Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”
Moderators are there to move posts to the appropriate topics, as requested by forum members.
The rules are perfectly acceptable. The terrain is part of the game, and it needs to be taken into account. There could theoretically be many similar situations. Ultimately, let's consider this scenario:
There's a road, and everyone has run out of moves, but one player has many moves left. They move along the road and encounter an enemy unit (carrying a Celestial Ship or another artifact). The attacking player has the same units, and the enemy has a Serpent. Why should the player with the Serpent be in a worse position (it could happen that if the defender loses, the attacker will kill the enemy hero in the city and end the game, or it could happen that the Serpent hides thanks to the terrain, and the attacker won't be able to kill it and will lose), if they can't be killed? They can't retreat or lose. They have the right to retreat, and the opponent has the right to attack. If the attack doesn't yield results, the defender is not to blame. Also, the attacker can attack with 10 Angels against 2 Angels, having +1 speed, thinking they will win, but they will get +2 speed from the opponent, who will take a strategic position and not lose.
1. Because they are attacking, and the defender is defending! The defender is not obliged to attack; they are FORCED TO DEFEND!, and it is the attacker who forces them to defend, and they are responsible for the attack! If the attack doesn't yield results, then the defense wins!
2. Immediately before the attack, the attacker sees (approximately) what the opponent has in their army. They can arrange their troops as they like, making the most advantageous arrangement for victory, taking the fastest units from the enemy, dividing them, etc., which puts them in a winning situation!
3. The attacker can scout with a unit; if there isn't one, that's the attacker's problem.
- The attacker can and should have a spell to remove the obstacle, and this is PROVIDED by the game and its creators. This spell is specifically created for such cases! It is quite rare to have this spell, and it is also rarely needed, but similar situations that arise are also rare, especially when they determine the outcome of the game. Often, the outcome is determined by one player having a Town Portal, a Dimension Door, and the other not, but we accept this and don't complain because it's part of the game.
- The defending mage can kill a swarm of skeletons because they place an obstacle with the Magic Shield spell (or whatever it's called), which doesn't change the essence of what happened. The opponent can't get close and is attacked with magic. The only difference is that the mage spends mana and kills the opponent or retreats after spending mana. But they retreat because there is no terrain.
In the case of Oldboy, it's even simpler. The birds didn't want to stand under the Angels and take a strategic position, and the result was a defeat, but in a different form.
For example, in a battle of weaklings, a hero with 7 zombie units attacked a hero with 1 fairy unit. After exchanging ranged attacks, a stalemate occurred, and according to the current rules, the attacker retreats, but according to your proposed rules, it would be the one who doesn't want to fight that retreats. This isn't necessarily bad, but it changes the perception and familiarity of such battles.
P.S. Perhaps this rule does require adjustments, but only in the part concerning shackles.
The request was to provide an example of a battle of weaklings where the new rule would clearly work worse than the existing one. I failed to do so.
After carefully considering all viewpoints (except for those individuals I previously ignored :D), I came to the conclusion that the only significant argument against the new version of the rule, which we arrived at through several iterations starting from Britvotchka's initial proposal (and by the way, Cobra, Vladimir, and Dzhavdet definitely liked this version, and I think Maretti will support it too compared to what we have now)... is that "there can never be a draw in Heroes."
From this:
firstly, the idea that "there are no draws in Heroes" is simply a misconception; I myself have read reports about draws, and even seen tournament tables where the result is recorded as a draw; you can only talk about the fact that there are tournament systems where a draw is impossible – which means
secondly, perhaps the proposed wording isn't necessarily the best option for elimination tournaments (single or double elimination), because at least there are arguments to keep full responsibility on the attacker - "win or lose"
thirdly, still no compelling argument has been made why the proposed wording cannot be applied to seasonal games, round-robin tournaments, and Swiss system tournaments, where the outcome of a match can be recorded as 1/2 : 1/2 (which accounts for the vast majority of games in the community)
(and as a specific case, apply the new wording directly to this tournament, which is currently being discussed - groups are played using a round-robin system)
(for the same reason - everything written here is not off-topic; everything written is directly related to this tournament)
something needs to be decided regarding shackles in both cases.
the argument that the attacker must always win the battle - in my opinion (but I have thought about it several times) is based solely on emotions - "I am standing here, not bothering anyone, but he attacked, so he should be responsible for everything" (so what is the basis of the argumentation in essence? fear from childhood that someone will come and take away my toys? Not to mention that the idea that "I'm not bothering anyone" is simply a lie; compare with the sequence of four points below, which relies on the meaning of the game as its first point).
still no one has commented on the simple logical chain, which clearly shows that
the existing formulation of the rules does not correspond to the spirit (meaning, call it whatever you want) of the game, and therefore, again and again leads to great disappointment among players
1. The purpose (essence/goal) of the game is the complete destruction of the opponent.
2. 1000 skeletons cannot destroy 1 angel. There is no right to victory.
3. 1 angel cannot destroy 1000 skeletons. There is no right to victory.
hence
4. The most fair outcome of this stalemate is a draw.
And, just in case, I remind you once again that the proposed new wording does not say that any tie is a draw. Players can decide for themselves how much of a stalemate they are in, and the defender still generally has a positional advantage. In many cases, the new wording will work exactly like the old one. It simply more accurately (closer to the "spirit of the game") emphasizes certain aspects in stalemate situations.
The last version (in blue) was quoted here:
/topic/at/700083/
The request was to provide an example of a "noob battle" where the new rule would clearly work worse than the existing one. I couldn't do it.
1. The meaning (essence/goal) of the game is the complete destruction of the opponent.
2. 1000 skeletons cannot destroy 1 angel. There is no right to victory.
3. 1 angel cannot destroy 1000 skeletons. There is no right to victory.
4. The most fair outcome of this stalemate is a draw.
To be honest, I don't even want to argue. Let the person responsible for the rules sort it out :D
Играю почти всегда - пишите =)
Мой twitch канал https://www.twitch.tv/browser32
Весна-осень 2011.
ICQ: 448631545
Everything is allowed.
I suggest adding a few words in bold to the current rule quoted in italics:
If a "stalemate" situation occurs in a battle, the attacking player must retreat. Before retreating, the player avoiding contact must make a "Draw Offer" (exception: castle siege)
Oldboy, so it turns out that in the middle of the game, any, excuse me, noob can attack with pixies against a scout with skeletons (300 units) and get a draw? In summary: in the case of necromancers or units with neutral morale, can one stack automatically achieve a draw (= victory if 7 pixies are exchanged for 300 skeletons) in battle (a match if this was an attacking stack)?
You forgot to write – how does this “happen” for you? Here is the rule variant I propose:
/topic/at/700083/
According to it, if the attacking "noob with pixies" avoids contact in battle, he must retreat as before.
And once again - there is absolutely no "automatic draw" in the proposed wording either; there is no "automatic draw" at all.
The point is that now, if the defender avoids contact, they win the battle for some not very clear reasons, and it is proposed to replace this win specifically in this situation with a draw (and only if both opponents agree on this draw)
ICQ: 448631545
