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General Discussion - Page 2092

Forum Index > Dota 2 General
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IRC chatter should remain in IRC - http://webchat.quakenet.org/?channels=tl.dota2

Posts that relate to topics with their own thread, such as in News, Tournaments or Strategy should go in those threads.
Jetaap
Profile Blog Joined November 2010
France4814 Posts
February 05 2013 18:03 GMT
#41821
Today i discovered the ultimate dota2 "YOU SHALL NOT HAVE FUN" button: rupture+doom, basically you cannot do anything for 10 sec.
The funny thing is that I was playing death prophet when they did that, and I already had my ult up so it was even more of a waste of an ulti.
But seriously, being doomed is really not fun .
itsthewoo
Profile Joined October 2010
United States260 Posts
Last Edited: 2013-02-05 18:09:43
February 05 2013 18:08 GMT
#41822
On February 06 2013 02:50 Sn0_Man wrote:
Show nested quote +
On February 06 2013 02:47 itsthewoo wrote:
So, I know that Dotabuff is no longer particularly accurate with ratings, but I noticed that in recent games marked "Platinum" (most of my current games are in Gold), the overall skill on my team was clearly lower than that of the other team. They also happened to be games where there were some particularly ragey people on my team, but I'll chalk that up to luck of the draw rather than causality (though that does contribute to the lack of team skill, since there's no cooperation).

Am I being required to carry these games in order to get the next step in bracket? Has anyone else been in the position of having to carry a game like this, and soon after jumping up in bracket?

This is for solo queue, btw. Unsurprisingly, when I stack with people already in high/vhigh brackets, my games aren't as lopsided.


Ignore your MMR bracket, ignore your "DBR", just play as well as you can, every game. Do your best to improve, and not to flame. Over-thinking ratings and stuff is utterly pointless and only leads to misconceptions.

I don't go into pubs thinking about skill brackets, but as a trained scientist I find it difficult to ignore cases of apparent correlation.

On February 06 2013 03:03 Jetaap wrote:
Today i discovered the ultimate dota2 "YOU SHALL NOT HAVE FUN" button: rupture+doom, basically you cannot do anything for 10 sec.
The funny thing is that I was playing death prophet when they did that, and I already had my ult up so it was even more of a waste of an ulti.
But seriously, being doomed is really not fun .

I had a Juggernaut kick get ended by having a game where insta-Doom made me practically useless in team fights (since I could not omnislash).
archonOOid
Profile Blog Joined March 2011
1983 Posts
February 05 2013 18:12 GMT
#41823
Is there a good console/settings guide out there? There are some but they don't really explain exactly what it means to change rate up or down as an example.
I'm Quotable (IQ)
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
February 05 2013 18:13 GMT
#41824
On February 06 2013 03:08 itsthewoo wrote:
I don't go into pubs thinking about skill brackets, but as a trained scientist I find it difficult to ignore cases of apparent correlation.

I dunno, as a "trained scientist" you should recognize the plethora of variables over which you have no control and as such throw out any experimental conclusions you may wish to draw. It isn't worth the time trying to figure this stuff out, it just misleads you.

Regarding doom, its that ability that always does nothing when you cast it but is insta-gg most annoying thing ever when they cast it. Plus I'm always the doom magnet, even playing some crappy support or whatever, its always on me. I'll run in, throw out all my spells, then get doomed for no reason. ASDFSDFASDF (doesn't help when my team loses the teamfight anyway).
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
confusedcrib
Profile Blog Joined August 2010
United States1307 Posts
February 05 2013 18:18 GMT
#41825
I played my first couple games yesterday and I must say that while DOTA 2 is more enjoyable then LoL, it has a long way to go in terms of interface design. LoL's lightweight interface/launcher combined with a more obvious system for surrendering, quitting, leveling, getting back to base, farming minions, what items do, suggested items, and character selection have proven much easier to use - something that will be essential if catering to a larger audience is Valve's goal. So while I look forward to DOTA 2 as being a more engaging and challenging e-sport, I see getting my friends as into DOTA as they are (currently) into LoL being a near impossible task without major interface overhauls.

Sorry if this seemed out of place at all, I just wanted a place to share my opinion on the experiences.
I'm a writer for TeamLiquid, you've probably heard of me
Comeh
Profile Blog Joined July 2008
United States18919 Posts
February 05 2013 18:21 GMT
#41826
On February 06 2013 03:18 confusedcrib wrote:
I played my first couple games yesterday and I must say that while DOTA 2 is more enjoyable then LoL, it has a long way to go in terms of interface design. LoL's lightweight interface/launcher combined with a more obvious system for surrendering, quitting, leveling, getting back to base, farming minions, what items do, suggested items, and character selection have proven much easier to use - something that will be essential if catering to a larger audience is Valve's goal. So while I look forward to DOTA 2 as being a more engaging and challenging e-sport, I see getting my friends as into DOTA as they are (currently) into LoL being a near impossible task without major interface overhauls.

