Posts from Action timer in combat.
Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
Based on my experience, I've had several final battles that lasted around an hour, and in those, the correct move is immediately obvious, but since the timer isn't ticking, you can get distracted, switch heroes, change the music, or go make some tea =). I sometimes allow myself this indulgence, attacking one unit with another during my turn and moving away while my unit is in action.
Overall, I had a similar idea, but it needs to be implemented primarily as a preventative measure to avoid players getting distracted, so the timer should provide a generous amount of time.
What should be the principle behind such a timer?
For example, if it's feasible, 1 unit of HP equals a certain amount of time in battle. In a player-versus-player battle, the HP of all units at the beginning of the battle is summed and multiplied by the time cost, and each player is given half of the resulting timer, with a small amount of time added for each turn in the battle.
Also, what happens if a player doesn't manage to make their move – does the unit go into defense mode, or does an autobattle start?
In my opinion, implementing such a change would be difficult.

UTC+03:00, icq 593626431
First, let me say something about you. You're an excellent player! One of the fastest, too. But most of your failures, mistakes, and losses stem from your haste!
The final battle is what we strive for when playing this game. It's the highlight of the entire game, so to speak. Beautiful final battles are already rare, and thanks to everyone's clumsiness, there are a huge number of mistakes and frustrating defeats. There's no need to introduce anything; let people think calmly during the final battles. That's why intellectuals play, because they calculate several rounds ahead in these battles. We've already shortened the timer as much as possible; be respectful of yourself and your opponent, and don't ruin the most beautiful part of our game.
Added after 30 seconds
The ideas are good, but on the other hand, full-fledged final battles are extremely rare, so there's no need to worry about it.
P.S.
The topic is relevant; I support it
лето 2012.
I suggest banning Yurist for being too fast and outperforming everyone else :trollface:
He moves too quickly, I don't have time to do my own things.
The final battle is what we strive for when playing this game. It’s the highlight of the entire game, so to speak. Beautiful finales are rare, and due to the general lack of skill, there are a huge number of mistakes and frustrating defeats. There’s no need to introduce anything new; let people think calmly during the final battles. That’s why intellectuals play, because they calculate several rounds ahead in these battles. We’ve already shortened the timer as much as possible; be respectful of yourself and your opponent here, and don’t ruin the most beautiful part of our game.
+
Added 3 minutes ago
Based on my experience.
Added 2 minutes ago
But since the timer isn’t ticking, you can take your time, minimize Heroes, switch tracks, go make some tea =). I sometimes allow myself this indulgence, attacking with a weak unit on a weak unit during my turn and stepping away while my unit is moving.
Added 14 minutes ago
Regarding the topic – sometimes there are final battles with many possible developments, especially if it takes place without the red sphere and with full magic. You’ll end up thinking not about how to win, but about how much time is left to make your move. They introduced the chess norm – it’s a good idea, but when playing with it, I always try to hurry, even when there’s a lot of time left. I sometimes make mistakes because of this. In general, I can’t abstract myself from it. If a time limit is introduced in the final battle, in my opinion, it’s a negative for the game.
Added 7 minutes ago
I suggest banning Jurist as he’s too fast and gives an unfair advantage :trollface:
He moves too quickly; I don’t have time to do my things ((
For some reason, many perceive Heroes as a game where time doesn't matter, there should always be plenty of it, and it shouldn't influence decision-making. As if you can play leisurely, moving the mouse with one hand and sipping a beer with the other. From my point of view, time is a very valuable factor that needs to be used effectively and distributed wisely. Heroes is a turn-based strategy, but what kind of strategist is unable to think quickly and make correct decisions? Yes, you will make more mistakes, but at the same time, it will stimulate your brain to work faster, and therefore you will improve as players. In the vast majority of cases, extra time won't help a person find the right path to victory; if they don't see it within the allotted 4 minutes (let's assume), they probably won't see it in 10 or 20 minutes either.
In your case, you need to come up with a limit on turn-taking. If 5 minutes pass and a turn hasn't been taken, the turn is skipped.
Also, what happens if a player doesn't have time to take their turn – does the unit go into defense or does autobattle turn on?
On the other hand I think we could need more time pr. day late game. In almost all games that goes to month 2 both players are out of time and it hurts the quality alot. Maybe a shorter start time and an increase of time pr day late game would work better.
There's a checkbox to start the timer after taking a turn.

