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Group stage tables.
In reply to Palach HP
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Palach HP
Actually, if you think about it logically, that's what needs to be done, just like in chess and checkers with a chess clock. For example, if 141 turns have passed, add an hour to each player's time; that would be ideal. With the current structure of the chess clock, there's hardly any time left (I always have 2), let's say even 3, and you're playing with 8 minutes. Under these conditions, it's even more advantageous to play with a standard timer because not everyone can manage their units in 1 minute during a battle. And if you're also using demons... then it will take even longer, because if you click randomly, you can mess things up.
Therefore, adding +1 hour for 141 turns seems like the ideal option.
I agree. Although an hour for 141 turns is indeed a bit too much.
I would add more time for battles on the 1st day. Because there's no opponent's turn, so there's no time to think, and if zombies or gnomes, for example, block the path, they are, of course, defeated, but there's no time left on the clock by the end of the turn. And half the game goes wrong. :smile39:

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In reply to St_Klaus
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We need to speed things up, speed things up :p
When many players have a timer that accumulates over an hour, while others have it at 0, it says something... Economy and time management are also a strategy ;)


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In reply to Scorpiona
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If Heroes of Might and Magic 3 is a real-time shooter, then it definitely needs to be sped up. But if it's an intellectual game (like chess), then whether it should be reduced to a shooter that relies on dexterity is a big question. There's already a lot of technical work involved, and dexterity is needed anyway. Dima Syurmey's idea of limiting the maximum battle time is interesting. For example, if you need to defeat a horde of golems, it definitely won't take a minute or a minute and a half. So, there could be a limit of, say, 4 minutes, even if the battle lasts 10 minutes. Otherwise, one such battle will ruin the entire chess-like timer.
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In reply to Roger-ua
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It's not entirely clear why the discussion in the tournament thread has escalated again, especially since Pete recently organized a multi-stage voting process where specific recommended values for the chess timer were approved by a majority. These values seem quite reasonable, in my opinion, and we should aim to adhere to these limits. For those accustomed to SOD timers (and I myself was one of them not long ago), it's time to step outside of their comfort zone and try to speed up their game in the early stages. Instead of taking breaks during the opponent's turn, they should think about their next move, which will naturally lead to more efficient use of the timer. In any case, this is better than having 212 turns, a large number of chains, and control heroes, but not being able to play with half of them due to the 8-minute limit.
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In reply to Roger-ua
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Roger-ua
Dima Syurmey's idea of limiting the maximum battle time is interesting. You need to defeat a horde of golems, and it definitely won't be possible to do it in a minute or a minute and a half. So, the limit would be, say, 4 minutes, even if the battle lasts 10 minutes. Otherwise, one such battle will ruin the entire chess timer.
You can simply avoid such battles. And if it's a map, then complaining about the generator is a common thing... :)

The average inconsistency of the generator significantly exceeds the inconsistencies in battle length.

I remember, on a fixed MvM map, I developed a strategy to take the dungeon on day 111 with a bunch of dwarves near the castle. This was on TE, without morale, with a timer of 1800+480 and a random starting hero. There wasn't much money on that map, but I wanted to do a lot, so the idea was to get a lot of money for the initial development at the cost of bringing the timer to zero if the dwarves are tough (taken with a group of harpies). Therefore, in addition to the technique of executing the battle, I also had to prepare a scenario for the entire first week, making screenshots with notes on where to place the heroes on which day, etc. This was to save at least some time for the second week. The strategy turned out to be quite strong, but extreme, requiring quick reflexes and good theoretical preparation.

With a sodotimer or a limit on the battle duration, this would be a must-use strategy, and the first day would be played for a very, very long time.

Added 5 minutes later
By the way, regarding the bonus in the late game, I remember that in WT there was a proposal to make the timer three-tiered - starting time, weekly bonus, daily bonus.

Using the example of the current timer, this could look, for example, like a double bonus on the first day of each week. That is, if the timer is 16+8+1, then on day 121 (131, 141, etc.), 16 minutes are added instead of 8. This will not significantly affect the overall duration of the game, it will not eliminate the need to save time, but it will slightly reduce the hassle in the late game.
In reply to Pit for LM
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Please register me for the tournament.
Go Go Rampart!
In reply to Daio14
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The arguments about unrealistic battles with golems/zombies are the most frustrating. It's as if this is a huge problem that requires 30 minutes to solve. In the early stages, there might be a couple of unpleasant battles that take, at most, 5-7 minutes. Is that really so much? What's better: an unlimited battle with golems or a comfortable gameplay experience in the late game?
In reply to Dirty_Player
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Dirty_Player
The arguments about unrealistic battles with golems/zombies are the most annoying. It's as if this is a huge problem that requires 30 minutes. In the early stages, there might be a couple of unpleasant battles that take, at most, 5-7 minutes. Is that really so much? What's better: an unlimited battle with golems and a comfortable game in the late stage?
For Inferno, you can easily clear any block in the beginning by poking with Golems, and the timer will be fine, but still, after playing on Chess Timer for a while, I can't imagine how you can play HL+U with 8 minutes per turn. And the comments about the battle with golems are just ridiculous =)).
And another advantage of the Chess Timer in the beginning is the large amount of time for the first turn.

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In reply to skd
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I don't know what all the talk is about the lack of a timer. In almost every game, there are 40+ minutes left by the end of the second week, and sometimes even 1 hour+. Of course, sometimes you encounter a lack of time in the late game on HL+U, but this happens in 1 or 2 out of 100 games. So, I agree with Scorpion, speed up, think through your moves, while your opponent is making their move, think through battles, or practice difficult battles with golems in single-player, etc.

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In reply to BISHOP
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I constantly don't have enough time for chess, but that's my problem).
In reply to bubuch
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Perhaps, as usual, some players will criticize this or that suggestion, but I think it is necessary to have 2-3 short pauses in the game, no more than 2 minutes each (a phone call, a difficult battle, a child crying, etc.).
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In reply to Roger-ua
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Roger-ua
If Heroes of Might and Magic 3 is a real-time shooter, then it definitely needs to be sped up. But if it's an intellectual game (like chess), then whether it should be reduced to a shooter that relies on dexterity is a big question. There's already a lot of technical work involved, and dexterity is needed anyway.
Dima Surmey's idea of limiting the maximum battle time is interesting. If you need to defeat a horde of golems, it definitely won't take a minute or a minute and a half. So, there could be a 4-minute limit, even if the battle lasts 10 minutes. Otherwise, one such battle will ruin the entire chess timer.
I fully agree.
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In reply to Night Troll
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There’s just too much complaining now; the timer isn’t right, the monsters are too tough, the objects are in the wrong places… maybe the players just aren’t as good anymore? I’ve never seen Bishop, Stinger, Pete, Goomunguls, or Children of Player, or any players of that caliber, complain like this. Just calm down.
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In reply to Graf_Bananov
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No human lord can stand aside. Sign me up for the tournament too!))

I play as Castle.
It has to be DONE, future will BECOME
In reply to Dark30
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Dark30
I think it's necessary to have 2-3 pauses in the game, no more than 2 minutes each (phone call, difficult battle, child crying, etc.).
The game has two or three dozen such pauses. Depending on the length of the game. And even longer ones. You make your move, go for a smoke. You can chat on the phone, cook something... Sometimes, though, a pack of cigarettes isn't enough for a four-week game...

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