Skip to content

Posts from One for all and all for one 4

No ratings yet — be the first to rate!
Announcement
User Avatar
#1
Auto-translated
The long-awaited All for One-4 is opening registration for its next flight!
;)

A new team marathon begins! No one knows who will be on their team, no one can win the tournament alone, but everyone will have to put in maximum effort to help each other achieve a common goal - victory! To battle, friends!

REGULATIONS:

1. Game version SoD 3.2 (4.0) +HD-mod with HW-Rules patch 1.34 connected; tents, forts and cartographers - checked; built second level and obelisks - disabled. (if mutually desired, you may play on another rules version)
Turn time varies for each template and may be changed by mutual agreement.

2. All registered players will be divided into teams (4 people); competitions will take place between teams.

3.
Stage 1: group stage (after all teams are formed, the system of conduct and advancement to the next stage will be specified later; it will not differ much from previous ones)

- Colors for each game are in the tables.
- Group games are conducted in a round-robin system over 2 rounds (each team plays every other team twice).
- The main criterion for advancing from the group is the number of points earned (3 points for a team win, 1 for a draw, 0 for a loss). If several teams earn an equal number of points, additional indicators come into play (in order of priority):

a) Head-to-head matches between teams.
b) Total number of wins.
c) Head-to-head matches between team captains.
d) Berger coefficient.
e) Total number of wins by players who chose the game template (marked in blue in the tables).
f) Draw/Lottery.

2 teams from each group advance to Stage 2; it is possible for one team from 3rd place to advance (based on the best result); this will be known after the number of groups is determined.

Stage 2: Olympic system playoffs

- Games are played until 2 team wins; the loser leaves
the tournament.
2 matches are played, and regardless of whether the team won 2-0 or 1.5-0.5, it is recognized as the winner; if the score after 2 games is 1-1, a 3rd match is played. If it ends in a draw, points earned by captains are counted. If the captains also tied 1.5-1.5, they play a 4th deciding game.

- In the final, teams play until 3 team wins.

- Addition for playoff games:

The player whose team is marked in blue in the playoff table starts the template draft, and after the draft, they also start as blue in the game. After each subjective restart - colors are swapped.



GAME RULES:


1. The tournament is conducted according to the Rules for organizing, conducting, and participating in tournaments. All changes adopted there will be adopted here.

2. TEMPLATES:

The choice will be from 11 templates or their groups:

1. 2sm4d(3)
2. Panic
3. Spider
4. Mini Nostalgia
5. 6LM10a
6. 8MM6a
7. diamond
8. Jebus Cross
9. Anarchy (200%)
10. skirmish (200%)
11. Mirror random (Diamond (1) and h3dm1 (0)) - the randomizer number will determine where you fight

3. When two teams meet (for example, a team consists of 3 people including the captain), players in them will be marked with colors by the following analogy:

Example:
Team_1 vs Team_2
Captain vs Captain
Player 2 vs Player 2
Player 3 vs Player 3
Player 4 vs Player 4
4. Since patch 1.34 is the primary one, the Grail can be dug from 211.
5. The red player chooses 3 templates (except for the template the opponent has VETOED) from the 11 provided templates (template groups). The blue player chooses one of these 3, which will be used for the game and color.
The right to Veto can be changed before each new opponent.


6. Selection of castles and heroes is random; choosing a starting bonus (artifact, resource, gold) is allowed.

7. Color in the draw tables - for all generations! No change of colors after each SUBJECTIVE restart.

8. In all matches, captains will play against captains, player 2 against player 2, 3 against 3, 4 against 4.

9. Any changes to the game rules are allowed by mutual consent of the players, except for Fair Play rules.

10. In case of a disputed situation, at the moment it is discovered, one of the players MUST STOP continuing the game, save and provide the necessary saves for review by the appropriate authority! If the game was continued, the disputed case in that specific single game is considered resolved and the result of the game is not subject to review, even if rules are subsequently changed in favor of the loser.

11. Default timer - chess clock.


TEAM FORMATION (Player Draft):


1. After registration ends on September 25, all tournament participants must send злой_романтик (296524052) and Palach HP (426409548) a list of captains; that is, they must choose from all participants (except themselves) those they consider worthy of captaincy. The number of captains will be announced, and they will form the captain list.

Sending the captain list also serves as confirmation of participation in the tournament; those who do not send it will not participate in the draw.

