I think there are two main groups of people among those who voted against:
those who are shouting "don't touch SOD."
And the second group, who haven't tried playing with the restructuring.
Posts from REWORK for the Academy. Is it needed or not?
SoD. Rework for Mage Guild. Is it needed or not?
I myself have written many times about the advantages of restructuring. And I don't take back my words. For ideal Heroes, restructuring (or some analogue of it) is definitely needed.
Ideally, there should be one version of Heroes, in my opinion, for all time! A version that satisfies the absolute majority, on which CIS championships are held. A united community! Ideal Heroes!
Let it not be a perfectly balanced game, but considering all the conservative norms and the best "liberal" additions. Let there be few of them, so as not to alienate, only the most important, objectively.
Not WoG, and not even VT, let it be the good old SoD, from which it all began, which drew people in and made them love Heroes - which is close to everyone: both old-timers and newcomers, amateurs and professionals, but with minimal changes, such as guild restructuring! Because it adds too many positives to the gameplay, globally disrupting the balance; it gives a chance for skilled players to win matches, a chance to fight against hopeless situations simply because they were unlucky. And I am sure that it indirectly fights against such a global "enemy" of Heroes as the duration and dragging out of matches!
Let the "ideal" version not have troop experience, magic balance in the guild by schools, neutral morale, abilities, etc., and even 3 starting stacks at the beginning, as it was in the basic SoD! But there are conceptual things without which games are simply ruined, dragged out, and ultimately won matches cannot be completed, just because one player was given control, and the other was not. They were unlucky! And there is practically no chance, that's it.
В прошлом "Координатор турниров Лиги Героев" (www.heroesleague.ru)
when you have resources and stats, but lack control and a way to acquire it, and you just watch helplessly as your opponent with control outplays you turn after turn...)
It's also worth noting that in SoD, the game is limited by the fact that players are reluctant to build a Town Hall, as there are no guarantees that they will find anything useful there. It only makes sense to build one if you need a scroll. In Warlords, any decent player considers building a Town Hall from the beginning of the second week.
Many complain that the game is already restricted by the rules and that many of its aspects are not used. So, what I'm getting at is that in SoD, on random maps, mages and building a Grand Mage are severely limited. When the Grand Mage is rebuilt, the game becomes more balanced in this regard.
Зима 2011-12.
at this moment, out of the participants (16) in the CIS-2015 competition: score: 7-4, (43%-25%)
лето 2012.
But there are conceptual things that, without them, simply ruin, drag out, and ultimately prevent won games from being completed, just because one player was given control, and the other was not. Bad luck! And there is practically no chance left, it's all over.
Many players in the Versus Time (VT) mode vote for restructuring, arguing that they "want a balance in resource distribution." However, experience in VT has shown that trying to achieve balance in resource distribution by changing the gameplay has limited potential – no matter how much you adjust it, the random map generator will always spoil it. You can only reduce the disparity, but it will still be high enough to make it difficult to talk about equal chances when skilled players meet. In other words, it's harder for a skilled player to lose to a novice in VT, but when skilled players meet, the generator's influence on the outcome of the game is approximately the same as in the standard game (SoD).
Therefore, the only way to fight for balance in resource distribution is to change the map generator so that it initially creates more or less balanced maps. But if that's done, why change the gameplay?
Many things fit this description, not just the lack of control. For example, uneven distribution of resource nodes – one player has compact, rich nodes along the road, while another has small nodes located deep in the wilderness. The first player collects them at levels 121-122, quickly moves to the opponent, and reaches level 125. This is a fairly common situation, and the chances of winning are practically non-existent. How do we fix this?
В прошлом "Координатор турниров Лиги Героев" (www.heroesleague.ru)
I'll repeat, perhaps...
Create the following add-on for the HD mod:
1. You build a Mage Guild in some castle and receive certain spells.
2. When building a Mage Guild in another castle - you ALWAYS receive at least 1 new spell at each level of the Mage Guild compared to the construction in the first castle.
3. When building a Mage Guild in a 3rd, etc., castle - you also ALWAYS receive at least 1 new spell at each level.
4. This continues until all possible spells have been learned. After that, naturally, there will be complete duplicates across all levels of the Mage Guild.
Thus, we get the following picture:
1. Classic SoD (with chains of suckers to banks in distant zones, etc.) is not broken at all. The game remains absolutely the same. "SoD players" are happy.
2. control is definitely found not in the 2nd, but rather in the 6th castle. "WT players" are happy.
3. Additionally, the game becomes even more strategic from the point of view of defense and capturing seemingly non-essential castles.
In other words, this mechanism does not solve the problem.
Vic, the example with the cons isn't that unbalanced, in my opinion. Of course, there are completely terrible setups, but this can be fixed by restarting the game or doing some minimal scouting for 1-2 days. If you're playing maps generated by RMG, you shouldn't rely on or complain about such factors in the first place, because you made the choice to play that way.
Actually, I've always been "against" randomness and "in favor" of fixes precisely because of the factors you described! :D
For example, I see that in your head, the thoughts "sometimes you get a start with 10 gnolls, it's fate" and "I hate the lack of control in the late game" coexist without contradicting each other. But that doesn't mean that they will coexist in the head of another player, because the dissonance is obvious.
In the case of "sometimes you get a start with 10 gnolls, it's fate" + "sometimes there's a lack of control in the late game, it's fate," the dissonance, if it exists, is masked by the overall concept of "SoD is one and indivisible, the immutability of the version is more important than its quality."
