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In reply to Dirty_Player
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#6772
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Dirty_Player
I banned him. At his own request. I don't remember when anymore.

By the way, DaU and DarkellU wrote to me – they asked to be banned!) That's what I remembered!


In reply to KobRa_RR
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#6773
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KobRa_RR
By the way, DaU and DarkellU wrote to me – they asked to be banned!) Just remembered!
Are they followers of AmilU?
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In reply to KobRa_RR
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#6775
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KobRa_RR
By the way, DaU and DarkellU wrote to me – they asked me to ban them! Just thought I'd mention it!
It seems you're still not very good, since you couldn't fulfill my request :D

лето 2012.
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#6776
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How can I update Heroes of Might and Magic to version 3.888? I currently have version 3.711.
Весна 2013.
#6778
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Dirty_Player
I also believe that it's more advantageous to pick second. The player who picks first doesn't know what the opponent will choose, but the player who picks second already knows what the opponent has chosen and can counter it, while still having the freedom to choose any of the 9 factions.
Countering a faction with another faction seems rather dubious. Depriving the opponent of the Miner and ending up without one yourself (Lorelei-Sync against Miner-Gunnar – isn't that an option)? Similarly, in the case of the existing random hero selection for Conflux and Necropolis (in these cities, the hero selection is random anyway), what's the bonus for blue here? So, for three cities, the second player doesn't really have a significant "blue" advantage.
Also, as you know, there's a pool of red templates where red has an advantage – small templates, such as the Smuggler, Jebus. And here, it's quite widely represented. And blue only needs to spend its turn on eliminating these risky templates.
And further. From turn 5 or 6, you'll already be able to know what the opponent won't pick. And then it will begin. And that's when the color will really matter. And the number of turns is odd, specifically 9. Someone will already have an advantage. Perhaps, it's obvious that choosing a different faction in each turn is the way to go.
Summer 2013


In reply to rebellious
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#6779
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rebellious

And then it will continue. Starting from rounds 5 and 6, you'll already know what your opponent won't choose. And that's when it will really matter, especially the faction. And since the number of rounds is odd, specifically 9, someone will already have an advantage. Perhaps it was obvious from the start that choosing a different faction in each round would be a good strategy.
So, what was the point of this sudden outburst when the tournament had already started? What's going to "start," if you don't mind? :) Who's stopping you from playing with different factions by rounds 5 and 6 so that your opponent can't guess what you'll choose, if that's so important to you?
What I "like" about some people is that they are never satisfied. There's a set of rules that specify the tournament conditions – read it, and if you like it (and agree with it), participate. If not, no one is forcing you to participate. There are many tournaments now; if none of the current ones suit you, create your own with your own rules and conditions. If you don't want to create your own and none of the current ones suit you, then, excuse me, you're just being a "drama queen..."
P.S. – and let's stop on this point and not clutter up the tournament thread.
296524052
Весна 2012.
In reply to rebellious
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#6780
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rebellious
Countering Dungeon with Dungeon seems rather questionable.
I don't see anything questionable about it. But that's just my opinion. In any case, the tournament will show whose kung fu is better.
rebellious
Maybe, it was obvious that different towns should be chosen in each round.
We've already tried that, and decided to make it a more flexible format.
In reply to Dirty_Player
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#6781
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Hmm. I think countering Dungeon with Dungeon is the best strategy, especially in the early game. It's a waste to use a Necropolis hero right away, and it's not ideal to rely on a less stable castle from the start. As for heroes, that's what restarts are for. There are plenty of good heroes; there's no need to limit yourself to the Miner and Gunnar.
http://ru.twitch.tv/lizard_wt
In reply to злой_романтик
#6782
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evil_romantic
What was the point of this statement, especially now that the tournament has already started? What's going to happen, if I may ask? :) What prevents you from playing with different factions starting from round 5-6, so your opponent can't guess which one you'll choose, if that's so important to you?
What I "like" about some people is that they are never satisfied. There are rules that specify the tournament conditions – read them, if you like them (and agree with them), participate; if not, no one is forcing you to. There are many tournaments now; if none of the current ones suit you, create your own with your own rules and conditions. If you don't want to create your own and none of the current ones suit you, then, excuse me, you're just being a "d'Artagnan..."
P.S. – and let's stop at this point and not clutter up the tournament thread.
This isn't a statement intended to provoke; it's an opinion. Expressed while the issue is still fresh in my mind. I probably wouldn't have written it later. It was meant to highlight the interesting aspect of the situation and its importance. And no one was expressing dissatisfaction. On the contrary, I believe that the exchange of opinions should be encouraged. A forum thrives as long as there is discussion. But here, everything is being perceived negatively, with a shift towards personal judgments. It's extremely unpleasant to discuss anything at all in that environment. And you've steered the conversation in an unclear direction... you need to rest more.
Summer 2013


In reply to =Lizard=
#6783
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=Lizard=
Hmm. I think countering dungeons with dungeons is the best approach, especially in the early game. It's a shame to waste Necropolis heroes right away, and I don't want to rely on a less stable castle from the start. As for the heroes, that's what restarts are for. There are plenty of good heroes; why focus only on the Miner and Gunnar?
We're talking about strong starting heroes. The probability of them appearing is the same. So why rely on chance? Even in "Operation Y," we didn't allow ourselves to do that. Why ruin a very strong dungeon in the early game, where the probability of encountering a weaker opponent is high? (For example, what was the reasoning behind Javdet's choice of a Citadel against a red Inferno with an unknown opponent?) We could have a separate discussion about these restarts. No matter how many restarts you take, you'll always end up in the same situation as if you hadn't restarted at all. So, what's the point of these restarts – they're just a waste of time. Especially this use of an "extra" restart per block when the restarts are already over – it's an unjustified privilege. They should revert the game to the last playable state, for example. As for the restart upon encountering an enemy in the current version, there are no words to describe it – it's a game-killer.
Summer 2013


In reply to rebellious
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#6784
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Well, by the way, the idea about returning to previous generations is not bad.

It's just better to implement it in a more aesthetically pleasing way - we play 111 five times, saving at the end of each turn for the blue player. Then we start eliminating generations, starting with the red player; each player eliminates two generations, and we play on the remaining one.
In reply to Wicc
#6785
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Wicc
Well, by the way, the idea about returning to previous generations is not bad.

It's just better to implement it in a more aesthetically pleasing way - we play 111 five times, saving at the end of the blue turn. Then we start eliminating generations, starting with red, each eliminating two generations, and we play on the remaining one.

an interesting option, at least for variety.
In reply to rebellious
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#6786
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rebellious
...we need to rest more.
As long as there are such pairings as Cobra-Rebellious, we won't have any peace...:D
I ask again to move this discussion to the forum.
296524052
Весна 2012.
In reply to Wicc
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#6787
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Wicc
It would be better to implement it in a more aesthetically pleasing way - play 111 five times, saving at the end of the blue player's turn. Then, start eliminating generations, beginning with red; each player eliminates two generations, and play on the remaining one.
The idea is interesting. Although it might take a lot of time. We just need to consider what will happen in case of a rematch or a technical restart?