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dragonborn
Profile Joined January 2012
4781 Posts
March 12 2012 16:39 GMT
#4321
picture of the most entertaining DotA/sc casters!

[image loading]
The-MF-Coon
Profile Joined March 2011
Germany58 Posts
March 12 2012 16:44 GMT
#4322
epic best casters in the world <3
epoc
Profile Joined December 2010
Finland1190 Posts
March 12 2012 17:28 GMT
#4323
Day9 so tall.
MacDo
Profile Joined April 2010
Canada69 Posts
March 12 2012 17:38 GMT
#4324
Played vs col.minigun was surprise to see him playing dota2.

[image loading]
Imbajoe
Profile Joined September 2010
United States857 Posts
March 12 2012 17:51 GMT
#4325
On March 13 2012 01:39 dragonborn wrote:
picture of the most entertaining DotA/sc casters!
+ Show Spoiler +

[image loading]


Haha that pic is sick!!
i wear a kitten scarf
Kznn
Profile Joined March 2011
Brazil9072 Posts
March 12 2012 17:59 GMT
#4326
On March 13 2012 01:39 dragonborn wrote:
picture of the most entertaining DotA/sc casters!

[image loading]



siiiiiiiiiiick
Warri
Profile Joined May 2010
Germany3208 Posts
March 12 2012 18:18 GMT
#4327
On March 13 2012 00:18 Two_DoWn wrote:
That is a very good point. But then again- remember that for all the sucess BW had in Korea, it was, for all intents and purposes, dead everywhere else. Not to mention that our idea of fun- trying very had to come as close as we can to pro play, is very different from someone who doesnt even know who Idra is.

This is a competitive SC2 site after all- the people who congregate here are VERY different from the typical cross section of people who will pick up a computer game.

Take the example of your friend. If she cant adjust quickly enough to drow's auto, she wont be able to last hit, and she wont be able to buy any items in Dota. I doubt very much she would find the game as fun in that case.

Remember- unlike SC2 and BW, which really didnt have any decent competition in the genre- Dota is staring right at LoL. And while they are both different enough games to where each will be able to thrive without cannibalizing the other, Dota has a long way to go in terms of being able to make new players feel as though they are being effective. There are already a lot of punishing game mechanics that make Dota what it is- long cc, longer map, ect- Im not sure that you want one of the biggest and longest lasting to be the first thing that someone notices and has to get over.

And as weird as this may seem to say- one of the best examples of this is the idea of Elo hell that persists in the LoL community. If you are unfamiliar with the term, it basically refers to the idea that people think that they are much better than the ranking they have attained, and are simply being held there by moronic teammates who throw every game. LoL is VERY good at making casual players feel as though they are gods.


All that being said, there may not be a way to change that for the better. Again, I dont think they should change it just for the sake of changing it. I'm just trying to look at a problem and see if there is a solution that fixes that problem but doesnt impact balance or the way the game is played at a competitive level. But if there really is no way to change it, there probably does need to be some sort of training mode, and much more in depth than just "here is a row of creeps, last hit them." Make it a timing game like guitar hero with visual cues.

Show nested quote +
On March 13 2012 00:16 cilinder007 wrote:
I dont see why you would change the atack anmations, if you dont like an animation on a specific hero you just dont play that hero, I dont see how that's a problem for casuals since there are over 100 heros

you would change something that would be super hard to actualy achive but it wouldnt actualy have much of a difference for players that dont want to dedicate the time to learning the game anyway

Those players are going to be the ones who separate the game from a cult following to an actual force.

For better or worse, the massive presence behind lol is what make the game the most watched at every event. I dont think the right thing for dota 2 is to say "screw it, we dont need them, its too hard anyway."

