Skip to content

Posts from your questions regarding the game rules (improving the interpretation). Auto-translated

No ratings yet — be the first to rate!
In reply to Dirty_Player
User Avatar
#167
Auto-translated
Dirty_Player
The discussion about the topic that started it all – requesting a restart due to a block – simply fizzled out.
The first point of disagreement in the discussion about requesting a restart due to a block was:
- The possibility of requesting a restart depends on the starting conditions – the hero/army.
The suggestion was to leave it as is in the rules: if, when attempting to break the block, the hero has less than 50% of their army remaining, or the block is not broken, then a restart can be requested.
- Requesting a restart due to a block does not depend on the starting conditions but is tied to the block itself. I suggested the possibility of requesting a restart if the block has a certain value; Skorp suggested it if the block has a certain size in terms of the number of creatures.

The second condition that was discussed was the possibility of developing up to a block.
Gomunguls suggested that this possibility would not exist if 70% or more of the spawn is blocked.
I suggested that on HL+U, it should be possible to request a restart if the block is in the next zone and blocks the exit from the spawn along the only road. Skorp suggested extending the time to request a restart to 113.

The third option was suggested by Joker – to cancel requesting a restart due to a block.

UTC+03:00, icq 593626431
User Avatar
#168
Auto-translated
In addition to the block rest, I described several other points:
1. This is the one that was most discussed regarding ГО.
2. Unban grade 6th level in Conflux (on all XL templates except Jebus Cross and L templates).
3. Remove hit and run.
4. Also of interest is the issue of which violations will result in technical losses for players and which will not, when rules are broken.
Удача любит подготовленных!!!





Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
In reply to Gomunguls
#169
Auto-translated
Gomunguls

3. Remove hit and run.
Do you mean allow it?
discord: LuckyF#3482
icq: 681350680
#171
Auto-translated
Okay, arrows are one thing, but having Armageddon's Blade on creatures like Birds or Sultans feels very unbalanced, as they often remain at speed 1 for a long time.
discord: LuckyF#3482
icq: 681350680
In reply to Gomunguls
User Avatar
#172
Auto-translated
Gomunguls
In addition to the reset on the block, I described a few other points:
1. This is the one that was discussed the most regarding the ГО.
2. Unban the upgrade of the 6th level in Conflux (on all XL templates except Jebus Cross and L templates).
3. Remove hit and run.
4. Also interesting is the point regarding which violations players will receive technical losses for and which they will not, when rules are violated.

I would suggest unbanning fairies and psychics. It would bring variety to strats for Conflux, and if someone wants to use them, they will pay with the timer.
Hit and run: against.
Point 4 would also be good to work on
In reply to LuckyF
User Avatar
#173
Auto-translated
LuckyF
Okay, arrows are one thing, but making Armageddon so imbalanced against creatures like Birds or Sultans seems excessive, especially since they often remain at speed 1 for a long time.

But our game is called Heroes of Might and Magic. We need to use both magic and melee in equal measure.
If you're not sure you can withstand your opponent's magic, don't approach them unprepared. Who even introduced the "hit and run" tactic? Was it someone who frequently suffered from magic attacks?
This immediately brings up an example:
You have a strong stack in your army – for example, 50 Viv monarchs. An opponent arrives, and your unit has the fastest speed... You attack with 49 units, and on the turn of the remaining 1 unit, you pay them off... I think 100,000 is not a problem to accumulate in the game on a high-level template for payoffs, especially if you level up diplomacy and have artifacts that boost diplomacy. You can do this many times.
So, if that's allowed, what's the problem with magic?
Удача любит подготовленных!!!





Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
In reply to Gomunguls
#174
Auto-translated
Gomunguls

2. Unban the 6th level upgrade in Conflux (on all XL templates except Jebus Cross and L templates).
Redwhait HP

I would suggest unbanning fairies and psychos.
Citizens, come to your senses, Conflux is already one of the strongest factions!
In reply to Gomunguls
User Avatar
#175
Auto-translated
Gomunguls
Well, our game is called Heroes of Might and Magic. Both hit-and-run tactics and magic should be used equally.
If you're not sure you won't get badly hit by your opponent's magic, don't attack him unprepared. Who even introduced hit-and-run? Someone who often suffered from magic?
Here's an example that immediately comes to mind:
You have a strong stack in your army – for example, 50 Archmages. Your opponent arrives. You have the fastest unit speed... You attack with 49 units, and with the 1 remaining unit, you buy them off... I think it's not a problem to gather 100,000 gold in the game on a high-level map for buy-offs, especially if you level up diplomacy and have artifacts for diplomacy. You can do this trick many times.
So, this is allowed. What's the problem with magic?
Permitted hit-and-run tactics strengthen the defending side, thereby prolonging already slow games.

