30+8+1 optimal, gives enough time to afk if u have to:)
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On Jebus Cross, the timer is 60 + 8 + 1
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Chingis, deleting your posts everywhere suggests that you don't stand by your words. So, what "whitelists" are we talking about? ;)

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In that case, you can chat with me in a private message; the effect will be the same, but you won't look like a loser.
P.S. Just for your information: the person is morally offended.
P.S. Just for your information: the person is morally offended.

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Want to play? Sure, I'm game, you set the terms ;)

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It's also discouraging to edit posts after I've already responded to them.

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No, I go to the forum for work. :rolleyes:

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Please, Rimpel, remove your posts that are not directly related to the topic – the topic is designed to be long-term, and it would be interesting to see how the perception of the timer changes over a year or two... your chat dialogues with Chingis do not fit the format.
P.S. After deleting them, I will also delete this post.
P.S. After deleting them, I will also delete this post.
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You suggest a chess timer for Jebus, but not for the equally popular SMK? :smile05:
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cmku 10+6+1 (10+6+3) are playing.
Воздам сторицей!
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Let's do the math.
Initial data:
1. SoD - 10 min per turn.
2. Pro exit to ГО in the middle of week 2.
3. Final artifacts are often at the end of the second or beginning of the 3rd week.
...
Calculating the average: 2 game weeks.
14 days multiplied by two min = 28min
with a timer (not accounting for time spent in battle) 28+8+0 also results in 10 min per turn.
Considering shorter battles at the very beginning, their greater number compared to later stages of the game, and the accumulation mode, I suggest the following options:
1. 28+8+1
2. 28+8+2
3. 42+7+2
4. 42+6+3.
I prefer 4 and 2 (I consider 4 extreme for Tournaments, 2 for seasons and fun games).
Initial data:
1. SoD - 10 min per turn.
2. Pro exit to ГО in the middle of week 2.
3. Final artifacts are often at the end of the second or beginning of the 3rd week.
...
Calculating the average: 2 game weeks.
14 days multiplied by two min = 28min
with a timer (not accounting for time spent in battle) 28+8+0 also results in 10 min per turn.
Considering shorter battles at the very beginning, their greater number compared to later stages of the game, and the accumulation mode, I suggest the following options:
1. 28+8+1
2. 28+8+2
3. 42+7+2
4. 42+6+3.
I prefer 4 and 2 (I consider 4 extreme for Tournaments, 2 for seasons and fun games).
"Бороться, бороться, пока не покинет надежда, что может быть в жизни прекрасней подобной игры." В.Каверин "Два капитана".
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Let's do the math.
Initial data:
1. SoD - 10 min per turn.
2. Pro exit to ГО in the middle of week 2.
3. Final artifacts are often at the end of the second or beginning of the 3rd week.
...
Calculating the average: 2 game weeks.
14 days multiplied by two min = 28min
with a timer (not accounting for time spent on battles) 28+8+0 also results in 10 min per turn.
Considering shorter battles at the very beginning, their greater number compared to later stages of the game, and the accumulation mode, I suggest the following options:
1. 28+8+1
2. 28+8+2
3. 42+7+2
4. 42+6+3.
I prefer 4 and 2 (I consider 4 extreme for Tournaments, 2 for seasons and fun games).
Наполеон в Москву тоже на 133 пришёл ;) (с)
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Has the idea of a "timer draft" ever been considered? Similar to the draft for castles or templates? And it would also be possible to introduce auctions. For example, if I see that my opponent "likes to take 20 minutes per turn," I could offer a color in exchange for reducing the timer. In turn, they could offer the right to choose the castle first from three options, in exchange for increasing the timer back. Personally, I usually play quickly, at least by trying to perform all "thinking" operations while my opponent is taking their turn. Many people neglect this, including those who are "daddy gamers."
In my opinion, the main drawback of Heroes is the length of the game, especially the time it takes for the opponent to take their turn. Of course, a major breakthrough would be the introduction of simultaneous turns for at least the first 5 days, but at this stage, I think a chess timer is a great idea. I especially remember a couple of games where, after half an hour, my question in ICQ "is everything okay?" was answered with "sorry, I had to step away..."
"Одержать сто побед в ста битвах — это не вершина воинского искусства. Повергнуть врага без сражения — вот вершина.
"Сущность войны — обман. Искусный должен изображать неумелость. При готовности атаковать демонстрируй подчинение. Когда ты близок — кажись далёким, но когда ты очень далеко — притворись, будто ты рядом."
"Сущность войны — обман. Искусный должен изображать неумелость. При готовности атаковать демонстрируй подчинение. Когда ты близок — кажись далёким, но когда ты очень далеко — притворись, будто ты рядом."
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You suggest a chess timer for Jebus, but not for the equally popular SMK? :smile05:
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Currently, for 2sm4d(3), the following timers are typical: 24+6+1 or 30+6+1 (for slow players like me).
P.S. In general, tell this to a lawyer who plays SMK with a 10+6+1 timer, and by the way, I also like this timer, maybe not on a permanent basis, but as an alternative - quite.
241-568-808
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Well, I've seen 16+6+1, but the limits described above are a revelation to me. By the way, I recently played the 8th game with a timer of 30+8+1, and on the third week, it took a little over an hour.
P.S. In general, tell this to a lawyer who plays Heroes on 10+6+1, and by the way, I also like this timer; maybe not as a permanent setting, but as an alternative – it's quite good.
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