2. After the captains are determined, all remaining players will be chosen from 1 list.

3. Team selection (draw) will take place in a Skype conference chat – link coming soon. (if someone does not have Skype, these captains will write via ICQ)
4. The captain list will be compiled based on the number of votes for captaincy in descending order.

- Captains who cannot attend the draw may write their priority for choosing players for their team. When it is this captain's turn, they will get the player at the top of their priority list among those not yet chosen by previous captains.

5. The captain who received the fewest votes chooses first. Then the captain who placed 2nd from the bottom chooses, and so on. Players chosen first by captains receive conditional number 2 in the team. Once all captains have chosen 1 team member, selection continues in reverse order. Players chosen during the 2nd pick receive conditional number 3, during the 3rd pick - number 4.
For example, with 60 people on the list, the "first" captain chooses the 20th, 21st and 60th

6. After the draw, teams must come up with a name and emblem (coat of arms), as well as a motto, during the transfer period. Names must not contain affiliation with any internet resource.
7. Transfers. After team compositions are determined, there will be 2 days for player exchanges between teams. A transfer is possible only with the mutual consent of the team captains. Captains cannot change teams. Each team will be allowed to exchange only one player within a single group of players (Example: swapping 2nd players, or 3rd or 4th).
8. Substitutions are not allowed in this tournament, but in case of possible force majeure and dropouts, the captain has the right to add any of the following listed players to their team:
Fill-ua
Silence-
Alex_Md
battanas
SuRoTa
Court
This player goes into the 4th basket; if the dropped team player was from another basket, the captain must move their players to a higher basket.

AGREEMENT RULES FOR PLAYOFF GAMES:


1. No later than 7 days after the start of each round, players are obliged to contact their opponents and agree on the date and time to start the game between them.
- When postponing a match, agree on its resumption date.

2. If within 7 days players cannot agree on any game date or one player writes to the opponent but receives no answer, the organizer must be notified immediately and message history for that specific game provided. Game dates will then be assigned.

3. If one of the players fails to appear for a game for which an agreement was reached without explaining the reasons, and subsequently the players do not find a common time to start the game, a technical defeat may be considered for the absent player.

4. Players who cannot finish their games within the allotted time must report the reasons in the forum thread or via private message to the organizer in as much detail as possible 24 hours before the deadline. All means of notification (including through other players) must be used. Failure to notify is considered a refusal to report this (negligent attitude, acting as an aggravating factor).

5. If at the end of the round's timeframe the game is on a save (at least one full game week from both opposing sides), the last chance to finish the game will be a set MANDATORY COMPLETION DATE (MCD) (or players may finish earlier), which the organizer will assign when distributing tournament stages. Failure to appear on the completion date will be considered a technical defeat regardless of the history of agreement problems, unless they previously led to an established technical result.

6. In the final game, all disputed cases, appeals to the organizer, and requests to set an MCD are submitted ONLY by the team captain.

ORGANIZATIONAL ISSUES:


1. Tournament organizers: злой_романтик (296524052), Palach HP (426409548) Judging: Pit for LM - icq 471401475, Dirty_Player - icq 408722873

2. Deadlines:

- Tournament registration is open until 25.09.2015 inclusive

- Compilation of team captain lists: 25.09 - 30.09.2015
Send all lists to злой_романтик (296524052), Palach HP (426409548).

Preparation for the draw: 01.10 - 02.10.2015
The player selection priority list is compiled during these same dates and sent before the draw to злой_романтик (296524052), Palach HP (426409548).

- Draw: 2.10.2015 at 21.00 (Moscow time). It will be conducted in a Skype chat.

- Transfers: 2.10.2015 - 4.10.2015

- Tournament start October 5, 2015

- Group stage: On average, 2 weeks per game. End of group stage approximately 08.01.2016; will be announced later after team formation.

- Playoffs:

- Mandatory completion date (MCD) - for each playoff round, it will be specified in the tournament bracket! All mandatory games start at 20.00 (Moscow time).

3. Other:

- All reports will go into the Seasonal Rating Tournament.
- Persons registered on HeroesWorld after 12.08.2015 will not be accepted into the tournament.
- Disputed issues between players are resolved by organizers; disputed issues between players and organizers are resolved by AK.
- Organizers have the right to make any changes to the regulations and rules during the tournament.
- Organizers have the right to refuse participation to any player without public explanation of reasons.
- Applications from players recently registered on the forum are considered on an individual basis.