Sorry if this seemed out of place at all, I just wanted a place to share my opinion on the experiences.

Honestly, I think most dota2 players will disagree with you.

I think a lot of people like the launcher system for dota2 - in particular the option it allows you to have / plethora of replays, games to watch, etc.
Surrendering - will never happen in dota2 (lots of threads on this). Quitting is essentially abandoning, which is its own issue. Leveling - ?. Seems fine? Back to base - well, TP scrolls. I'm not sure what they could change here. Farming minions ?. Suggested items - its right in the buy menu?

The character selection screen sucks. It used to be better, but it still sucks quite a bit. I'll give you that.
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Qbek
Profile Blog Joined April 2011
Poland12923 Posts
February 05 2013 18:23 GMT
#41827
We are just happy it doesn't take 12 clicks to buy ring if Aquila, your interface complaints are beyond comprehension of dota1 veterans.

And fuck surrendering and B button
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-02-05 18:30:34
February 05 2013 18:23 GMT
#41828
LoL's game client was really terrible when it was as old as DotA 2 is now. It took a lot of work for that "lightweight interface/launcher" to not bug out all the time.

Suggested item interface is actually much better in DotA 2. LoL actually more or less copied DotA 2's suggested item interface to some extent in their newest interface overhaul (adding search bar to the shop, can have more or less limitless recommended item list rather than just 6 items).

On February 06 2013 03:21 Comeh wrote:
Leveling - ?. Seems fine? Back to base - well, TP scrolls. I'm not sure what they could change here. Farming minions ?.

Yeah, I'm not sure how any of these could be considered interface issues.
Moderator
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
February 05 2013 18:24 GMT
#41829
On February 06 2013 03:18 confusedcrib wrote:
I played my first couple games yesterday and I must say that while DOTA 2 is more enjoyable then LoL, it has a long way to go in terms of interface design. LoL's lightweight interface/launcher combined with a more obvious system for surrendering, quitting, leveling, getting back to base, farming minions, what items do, suggested items, and character selection have proven much easier to use - something that will be essential if catering to a larger audience is Valve's goal. So while I look forward to DOTA 2 as being a more engaging and challenging e-sport, I see getting my friends as into DOTA as they are (currently) into LoL being a near impossible task without major interface overhauls.

Sorry if this seemed out of place at all, I just wanted a place to share my opinion on the experiences.


Glad you liked it.

I'm curious as to the attraction of the "Lightweight interface/launcher" since I have little experience with it. I was unaware that having a game running when you wished to game was an issue.

Surrendering is something that I would love, but it isn't coming to the game.

"More obvious system for leveling" Pardon? you mean like level 1-30 and rune pages? That is pretty counter-intuitive to me but okay...

I'm not sure what the issues with dota character selection, "what items do" and suggested items are, since I'm guessing that basically boils down to what you are used to. FWIW the lol item system was plenty opaque to me the first few games that I tried it. Actually, with character selection I agree they need to get rid of the shitty cards system and default to grid view.

LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Yoshi-
Profile Joined October 2008
Germany10227 Posts
February 05 2013 18:25 GMT
#41830
On February 06 2013 03:18 confusedcrib wrote:
I played my first couple games yesterday and I must say that while DOTA 2 is more enjoyable then LoL, it has a long way to go in terms of interface design. LoL's lightweight interface/launcher combined with a more obvious system for surrendering, quitting, leveling, getting back to base, farming minions, what items do, suggested items, and character selection have proven much easier to use - something that will be essential if catering to a larger audience is Valve's goal. So while I look forward to DOTA 2 as being a more engaging and challenging e-sport, I see getting my friends as into DOTA as they are (currently) into LoL being a near impossible task without major interface overhauls.

Sorry if this seemed out of place at all, I just wanted a place to share my opinion on the experiences.


There is no surrender option.

And your other points are kinda weird, you should explain it maybe, cause I cannot see what the interface has to do with "farming minions" and the suggested item section is pretty much the same as in lol, as are the item tooltips.
Moreover, if you want to get back to base, you fucking walk back to the base, it can't get more obvious than that.



And an adobe air launcher(like in lol) isn't really good, imo.
Noocta
Profile Joined June 2010
France12578 Posts
February 05 2013 18:26 GMT
#41831
On February 06 2013 03:18 confusedcrib wrote:
I played my first couple games yesterday and I must say that while DOTA 2 is more enjoyable then LoL, it has a long way to go in terms of interface design. LoL's lightweight interface/launcher combined with a more obvious system for surrendering, quitting, leveling, getting back to base, farming minions, what items do, suggested items, and character selection have proven much easier to use - something that will be essential if catering to a larger audience is Valve's goal. So while I look forward to DOTA 2 as being a more engaging and challenging e-sport, I see getting my friends as into DOTA as they are (currently) into LoL being a near impossible task without major interface overhauls.

