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Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.” Auto-translated

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In reply to Dirty_Player
#1299
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Dirty_Player

Don't get it twisted. If I'm going to get the Air book, I know what I can do with it later, and what I can't. But with a hero from the dungeon, it's like a gamble.

This is a game, and if you know the rules, you know in advance that a hero from the dungeon might be banned from battles. So, here, it's the same as a chest that might give you an artifact instead of money, and you might lose because of it.
darkello
I agree with Dirty, for example, you built a chain of outposts, counting on a hero from the dungeon to attack your main hero while he's leveling up. Then the question arises: you're left with only 1 hero who frees the dungeon, and there's an Israelite hero who can't attack! And what do you do with the army? Leave it so the opponent can take their army and punish you?!

If you're counting on risk, then accept the negative result with dignity.

Or do you want to allow Sir Mull to participate in battles as well?
In reply to Pit for LM
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#1300
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What are you even discussing? Can you fight with a level 30 Vidomina or not? Well, it's simple here imo. Got Vidomina/Isra - you got lucky. Go level up, fight, necro. And the opponent should counter, attack, be active. Prison is the same random as with Utopia. Someone gets КЗ, someone gets a captain's hat. That's within normal bounds, I think. If it's a level 20 with expert necro - then nothing's allowed, of course. If with advanced - then again, raise the dead last and all's good. I don't see a problem.
In reply to Pit for LM
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#1301
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I suggest adding the following points: * When Sir Mullich, Izra, and Vidomina are released from prison, they can be used without restrictions on the day of their release. Points 5.10.1 and 5.10.3 apply to them starting the next day. * If Sir Mullich, Izra, or Vidomina are together with an enemy hero in a Portal or Dungeon when attacking, it does not constitute a violation of the rules.
In reply to Pit for LM
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#1304
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I agree, it's brilliant nonsense!

You won't be singing the same tune, friends, when the formulation you proposed decides the outcome of the game against you (Mulligan will break through difficult blocks, because he can also have a tactic, and Isra will crit and kill 300 skeletons in a day). Now imagine a situation where one person has all 3 heroes captured in prisons for several turns, while the other has twice as much garbage :)

The rules should remain as they are, only their wording should be adjusted to avoid ambiguous interpretations!
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
In reply to Pit for LM
#1305
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Well, you've allowed them to use it in Jebus-3 without any restrictions, at least for now))) but Kluka only gets one day.
In reply to Pit for LM
#1306
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It's absurd that heroes like Sir Mullich, Izra, and Vidomina exist, but you can only play as them by making them disabled. Their abilities are greatly overrated. Logistics experts, Tazar, and even Crag and Galtran are much more powerful, but for some reason, no one thinks to limit them. That's where the biggest inconsistency lies. However, if you look at the root of the problem, the rules were originally written for the 2SM4d(3) template. Subsequent adjustments for newly playable templates only partially reflected their specific characteristics. For example, level 30 heroes appeared on Jebus. And if it's Izra or Vidomina there, their necromancy skill at that stage of the game, when they were discovered, no longer matters. In that case, it's better to ban these heroes altogether rather than release one-handed necromancers. On Jebus, logistics experts and "free" mage-tricksters (from prisons) are much more dangerous (overpowered), as they are on all templates. That's who you need to fight against. And Sir Mullich, along with heroes specializing in magic, can be rightfully returned to the game, especially with the presence of the Sphere of Suppression and the Cloak of Renunciation. These artifacts significantly break the game. By the way, if they aren't banned, you can set a price of around 100-250 thousand and/or with a corresponding value
In reply to R55Max
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#1307
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R55Max
I agree, it's brilliant nonsense!

You won't be singing the same tune, friends, when the formulation you proposed decides the outcome of the game against you (Mulich will break through difficult defenses, because he can also have a tactic, and Isra will crit and kill 300 skeletons in a day). Now imagine a situation where one person gets all 3 heroes in the prisons over several turns, and the other gets nothing at all :)

The rules need to be left as they are, only their wording should be adjusted to avoid ambiguous interpretations!
Show me a save where this pair (either of them) crits and kills 300 skeletons in a day?

They are released:
a) When everything around is cleared and the guards just stand on the road and annoy you.
b) In a treasure, when the skeletons are no longer needed by anyone.

Or will you leave 2-3 unattacked imps, hoping for these fools? That's nonsense...

P.S. You need to think about Mulich, because he's overpowered!!!

Added 10 minutes later
I suggest a completely different amendment:

Any hero released from prison can be used without restrictions.

The tavern is one thing, here you can breed the hero you need, but the prison is just pure random.
In reply to rebellious
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#1309
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rebellious
It's nonsense when heroes like Sir Mullich, Izra, and Vidomina exist, but you can only play as them by making them disabled. Their abilities are greatly overestimated. Logisticians, Tazar, and even Crag and Galtran are much more powerful, but for some reason, no one thinks to limit them. That's where the biggest oddity lies.
I agree 100%. I'm generally in favor of removing hero restrictions. Mullich, Izra, and Vidomina are just as much heroes as the others. Let them have the same rights as everyone else.
In reply to Pit for LM
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#1310
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I'm all for allowing the use of heroes from the Dungeon faction without any restrictions. With Mullich, I would remove all restrictions. They shouldn't be available at the start, but if I have to choose which heroes I'd rather see in the tavern, then Goshan, Luna, Taz, Kiryukha, and Grindan would definitely be more interesting.

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
In reply to Pit for LM
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#1311
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I don't understand why there's so much arguing here... At level 30, you can safely use "Исра" and "Видомина" because all skills are based on experience, and everything is done according to the rules... At level 20, you can level up with "Пандоры" without even engaging in battles, and again, everything will be within the rules.
Regarding "Мюллих": what difference does his level make?! The rules already state that he will be banned after level 3; what questions could there be...?
P.S. "Мюллих" will be in prison with a broken build, meaning skills like ballistics, artillery, and training will be affected, along with other joys of the "Кастловский" build. Playing with a broken build is useless; even those 2 extra speed points won't save him.
"Никто не уходит из героев вечно", - убедился на личном опыте, гоняю в сингле до сих пор :D
In reply to hunter98
#1312
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hunter98
I don't understand why there's so much arguing here... At level 30, you can safely use "Исра" and "Видомина" because all skills are on experience and everything is done according to the rules... At level 20, you can level up with "Пандоры," even without engaging in battles, and again, everything will be done according to the rules.
Regarding "Мюллих": what difference does his level make?! The rules already state that he will be banned after level 3; what questions can there be?...
P.S. "Мюллих" in prison will have broken stats, like: ballistics, artillery, training, and other joys of Castle Town leveling, and playing with broken stats is useless, even these 2 speed points won't save him.
I agree about the broken stats; it's not always justified to do this with your main character and use it in Fortress battles. I also agree that when these heroes are released, the map is practically cleared, and if there wasn't a Necropolis player before, even 300 skeletons in Fortress battles won't really change anything.
In reply to Iamsamstan
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#1313
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It should be done like on WCL, sir Mullich is unbanned there and treated equally, but no one still plays there :D