4. A very big request - please specify the game turn in reports.

5. Technical results: Assigned on an individual basis.

no avtosave mode - ON.

Winners of past tournaments:

All for one and one for all. Troglodytes in the Mist (Gomunguls, Kilgor, Егор Коробейников)
All for one and one for all 2 Plan B (BISHOP, Lim4, Diabler)
All for one and one for all 3 Maniacs (Dirty_Player, Nitro, ShadowManiac)
296524052
Весна 2012.
In reply to Wicc
User Avatar
#183
Auto-translated
Wicc
In my humble opinion, balance-panic-skirmish should be removed from all tournaments (except for specialized ones like M200). And skirmish in general too, although it could be left in for variety.

A sample list of templates for a regular, universal tournament for a wide range of players (FB, OFB, Favorites, One for All, etc.) should look something like this:

Jeb
Diamond
Mininosta
2 mirror matches
Anarchy (160%)
3 any XL+U (except 8xm8a).

That's 9 templates, from which you can almost always choose something that is comfortable to play. Except for the case when you need to choose a poorly balanced map in a match against a clearly stronger opponent.
Any template in SOD is a poorly balanced map, if you want to know the truth. Skirmish-balance-panic is definitely no worse than the same Mininosta, let alone Anarchy.

In general, the imbalance of templates is a very cool concept, invented by "daddies" to force beginners to play templates that are convenient for them, such as XL+U or Jebus. I, for example, have played quite a few games on M and L, and I can confidently say that they are no less skill-based than the beloved 8mm6a. And the same M200 tournament with a fixed set of castles and heroes will say much more about a player's skill than XL+U on a full random map.
heroes3.tv/juristis
ICQ - 488-784-621, skype - juristis18

Весна 2014.
In reply to Juristis
User Avatar
#184
Auto-translated
Juristis
Any template in SOD is an unbalanced mess, if you want to know the truth. Skirmish, Balance, and Panic are definitely no worse than the same old mini-Nosty, not to mention Anarchy.

In general, the imbalance of templates is a very cool concept, invented by "daddies" to force newbies to play templates that are convenient for them, such as HL+U or Jebus. I, for example, have played quite a few games on M and L, and I can confidently say that they are no less skillful than the same 8mm6a, which many people love. And the same M200 tournament with fixed castles and heroes will say much more about the player's skill than HL+U on a full random map.
You are completely wrong here! The fact is that Panic and Balance are extremely linear templates (in my opinion, even more linear than Jebus, there is no variability except in rare cases). I don't even think I need to explain anything about Skirmish, and your words about mini-Nosty hurt me. It's one of the most interesting templates on L+U, which is not too tedious, has its own unique features, and offers opportunities for "moshing" like on XL+U... the difference in imbalance is evident, at least from the many similar opinions of experienced players...
p.s. for once, I completely agree with Wicc's post
In reply to Juristis
User Avatar
#185
Auto-translated
Juristis
Any template in SoD is unbalanced crap, if you want to get down to it. Skirmish-balance-panic is certainly no worse than mini-nosty, not to mention anarchy.

In general, the "unbalanced" nature of templates is a very vague concept invented by the "fathers" to force beginners to play templates convenient for them, like HL+U or Jebus Cross. I personally played quite a few games on M and L back in my day and can say with full confidence that they are no less skill-based than the many people's favorite 8mm6a. And the same m200 tournament with a mix of Castles and heroes will say significantly more about a player's skill than HL+U on full random.
You must be smoking some good grass ;)
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Javdet
User Avatar
#186
Auto-translated
Why attack Jurist? There is also some truth in his words. Of course, it's silly to argue that the more gameplay options there are, the greater the impact of skill. But this doesn't exclude the fact that skill matters on small maps, and conversely, on HL+U, it's impossible to win without any chance (the spider sends huge greetings).
In reply to Wicc
#188
Auto-translated
Wicc
An approximate list of templates for a regular universal tournament for a wide range of players (FB, OFB, Favorites, One for All, etc.) IMHO should look something like this:

Jebus Cross
Diamond
Mininosta
2 Mirror
Anarchy (160%)
3 any XL+U (except 8xm8a).

