Posts from Ideas and suggestions.
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The invisible overlay "Interrupt Turn" - when stepped on, it interrupts the turn. In the template settings, we specify the zones that are completely covered by this overlay. The blue player's turn is saved up to the point of interruption; it waits for the red player to reach the location and then continues the turn from that same point.
Yeah, and in doing so, we spoil where the opponent is located.
Well, it's not that big of a spoiler, especially if there are several such zones in different parts of the map. Besides, it's compensated by the time saved.
Well, it's not that much of a super-spoiler, especially if there are several such zones in different parts of the map. Besides, it's offset by the time saved.
I also want to suggest that in the tournament regulations, OH should be removed if at least one of the players is against it.
Миха#7845
Ландау лев https://www.youtube.com/watch?v=PNj_9EQxDoI&t=1174s
Тут делимся книгами /topic/at/1139927/
What's the spoiler? How does it ruin the game? Does it give someone a significant advantage? There's a tavern that provides no less valuable information.
OH radically changes the game; it's no longer Heroes, but something closer to Dota or Counter-Strike. So, adjustments are necessary, even if it involves spoilers; it's still better than dealing with crashes.
I also want to suggest that in the tournament regulations, OH should be removed if at least one of the players is against it.
This provides information about the opponent reaching a specific zone. With sufficient knowledge of the map and understanding of the game, this is a very significant spoiler.
With sufficient knowledge of the game and the map, you can deduce that the opponent has moved to the center on Jebus by seeing a main hero without any speed boosts in the tavern. This is also a very serious spoiler. What should we do? Should we remove the tavern from the game?))
With sufficient knowledge of the game and the pattern, you can deduce that the opponent went to the center on Jebus, having seen a main hero without a speed boost in the tavern. This is also a very significant spoiler. What should we do? Should we remove the tavern from the game?))
Let's skip Jebus (it's still a very specific pattern, although a main hero without a speed boost isn't a 100% criterion). What about other patterns? Should the Overlord's Hero (OH) ability be interrupted when entering a certain zone, say, on h3dm1, Diamond, or 6LM?
When entering a certain zone, should the Overlord Hour (OH) be interrupted, for example, on h3dm1, Diamond, or 6LM?
On h3dm1 - when exiting to the Treasury, on Diamond - when reaching the computer, on 6LM - in zones 3, 4, 11, 12, and 23. But this is just how I would set it up; I'm not saying that everyone needs to play this way. No one is stopping you from removing this feature and playing until a fixed time.
On h3dm1 - when exiting to the treasure.
In this specific example, we can see that it will perform worse than what we have now. As a rule, on h3dm1, players tend to enter the treasure room quite early (rounds 114-115-116), and usually, the surrender pushes opponents to go in the same directions. At the same time, both opponents sometimes reach the opponent's plane as early as round 117 and still don't meet. Accordingly, simply placing an "OH" (Outpost Hero) on round 117, or for reliability, on round 116, gives a better result. At the very least, there is something else to think about.
Also, let's introduce the destruction of buildings in castles, as there was such a feature in some version, where castles would start to burn. I don't remember the nuances.