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Posts from Chess timer: step 2. Daily increment. 4 polls in one topic!
6 + 1 minute 30 seconds (battle time) on the Jebus Cross XL-U map
15.9%11 votes
8 + 1 minute 30 seconds (battle time) on the Jebus Cross XL-U map
40.6%28 votes
10 + 1 minute 30 seconds (battle time) on the Jebus Cross XL-U map
34.8%24 votes
6 + 1m15s (battle) on Diamond, Mini-Nostalgia, Anarchy
18.8%13 votes
8 + 1m15s (battle) on Diamond, Mini-Nostalgia, Anarchy
55.1%38 votes
10 + 1m15s (battle) on Diamond, Mini-Nostalgia, Anarchy
18.8%13 votes
4 + 1 melee attack on 2 Small Mortar for 4 days (3), balance, Panic
17.4%12 votes
6 + 1 melee attack on 2SM4d(3), balance, Panic
42%29 votes
8 + 1 melee attack on 2SM4d(3), balance, Panic
37.7%26 votes
Pit for LM
12 years ago
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Determining the values for the chess timer – step two. How much time do we add per day on different templates, given a known battle time?
In the first poll about the chess timer, we learned the average battle time across the forum for different template groups: on XL+U templates – 1 min 15 sec on the JC XL-U template – 1 min 30 sec on Diamond, Mini-Nostalgia, Anarchy – 1 min 15 sec on 2SM4d(3), balance, Panic – 1 min
Now our task is to determine the daily addition. We have 4 polls in one again. Be careful! When choosing options, first consider that the time added to battles is already fixed. If this value seems insufficient to you, choose an option with a higher daily time value. You need to provide 4 answers – one for each group of templates. If you have never played on some templates or don't care, then don't enter anything at all. If you made a mistake, write it in the thread; I will take it into account when summarizing the results. Please also indicate exactly the time that you prefer most. Don't try to influence the result! Be honest with yourself and with your fellow competitors... It’s always unpleasant to see people cheat… Deception here will be obvious…
Provide your answer choice for each group of templates. I prefer the time per turn (on these templates and given the battle time):
- this is the first group – XL+U templates – you need to click on one value.
6 + 1m30s (battle) on the Jebus Cross XL-U template 8 + 1m30s (battle) on the Jebus Cross XL-U template 10 + 1m30s (battle) on the Jebus Cross XL-U template
- this is the standard Jebus Cross – also click once.
6 + 1m15s (battle) on Diamond, Mini-Nostalgia, Anarchy templates 8 + 1m15s (battle) on Diamond, Mini-Nostalgia, Anarchy templates 10 + 1m15s (battle) on Diamond, Mini-Nostalgia, Anarchy templates
- L+U templates with companions and Anarchy – another checkmark.
4 + 1m (battle) on 2SM4d(3), balance, Panic templates 6 + 1m (battle) on 2SM4d(3), balance, Panic templates 8 + 1m (battle) on 2SM4d(3), balance, Panic templates
- L templates without companions – one more answer.
The values in red are what you need to think about.
The poll will last for 3 weeks. As a result, we will have two parameters. Next, knowing the turn time + battle time, we will vote for the starting time within 3 weeks. And by the beginning of autumn, we will obtain the average value across the forum for the chess timer. Tournament organizers will set default chess timer values based on these results and the specifics of their tournament.
Pit for LM
12 years ago
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Summarizing the results. We consider the average arithmetic value for each group of templates to be the preferred time for a run across the entire HoMM3 forum: the sum of the time added per day, multiplied by the number of votes for each, divided by the total number of votes. Rounded to 30 seconds.
Toganash
12 years ago
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Didn't know where to put this, so I decided this is the best place: I think it's necessary to add to the rules when playing with a chess timer that saves are made at the beginning of the turn, then, for memory, the opponent's auto-save is loaded, and after everyone remembers, the game is reloaded from the save at the beginning of the turn. This will make it possible to eliminate the addition to the chess timer. It is also necessary to require setting up timer monitoring, and in case of disconnections, require forcibly discarding the unfairly gained time. This is necessary because it is impossible to build a strategy with a chess timer otherwise.
Didn't know where to put this, so I decided this is the best place: I think it's necessary to add to the rules for games with a chess timer that saves are made at the beginning of a turn, then, for memory, the opponent's auto-save is loaded, and after everyone remembers, the game is reloaded from the save at the beginning of the turn. This will eliminate the addition to the chess timer. It should also be mandatory to enable timer tracking, and in case of disconnections, it should be mandatory to forcibly discard the unfairly gained time. This is necessary because it is impossible to build a strategy with a chess timer otherwise.
+1, usually there are no problems with this, but to avoid stubbornness, it's better to write it in the rules :)
With the general shift to using a chess timer, a topic on battle management techniques is needed (e.g., pressing "wait" - w, "defend" - d on the keyboard, or what's better). I think I saw in a stream that the troops of a hero standing in a town can be moved to the town with a single action, except for a single unit; I personally move 7 stacks individually. Also, there are probably many other nuances that speed things up, such as exchanging troops between two heroes within a town.
Wicc
12 years ago
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I once had a series of posts about playing the game with short time limits:
Thanks, Wicc, that was helpful. I still have a question: if a hero is in a town, is there a way to leave them on unit number 1 with a single click, or do I have to manually rearrange all the stacks? The same applies when there are 2 heroes in a town. Also, I would like more detailed information about conducting battles under conditions of strict control.
Yes, when adding a timer to the general rules, we will definitely need to create rules for its use. We will discuss this during the third poll.
For the third poll: to prevent the timer from being increased after a connection interruption, it seems necessary to load the autosave with the correct timer.
Pit for LM
11 years ago
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It is time to move forward and summarize the second round.
We consider the preferred turn time across the entire HoMM3 forum to be the arithmetic mean for each template group: the sum of the additional day times multiplied by the number of voters for each / total number of votes. Rounding to 30 sec.
As a result, we get the average turn time: on XL+U templates - (487 sec - 66 votes) - 8 min on JC XL-U template - (505 sec - 63 votes) - 8 min 30 sec on Diamond, Mini-Nostalgia, Anarchy - (480 sec - 64 votes) - 8 min on 2SM4d(3), balance, Panic - (385 sec - 67 votes) - 6 min 30 sec
Overall, the results are predictable. And here is the correlation: 1. On Jeb, the battle time turned out to be the longest (1.5 min), and the turn time shifted toward a decrease compared to the seasonal SoD timer (10 minutes). 2. On sm, conversely, the battle time is 1 min, while players require more for a turn than the current seasonal SoD timer (6 minutes).
All that remains is to determine the starting time. I will create a poll — the link will be here.
Is it possible to implement such an idea? There are moments in the game where the entire game time can be spent on a single battle. Either you lose, or you sacrifice all your time. Could it be possible to make it so that a single battle takes a maximum of 3-4 minutes (5-6, as agreed), after which the time stops, and you can calmly fight in a difficult battle, while still having time to perform some actions after the battle.
Simon5760
11 years ago
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As I see it, this is the main feature of the chess timer. Here, you choose whether to have a long game or use a timer. And in general, if someone takes a long time to think, that's their problem; everyone is in the same conditions, in my opinion.