Total 9 templates, from which you can almost always pick something convenient to play. Well, except for the case when you need to pick some imbalanced crap in a game against a clearly stronger opponent.
And Anarchy, where you can take artifacts from under triggered guards — is that a balanced template?
In reply to Vinceras
User Avatar
#189
Auto-translated
I agree with the Lawyer. The "balance" of a template in SoD is a very relative and debatable concept. There are only preferences and experience. The only case in the history of Heroes 3 where skill determined more than 70%, and luck accordingly less than 30%, is h3dm1 full-WT with a start with identical heroes and new hives/confluxes, because this type of game takes into account absolutely all the knowledge and skills of the player.
http://ru.twitch.tv/lizard_wt
In reply to =Lizard=
User Avatar
#190
Auto-translated
On HL+U, you usually have time to compensate for the generator's shortcomings due to the large working space, but on L+U, you don't. That's the whole difference.


In reply to =Lizard=
#191
Auto-translated
=Lizard=
I agree with Yurist. The "balance" of a template in SoD is a very relative and debatable concept. It comes down solely to preferences and practice. The only case in the history of HoMM3 where skill determined more than 70% of the outcome, and luck correspondingly less than 30%, is h3dm1 full-WT with starting identical heroes and new hives/Griffin Conservatories, because this game type takes into account absolutely all of the player's knowledge and skill.
I wouldn't criticize SoD so harshly; from time to time on the same Jebus Cross it deals a very even game. And if it weren't for the blocks, bugged generations (thanks for the one-way lanes go to the mod creator) and other generator trickery, the game would be much more convenient to play.
In reply to Vinceras
User Avatar
#192
Auto-translated
I try to avoid strong players compared to me on XL+U maps, because-
"Since too many know how to spread out and develop in the first week, it's hard to gain an initial advantage without tavern recruits. Therefore, the mid and late game matter more, as well as playing 'against the opponent' — analyzing their position, developing a strategy 'from the opponent,' not 'from yourself.' Which is unfamiliar to many."
Wicc
that's exactly about me, the start is usually even, but starting from weeks 3-4 there's no plan at all, emaks and Jebus Cross are easier
In reply to Juristis
User Avatar
#195
Auto-translated
Juristis
Any template in the SoD is an unbalanced mess, if you want to know the truth. Skirmish balance panic is definitely no worse than the same mini-nosty, not to mention anarchy.

In general, the imbalance of templates is a very cool concept invented by "daddies" in order to force beginners to play templates that are convenient for them, such as HL+U or Jebus. I, for example, have played quite a lot of games on M and L, and I can confidently say that they are no less skillful than the same 8mm6a, which many people love. And the same m200 tournament with dark castles and heroes will say much more about the player's skill than HL+U on a full random map.
in fact, everything is simpler... if people have approximately the same skill (at a certain level), then two factors will determine the outcome. The first is the map and objects with artifacts, and the second is mistakes in the game (including losses):smile32: regardless of the template.

лето 2012.
In reply to =Lizard=
#196
Auto-translated
=Lizard=
I agree with the Lawyer. The "balance" of the template in Competitive is a very relative and debatable concept. There are only preferences and experience. The only case in the history of Heroes 3 where skill determined more than 70%, and luck accordingly less than 30%, is h3dm1 full-WT with a start with identical heroes and new hives/cons, because this type of game takes into account absolutely all the knowledge and skills of the player.

the appeal of heroes has always been related to the fact that skill doesn't decide everything; there is always a chance to snatch victory from the clutches of a more experienced player due to luck/chance or mistakes, including one's own, and the greater this probability, the more attractive the game is for newcomers. Attempts to turn heroes into an exclusively skill-based competition will most likely lead to isolation.

perhaps WT has faded because many have lost interest in it due to increased balance; this position may sound like a noob's opinion, but it is true
icq 353013187
In reply to злой_романтик
#197
Auto-translated
Let's continue the off-topic discussion.
zloy_romantik
For you, 5 playable maps are one thing, for a less skilled player, 5 playable maps are completely different.
Personally, I consider 3 templates to be "playable"; if you create mirrored versions with the same heroes, there will be 5; I won't talk here about what I think about such popular templates as JC and Diamond; it's obvious to me that most players don't agree with me - okay, no problem; whether a template is "playable" or "not playable" is obviously a matter of "taste." I don't understand why, from tournament to tournament, templates that are "not playable" in the sense that the vast majority don't play them "travel" around?
In reply to HellLighT
User Avatar
#198
Auto-translated
Please register me for the tournament! :)
"...the personal strengths and weaknesses of a leader are no true indication of the merits of his cause"

(с) Roger Zelazny