Sorry if this seemed out of place at all, I just wanted a place to share my opinion on the experiences.


- Explaining what a TP scroll is and when to use them
- Where to buy items , if secret shop is needed, if side shop can be used
- Concept of deny and last hits
- The fact that surrender doesn't exist and will not exist.

All of these will probably be part of the tutorial and training for newcomer system.


Beside that, there's already a wiki in the game for every heroes with video of each ability, the same for items
And you can't be serious saying the LoL launcher is a better platform than Steam... you just can't...
" I'm not gonna fight you. I'm gonna kick your ass ! "
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-02-05 18:29:58
February 05 2013 18:26 GMT
#41832
On February 06 2013 03:24 Sn0_Man wrote:
"More obvious system for leveling" Pardon? you mean like level 1-30 and rune pages? That is pretty counter-intuitive to me but okay...

I think he means how you level up a skill when you level up. Admittedly, the interface is not all that clear on how you do that the first time through (I could actually see a new player legitimately having no clue that you can skill stats). The two most seamless ways to level up skills don't involve the UI (O->skill hotkey or Ctrl+skill hotkey) which means they could actually make leveling up skills through the interface clearer for a new player (clicking "Level Up +1" and then clicking the skill icon isn't exactly as seamless as just clicking a "+" sign on top of the skill).
Moderator
itsthewoo
Profile Joined October 2010
United States260 Posts
February 05 2013 18:27 GMT
#41833
On February 06 2013 03:13 Sn0_Man wrote:
Show nested quote +
On February 06 2013 03:08 itsthewoo wrote:
I don't go into pubs thinking about skill brackets, but as a trained scientist I find it difficult to ignore cases of apparent correlation.

I dunno, as a "trained scientist" you should recognize the plethora of variables over which you have no control and as such throw out any experimental conclusions you may wish to draw. It isn't worth the time trying to figure this stuff out, it just misleads you.
...

Obviously there are a lot of variables at play, but the observational correlation exists, though it is admittedly weak when considering the data I have at hand. However, that's the point of me asking for others' experiences.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
February 05 2013 18:34 GMT
#41834
On February 06 2013 03:27 itsthewoo wrote:
Show nested quote +
On February 06 2013 03:13 Sn0_Man wrote:
On February 06 2013 03:08 itsthewoo wrote:
I don't go into pubs thinking about skill brackets, but as a trained scientist I find it difficult to ignore cases of apparent correlation.

I dunno, as a "trained scientist" you should recognize the plethora of variables over which you have no control and as such throw out any experimental conclusions you may wish to draw. It isn't worth the time trying to figure this stuff out, it just misleads you.
...

Obviously there are a lot of variables at play, but the observational correlation exists, though it is admittedly weak when considering the data I have at hand. However, that's the point of me asking for others' experiences.


I've mentioned this before but my observations are that with 1 group of bad friends I go like 14-4 every game and still lose because my friends are uncarriably bad, while with another group of bad friends our opponents are so bad we almost cannot lose no matter what happens.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
confusedcrib
Profile Blog Joined August 2010
United States1307 Posts
Last Edited: 2013-02-05 18:36:31
February 05 2013 18:35 GMT
#41835
On February 06 2013 03:21 Comeh wrote:
Show nested quote +
On February 06 2013 03:18 confusedcrib wrote:
I played my first couple games yesterday and I must say that while DOTA 2 is more enjoyable then LoL, it has a long way to go in terms of interface design. LoL's lightweight interface/launcher combined with a more obvious system for surrendering, quitting, leveling, getting back to base, farming minions, what items do, suggested items, and character selection have proven much easier to use - something that will be essential if catering to a larger audience is Valve's goal. So while I look forward to DOTA 2 as being a more engaging and challenging e-sport, I see getting my friends as into DOTA as they are (currently) into LoL being a near impossible task without major interface overhauls.

Sorry if this seemed out of place at all, I just wanted a place to share my opinion on the experiences.

Honestly, I think most dota2 players will disagree with you.

I think a lot of people like the launcher system for dota2 - in particular the option it allows you to have / plethora of replays, games to watch, etc.
Surrendering - will never happen in dota2 (lots of threads on this). Quitting is essentially abandoning, which is its own issue. Leveling - ?. Seems fine? Back to base - well, TP scrolls. I'm not sure what they could change here. Farming minions ?. Suggested items - its right in the buy menu?

The character selection screen sucks. It used to be better, but it still sucks quite a bit. I'll give you that.


