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

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In reply to Pit for LM
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Could you please clarify? Let's say there's a road to the Guardian Order (Haven) on Jebus, but it's not very appealing. However, it generated a buggy path to the Treasury through rough terrain, and that path is more enjoyable. Is it possible to reach the Guardian Order through rough terrain and then proceed to the Treasury, or can you only access what's located on the road?
icq - 630185572
In reply to Pit for LM
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Wherever you break through the Gate of Order, that's where you pass through to the Treasury. And the Gate of Order on the rough terrain is not a bug.
In reply to Wicc
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Wicc
This issue is discussed every year or two. Just like red rushing against noobs.

And each time, after getting bruised in discussions or real games, the community returns to a simpler and more unambiguous option – it's not allowed, period.

I would also note that when developing rules, it is useful to consider the need to unify them with other sites. And in WT, the restriction on red rushing is implemented programmatically, specifically in the form that currently exists on ХВ.

Yeah, we held out for 2.5 years. Read about it here.
In reply to Pit for LM
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Pit for LM
Yeah, we lasted 2.5 years. Read about it here.
I think it's worth reconsidering the voting... because it's absurd when you don't deal any damage and have no way to escape. ALTHOUGH I repeat once again that "hit and run" literally translates to "deal damage and run away."
What damage is dealt by Mass Bloodlust or Slow, followed immediately by running away in the same turn, for example?

лето 2012.
In reply to Pit for LM
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I think everyone is right here. Maybe we should prevent fleeing until the defender has had a turn (it doesn't matter what they did: cast spells, wait, etc., or how many of their units moved)? The attacker also takes a risk, and if they are wearing handcuffs, they can't flee at all.
"Бороться, бороться, пока не покинет надежда, что может быть в жизни прекрасней подобной игры." В.Каверин "Два капитана".
In reply to Dark
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darkello
What damage does Mass Bloodlust or Word of Encouragement followed by Retreat inflict in the same turn?
And what is the hidden meaning behind using Mass Bloodlust or Word of Encouragement followed by Retreat in the same turn? Maybe you should read the topic first, so you don't repeat yourself again? The rule is normal, very simple to understand and use. We should get used to the simplifications and changes in the game, instead of trying to make things more complicated.
In reply to Pit for LM
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By the way, after looking into the history of the issue, the desire to change anything disappeared. ))
In reply to Pit for LM
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Pit for LM
What is the hidden meaning behind using mass Bloodlust or Word of Weakness and then immediately retreating in the same turn, for example?
Maybe you should read the topic first, so you don't repeat yourself again?
The rule is normal, very simple to understand and use. We should get used to simplifications and changes in the game, rather than trying to make things more complicated.
Bloodlust was just an example! I can describe a more popular example... I attack an opponent with single units, cast mass Word of Weakness, and in response, they cast mass Haste, and it's said that I don't have the right to retreat for up to 2 turns, even though I already had an anti-cast spell active, and no damage was dealt. I think that's absurd, don't you?:cool:

лето 2012.
In reply to Pit for LM
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darkello, Satyr already explained – you attacked, and your advantage is that you checked for mass haste on your opponent. Either continue from where he left off, or don't post anything until you understand his point. Why are you going around in circles in a public discussion?
In reply to Grando
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Oldboy
darkello, Satyr already explained – you attacked, and your advantage is that you checked the opponent's mass-haste.
Either continue from where he left off, or don't write anything until you understand his point.
Why are you going in circles in a public discussion?
I'm trying to explain that, in my opinion, the rule is intended to prevent dealing damage and then running away, dealing damage – running away, dealing damage – running away, and then attacking with the entire army.
But if every check of a hero and his spells without causing any damage to him, or every risk of getting hit with low health units – leads to a ban according to the rules, nothing good will come of it. Initially, the rule was created to prevent "hit and run" tactics, meaning dealing damage and running away. Now, after so many years, it has gradually evolved into what it is on the forum.
It would still be correct to add an amendment to the rule stating that if the attacker casts spells, but the defender's losses in the first round are zero, running away is allowed:smile29:

лето 2012.
In reply to Pit for LM
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Also, I suggest adding the following rule to the rules:
If a player, after saving the game, forgets their password within a certain number of days, the game is considered lost for them.

лето 2012.
In reply to Dark
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darkello
I also suggest adding the following rule to the rules:
If a player, after saving, messes up during the loading process and cannot remember their password within a certain amount of time (days), the game is considered lost for them.
It would also be great to penalize players, for example, after 2-3 months or at the end of the season, who simply avoid finishing games that are being reported. There's no point in starting a game for reporting purposes if you're not going to finish it, and then just ignore it, especially since many "reporters" won't be happy about it.

If players started playing a month before the end of one season, the game must be completed by the next season. However, the saves must be kept by at least one of the players so that they can continue.

Of course, the issue isn't just about the losses themselves, but about:

1. Ensuring that players approach games more responsibly.

2. Punishing those who are unreliable, while fairly rewarding regular Heroes players who consistently play the game.

3. Avoiding wasting time!

4. Making the ranking truly ABSOLUTE! - i.e., at the moment, all official tournament games on HW count towards the ranking, and so do seasonal games, but there are a huge number of unfinished games (I'm not just judging by my own experience; I think everyone has them), and they need to be addressed (there are a million reasons, but sometimes one player constantly tries to contact the other, and the other, realizing their inability to win the game, tries to delay it, and the game fizzles out). So, when starting a game for reporting purposes, EVERYONE should understand that there will be a result (like in a tournament). This rule doesn't really restrict anyone, because you can always agree to play a game without reporting it, but it can prevent saves from becoming obsolete due to time.
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
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Here's what interests me. For example, I found a level 5 scroll and captured a castle with a level 5 building already constructed – can I use it? The rules state that it must be built.
In reply to theShevanesian
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theShevanesian
Here's something I find interesting. For example, I found a level 5 scroll and captured a castle with a level 5 building already constructed – can I use it? The rules state that it must be built.
Consider it as if you captured and built it.
In reply to Pit for LM
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I propose the following addition to the rules:

Rules of good conduct and respect for the opponent.
If there is an unfinished game (or games), before starting a new one, a player must offer their partner in the unfinished game (all partners in all unfinished games) to finish it. The offer should be made via a messenger for quick communication (ICQ/Skype/MSN). And only in case of refusal (or no response within 10 minutes) should a new game be started.
If a player starts a new game without making such an offer, their opponent has the right to immediately submit a report of their victory.
The reverse situation: if within ten days a player has not received any message/response/refusal to finish the unfinished game from their opponent, they have the right to immediately submit a report of their victory. Regardless of the opponent's "valid reasons."
In both cases, the player has the right to submit a report, but is not obliged to do so. The player makes the decision based on the situation.


The reason is clear: when one player has sufficiently demonstrated that they are not interested in finishing the game, there is no reason to continue bothering the opponent who wants to finish it.

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