This is exactly why the concept of a "general game concept" is needed; it allows one to establish an argumentative basis or philosophy for certain changes. This ensures that disputes don't turn into "I like this/I don't like this," but instead have some objective component.
For example, as I see it, the thoughts "there are starts with 10 gnolls, c'est own fate" and "the lack of control in the late game is annoying" coexist in your head simultaneously without contradicting each other. But that doesn't mean they will also coexist in another player's head, because the dissonance here is visible to the naked eye.
In the version "there are starts with 10 gnolls, c'est own fate" + "there is a lack of control in the late game, c'est own fate," if there is any dissonance, it is glossed over by the general concept that "SoD is one and indivisible; the immutability of the version is more important than its quality."
This is precisely why the concept of an "overall game concept" is needed; it allows you to provide some argumentative basis or philosophy for certain changes. So that the arguments don't turn into "I like it/don't like it," but have some objective component.
For example, as I see it, in your mind, the thoughts "sometimes you start with 10 gnolls, that's fate" and "I'm annoyed by the lack of control in the late game" coexist without contradicting each other.
But I cannot influence the presence or absence of control in the very first utopia/guild/scroll, and I can't restart! This is simply a pure factor of luck, a fundamental and important factor on large maps, which is what is being proposed to smooth out!
В прошлом "Координатор турниров Лиги Героев" (www.heroesleague.ru)
The fact of introducing gameplay changes removes the psychological barrier—it used to be "forbidden and that's it," but now it's "sometimes you can..."
Consequently, after some time, the question "maybe we should change something else too..." will inevitably arise, because there are many things in SoD that practically beg for changes. Perhaps not in this generation of Heroes players, then in the next. And again: arguments, polls, a Schism into two camps, etc. IMHO it's better to nip this in the bud and draw a simple and clear line: "this is allowed—that is not."
Added after 20 minutes
It's tolerable because I have the ability to influence "the imbalance of 10 gnolls" (since you brought up such an example)! I can simply take a restart! I can choose a hero from the start to somehow smooth this over, I can examine the layout carefully, evaluate the guards of the passes, look at the 2nd-3rd-4th heroes following (maybe there are 3 stacks, magic, a ballista), assess the overall situation and, perhaps, "10 gnolls" will be enough for me in the long run! I decide for myself by evaluating the starting respawn, checking if there's some minimum required to play, and I can influence this!
But as for the presence/absence of control in the very first Dragon Utopia/guild/scroll—I cannot influence that or restart it! This is simply a pure factor of luck, a fundamental important factor on large maps, which is exactly what is being proposed to smooth over!
You can only restart what is discovered on day 1 (most restarts are taken on 111), but everything discovered later usually cannot be restarted. And there are many such factors; on 111 you can only make a general estimate—is it even possible to develop here or not?
But that's not what we're talking about, but rather that the gameplay of SoD is in principle very dispersive and imbalanced, and whether this is a virtue or a flaw is a matter of taste.
And rebuilding the guild doesn't fix the situation here. Well, everyone will have guaranteed control—then other crooked distributions will start to be annoying. We all went through this in WT. And we came to the conclusion that this can only be cured by mirrored templates. We also concluded that mirrored templates are psychologically difficult for the average Heroes player—because they have a need for freebies and the ability to blame defeat on the generator. In other words, all this search for distribution balance is a waste of effort.
I've always thought that Heroes portals are created primarily to host large-scale tournaments and, consequently, to determine the strongest players. Because it is the desire to win that develops individual skills and, overall, the game itself. To simply have fun, you don't even need an opponent. But if you're looking for an opponent (even for a so-called "free-for-all" game), it means that your subconscious is interested in your skill level relative to other players. And that's already a sport.
I'll repeat here a thought that has been written many times on various Heroes portals.
Basketball used to be played without a three-second zone, and soccer without the offside rule. And the adherents of "classic" rules were ready to burn those who dared to change something for the sake of improving the sport. Who remembers these "classic" rules now? And why should HMMIII (an undeniable esport) lag behind other sports?
I'm sure people will be divided into two categories: 1. Those who agree. 2. Those who won't bother reading all this carefully because it's easier to watch another stupid video of an opponent and then make another meaningless comment like, "Play in Warlords if you don't like something in SoD."
Thank you for your attention.
Furthermore, it's very rare to see a situation where players purposefully fight for scrolls while ignoring the Mage Guild construction after the 1st tower, spending little time gathering resources. I can still picture a match with Maretti, where he didn't even bother building a single tower and lost due to the lack of magic. But, unlike those wanting rebuilding, he admitted his mistake instead of going to start polls for КЗ in the first Dragon Utopia.
If there is any benefit, it's only in speeding up the game, not in balance, imho.
Why is no one talking about one-sided maps, insane variance in layouts, or impenetrable blocks? All of this affects the outcome of the game much more—or rather, simply reduces the chances of victory to 0—and these are likely generation bugs, as often the map layout is fundamentally unplayable.
P.S. Maybe rebuilding should be made for the total cost of a Mage Guild; for example, to rebuild up to the 4th inclusive, you'd need 18 of all resources and 5k gold, or something close to that. For those rare cases where all secondary citadels were spawned. :)
Why does no one talk about one-sided maps, the insane variance in layouts, and impenetrable blockades? These factors have a much greater impact on the outcome of the game, or rather, they simply reduce the chances of winning to zero, and this is more of a bug in the generation, as often the game is simply unplayable.