Allow me to elaborate more on what I meant

I love the Dota 2 launcher, my issue with it is from a "general gaming audience" perspective is that you have to do a hard load into a full screen application; on the flip side, the LoL launcher is a lightweight, windowed launcher, something that seems much less overwhelming to new/more casual players. Again, I love the DOTA launcher's flashiness, I just know it will be overwhelming to my friends who will be picking it up as a free game. Also, in terms of breadth of tools, I agree that DOTA's launcher is better; however, from a user friendly perspective, anyone can click LoL's "watch live" button without needing to figure out or dive deeper into any menus.

I'm not arguing that DOTA is lacking anything, more so I'm arguing for more obvious placement of what it does have.
By "surrendering/quitting" I just meant that at the end my first game the entire enemy team was telling our team (a bunch of first game players) to "just quit, it's safe to leave" something that is not intuitively done through the current menu system. The TP scrolls are not placed or explained particularly well, I stumbled upon their existence by accident.

In terms of the item and leveling system, the user is forced to do most of the work rather than having the game do it for them. Again - this is something that I'm okay with, I love Starcraft, I'm used to figuring things out on my own. The issue is for those who do not want to work to enjoy their game. The leveling system forces the user to remember what level what skill is unlocked at, there's no intuitive flashing numbers or anything to let you know when you can or cannot put a skill point into a certain slot. What I meant by the suggested items list is that it starts too complicated, letting you know when you should pick things up through phrases like "starting item, early game, and core items" are too vague to be useful to anyone who is following the suggested items guide (rather than dotafire guides for example) in the first place.

Again, before this turns into some big argument, I like the system for its depth and complexity, I just know that my friends won't
I'm a writer for TeamLiquid, you've probably heard of me
Talron
Profile Joined September 2012
Germany7651 Posts
Last Edited: 2013-02-05 18:38:56
February 05 2013 18:35 GMT
#41836
There will be customizable Interface / HUD if I remember correctly. That's definetly something I am looking forward to.

Can't see how you can complain about hero selection screen tho, since you can customize everything yourself. You can even filter by roles and shit. Not to mention that all heroes will always be available to every player - unless someone else picked it already of course. Don't have to buy valvepoints to buy heroes.

But as someone else already said: Everyone who played wc3 DotA for some time / started with it is alreadypretty satisfied with the whole interface stuff.

Not mentioning from your last post it sounds like your friends want everything served on a silver plate, while doing nothing themselves. Seems bit awkward to me. Guide system for each hero is in progress and so is the tutorial, which will cover things as carrying a TP and explaining the use of it.
EHOME 2010 never forget EHOME.GIGABYTE.AAA B-God In BurNing we trust BurNing your soul DK 2011-2014
Unleashing
Profile Joined March 2011
Denmark14978 Posts
Last Edited: 2013-02-05 18:42:23
February 05 2013 18:37 GMT
#41837
As TheYango said, LoL in its early days was... well, this:

+ Show Spoiler +
[image loading]


DotA2 might not be a beta anymore, but it is still not a finished game.

Also TP scrolls are recommended on every single hero IIRC. Would only take one glance at the recommended items to find it.
I imagine the upcoming tutorial will introduce players to stuff like this. But you also have players like TB who don't even read what an item does before buying them, (Not realizing blink dagger doesn't work when you've taken damage). Which to me is just silly. But of course, i really can't speak as to what DotA2 feels like for someone that hasn't played DotA1.
From the Ghastly Eyrie I can see to the ends of the world, and from this vantage point I declare with utter certainty that this one is in the bag!
Yoshi-
Profile Joined October 2008
Germany10227 Posts
February 05 2013 18:37 GMT
#41838
The lol launcher is adobe air isn't it?

I wouldn't really call that "lightweight"
IPA
Profile Joined August 2010
United States3206 Posts
February 05 2013 18:37 GMT
#41839
Who are characters that benefit from early stat allocation for level up rather than their abilities? I put points in stats for Skeleton King but I'm wondering if there are other characters where this is common/recommended.
Time held me green and dying though I sang in my chains like the sea.
confusedcrib
Profile Blog Joined August 2010
United States1307 Posts
February 05 2013 18:40 GMT
#41840
On February 06 2013 03:35 Talron wrote:
There will be customizable Interface / HUD if I remember correctly. That's definetly something I am looking forward to.

Can't see how you can complain about hero selection screen tho, since you can customize everything yourself. You can even filter by roles and shit. Not to mention that all heroes will always be available to every player - unless someone else picked it already of course. Don't have to buy valvepoints to buy heroes.

But as someone else already said: Everyone who played wc3 DotA for some time / started with it is alreadypretty satisfied with the whole interface stuff.


I think this point really explains what I'm attempting to convey, the depth available in character selection and customization is amazing, especially for DOTA veterans; however, finding it as a first time player (never mind a casual gamer) is much more difficult than it needs to be. I'm not saying remove the depth, I'm saying help me find it.
I'm a writer for TeamLiquid, you've probably heard of me
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