good that the League exists; the point is that the same group of people are playing the 5-player format across all three resources, and there aren't many of us to be divided.
It’s definitely not worth dividing by resources. Tournaments on HeroesWorld and the League have been held for quite some time without any issues, so I don’t think anything needs to be changed here. Some people even manage to play the seasonals on the Portal — well done, I tried, but I physically can’t play that much. I’ll support Yura, I also liked the team game — maybe implement themed team games on HeroesWorld? As for regular tournaments, the League is enough. By the way, it’s been a while since we last had paired tournaments — the problem might be with the templates, but I think it’s solvable, the main thing is to get started.
"Да, человек смертен, но это было бы еще пол беды. Плохо то, что он иногда внезапно смертен, вот в чем фокус". БУЛГАКОВ М.А.
Noom
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I think I tried to explain that a game with three resources is not about division but rather about aggregation. Let's say you got knocked out of the Blitz League – there’s a seasonal league or a team tournament on ХВ. You need to advertise all tournaments on all portals, and then (miraculously!) there won't be an outflow of players; instead, a growing inter-portal pool will form.
Added 2 minutes later Adv
By the way, it has been a while since paired Tournaments were held; perhaps the problem lies in the templates, but I think it can be solved; the main thing is to start.
The problem is that the matches will be very long – you need to significantly reduce the time per turn, possibly by weakening item/passage guards. In Might and Magic III, you can read how they solved this issue in the Resurrection Tournament thread. /topic/9712/
In spring and summer, we tried playing in pairs, but there are some nuances. After one of the players in a pair dies, it becomes uninteresting to continue playing. So, whoever guesses the correct path wins. This isn't a viable option for tournaments.
Dividing divisions based on resources is absolutely not an option. I see the solution in systematizing tournaments; on the league, tournaments follow a specific schedule. I think we'll run 4 tournaments this year + the start of the Masters. The Masters isn't a replacement, but runs in parallel with the last tournament.
On Hv (Heroes of Might and Magic Online), we can also run 4 tournaments; the question is, which ones? One of them will be a team tournament. There are three slots available; we're thinking about it.
We'll launch a "Novice" tournament; we haven't decided which resource to use yet. We need to discuss it with the others.
Regarding the portal, I can't say anything; I don't have the energy to play and manage the resource.
By the way, it's been a while since we had a paired tournament. Perhaps the problem lies in the templates, but I think it's solvable; the main thing is to start.
A paired tournament is such a hassle:) Here's a quick list: 1) Getting everyone together at the same time (4 people) is problematic. 2) You get together, and someone suddenly has to leave - game over; 3) You get together, and someone's internet starts glitching - you get nervous, game over; 4) You get together, and there's a disconnect, you don't know who, you get nervous, game over; 5) You get together, start playing - the turn limit is 10 minutes, turn-based - the interval between turns can be over 30 minutes, and then the player whose turn it is has to leave - you play, sit, and wait; 6) An error (loss) for one, a problem for another - nervousness, complaints (possibly), and so on. Personally, what bothers me most from this list is waiting for my next turn for more than half an hour, and that's if everything else goes well:)
"Шанс есть всегда, но не везде." ;)
Zybr
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A pair tournament is such a hassle. Here are some issues: 1) Getting everyone together at the same time (4 people) is problematic. 2) You get together, and someone suddenly has to leave – game over. 3) You get together, and someone's internet starts glitching – you get nervous, game over. 4) You get together, and there's a disconnect, you don't know whose – you get nervous, game over. 5) You get together, start playing – the turn limit is 10 minutes, it's turn-based – the interval between turns can be over 30 minutes, and then the player whose turn it is gets disconnected – you play, sit, and wait. 6) One person has a bug, another has a problem – nervousness, complaints (possibly), and so on. Personally, what bothers me the most from this list is waiting for my next turn for more than half an hour, and that's if everything else goes well.
Pair games are played even in the third and fourth installments, and with the fifth installment's timers, it should be even easier.
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!
Even in Heroes of Might and Magic III and IV, paired games are played, and in Heroes of Might and Magic V, with its timers, it should be even easier.
I haven't played paired games in Heroes of Might and Magic III or IV, but I did try it in Heroes of Might and Magic V, which is why I explained everything above. And the timer in Heroes of Might and Magic V isn't that smooth; with a turn limit of 10 minutes, it can actually take 15-18 minutes because the time in battle is partially extended by the overall turn time.
"Шанс есть всегда, но не везде." ;)
Zybr
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I haven't played paired matches in the third or fourth game, but I did get to try it in the fifth, which is why I explained everything listed above. And the timer in the fifth game isn't that smooth either; with a turn limit of 10 minutes, it can actually take 15-18 minutes because the time in battle is partially extended by the overall turn time.
You could set a shorter timer. It's even necessary. As for the difficulty of getting everyone together, you can agree on a day in advance. It's unlikely to be a major problem for anyone to plan their time in advance.
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!
ABKSever
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Maybe we should organize a tournament in Heroes of Might and Magic III, something like a "favorites" tournament? To avoid everyone getting tired of playing with the same faction, I suggest that each participant submits a pool of four factions, and then they draw against their opponent, like drawing maps using a random map generator, but each player will have predetermined factions. Or, we could do it like they did in "Might and Magic: Clash of Heroes," where in the group stage, each player chooses their own faction (and must play one game with each faction), and in the playoffs, they draw.
You could set a shorter timer. It's even necessary. As for the difficulty of gathering everyone, you can agree on a day in advance. It's unlikely to be a big problem for anyone to plan their time in advance.
According to your logic, you could also reduce the turn time in paired games:), but with this, as well as with the dynamism of the battle, even on a small setting, I think 99% of players won't even agree to it. Regarding the time it takes for everyone to gather, this is perhaps the least significant problem out of all the others that may and will arise.
"Шанс есть всегда, но не везде." ;)
Noom
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Why did you decide that the timer shouldn't be shortened without causing harm? The timer is mainly spent on difficult clears in Treasure/Gold Outposts – if you reduce the strength of the guards, the game itself will become more dynamic (Gold Outposts/Treasure Outposts will be cleared faster), and less time will be spent on clearing them.
Zybr
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According to your logic, you could also reduce the turn time in paired games.
What's so terrible about that? You yourself described the problem of drawn-out turns in 2v2, but for some reason, you don't seem to consider reducing the turn time as a solution.
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!
I found and watched streams of only 2 paired games, with a 6-minute timer. It takes a long time to wait. Perhaps that's why there are so few of these games (and templates for them). A tournament for paired games, I don't know, it's difficult to implement. And it's not really necessary, in my opinion.