It also increases the importance of the Red Sphere spell; attacking without it becomes not a very wise move, which also prolongs games and reduces the number of final battles with magic (which are more interesting than final battles without magic).

A power-based hit-and-run is much more difficult to execute, so, despite its legality, it is used quite rarely. Has it been mentioned even once in reports in the last year?
In reply to Wicc
User Avatar
#176
Auto-translated
Wicc

Powerful hit-and-run is much harder to execute, so despite its legality, it is used quite rarely. Over the past year, has it been mentioned in reports at least once?

Relatively recently, I saw it on Amilu's stream, but I don't remember who the game was against.

Allowing hit-and-run, of course, is not necessary. One hundred thousand on a XL map — well, how many times will you be able to pull off such a hit-and-run? In the case of a magical hit-and-run, the buyback will cost peanuts, and you'll be able to do it until complete destruction, which happened not so long ago, for example, to me in the Outlaw tournament. With a powerful hit-and-run, there is a correlation between the amount of damage you can deal and the buyback cost. With a magical hit-and-run, there is no such correlation. The damage from Armageddon is much greater than with any powerful hit-and-run, and the buyback of a single bird or Efreet will cost less than 1000.

And also, from my point of view, the wishes to strengthen Conflux are quite strange. Probably purely coincidentally, Conflux has been playing in the favorites' final for the second year in a row.
ICQ 423164784

User Avatar
#177
Auto-translated
Flax is strong if you manage to build the birds in the early game. There are no other viable strategies for him right now; upgrading fairies and psykers won't significantly boost his power, but will only diversify the game strategies.
In reply to Redwhait
User Avatar
#178
Auto-translated
Redwhait HP
Flax is strong if you can build the birds on the first day.
There are no other viable strategies for him right now; upgrading fairies and psykers won't significantly boost him, but will diversify the game's strategies.
Flax shows good results; I calculated the win/loss ratio for each city in the Fortress Battle http://vk.com/homm3?w=wall-31997_33642, with over 60% wins, making it one of the most frequently winning cities. If you place the birds on the first day, it will be strong, and if you also give it the opportunity to upgrade to levels 1 and 6 on the second day, it will become an even stronger overpowered unit.
Мой ник Heroes, и никто не вынесет меня
Скажу я вам, мои друзья.
Я некромант, я маг великий, и армия моя
Непобедимая, огромная!
In reply to Gomunguls
User Avatar
#179
Auto-translated
Gomunguls
4. It is also interesting to consider what violations will result in technical losses for players, and which will not, when rules are broken.
Actually, this is a very interesting question. I raised it some time ago, and we discussed it, but we didn't come to any conclusion.
If we distinguish between criminal and less serious violations (some are punished with a technical loss, while others are not), then there will often be a temptation to commit a "minor" violation with the thought, "Well, I'll get a warning, but I'll still win the game." To prevent this, the player must understand that breaking the rules will result in a loss. But there are different situations, including those that are not regulated by the rules, so the judge must decide on the punishment. However, the punishment for the violation must be specified.
In reply to Dirty_Player
User Avatar
#180
Auto-translated
Dirty_Player
Actually, this is a very interesting question. I brought it up some time ago, and we discussed it, but we didn't come to any conclusion.
If we distinguish between criminal and non-criminal violations (some are punished with a technical defeat, and some are not), then there will often be a temptation to commit a "minor" violation with the thought, "Well, I'll get a warning, and that's okay, but I'll win the game." To prevent this, the player must understand that a violation of the rules results in a loss of the game. But there are different situations, including those that are not regulated by the rules, so the judge must decide on the punishment. But the punishment for the violation must be specified.

There should always be a technical defeat for intentional violation of the rules! And the judge determines the degree of guilt.


#181
Auto-translated
I don't understand why the rules for red rush include this point:
Pit for LM
a) on a blue castle (even if the castle is not guarded)
Why can't you capture a castle if it's empty, or why wouldn't the increase affect the outcome? Does anyone know?