So many people watch lol because it is easy accessible. Iirc streams to major tournaments are linked directly in the launcher/client?
The recent iem finals had about 33k peak viewers for the sc2 finals, but 210k for the lol finals, yet LoL pricepool was barely more, but had to be shared between 5 people. So just having a bigger playerbase/more viewers doesnt mean its good for the competitive scene.
PHILtheTANK
Profile Joined March 2011
United States1834 Posts
March 12 2012 18:51 GMT
#4328
On March 13 2012 00:16 cilinder007 wrote:
I dont see why you would change the atack anmations, if you dont like an animation on a specific hero you just dont play that hero, I dont see how that's a problem for casuals since there are over 100 heros

you would change something that would be super hard to actualy achive but it wouldnt actualy have much of a difference for players that dont want to dedicate the time to learning the game anyway


Can you imagine if they changed the attack animations and made it so that there was no turning speed. Nobody would ever play a melee hero again. There's a reason why in LoL they have to give all of the melee heroes ridiculous gap closers.
Jieun <3
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
Last Edited: 2012-03-12 18:53:29
March 12 2012 18:52 GMT
#4329
On March 13 2012 03:18 Warri wrote:
Show nested quote +
On March 13 2012 00:18 Two_DoWn wrote:
That is a very good point. But then again- remember that for all the sucess BW had in Korea, it was, for all intents and purposes, dead everywhere else. Not to mention that our idea of fun- trying very had to come as close as we can to pro play, is very different from someone who doesnt even know who Idra is.

This is a competitive SC2 site after all- the people who congregate here are VERY different from the typical cross section of people who will pick up a computer game.

Take the example of your friend. If she cant adjust quickly enough to drow's auto, she wont be able to last hit, and she wont be able to buy any items in Dota. I doubt very much she would find the game as fun in that case.

Remember- unlike SC2 and BW, which really didnt have any decent competition in the genre- Dota is staring right at LoL. And while they are both different enough games to where each will be able to thrive without cannibalizing the other, Dota has a long way to go in terms of being able to make new players feel as though they are being effective. There are already a lot of punishing game mechanics that make Dota what it is- long cc, longer map, ect- Im not sure that you want one of the biggest and longest lasting to be the first thing that someone notices and has to get over.

And as weird as this may seem to say- one of the best examples of this is the idea of Elo hell that persists in the LoL community. If you are unfamiliar with the term, it basically refers to the idea that people think that they are much better than the ranking they have attained, and are simply being held there by moronic teammates who throw every game. LoL is VERY good at making casual players feel as though they are gods.


All that being said, there may not be a way to change that for the better. Again, I dont think they should change it just for the sake of changing it. I'm just trying to look at a problem and see if there is a solution that fixes that problem but doesnt impact balance or the way the game is played at a competitive level. But if there really is no way to change it, there probably does need to be some sort of training mode, and much more in depth than just "here is a row of creeps, last hit them." Make it a timing game like guitar hero with visual cues.

On March 13 2012 00:16 cilinder007 wrote:
I dont see why you would change the atack anmations, if you dont like an animation on a specific hero you just dont play that hero, I dont see how that's a problem for casuals since there are over 100 heros

you would change something that would be super hard to actualy achive but it wouldnt actualy have much of a difference for players that dont want to dedicate the time to learning the game anyway

Those players are going to be the ones who separate the game from a cult following to an actual force.

For better or worse, the massive presence behind lol is what make the game the most watched at every event. I dont think the right thing for dota 2 is to say "screw it, we dont need them, its too hard anyway."

So many people watch lol because it is easy accessible. Iirc streams to major tournaments are linked directly in the launcher/client?
The recent iem finals had about 33k peak viewers for the sc2 finals, but 210k for the lol finals, yet LoL pricepool was barely more, but had to be shared between 5 people. So just having a bigger playerbase/more viewers doesnt mean its good for the competitive scene.

What? You're telling me that you DONT want to have 210k people watching something? That 33k peak is better just because the prize money was higher?

I dont want to get into a which scene is better argument, just cuz its pointless. But sufice it to say, if SC2 tourney organizers could reverse those numbers, they would. In a heartbeat. The viewers are how tournaments are going to sell the product to advertisers going forward, or where companies like MLG are going to try to draw subscriptions from.

I hate to break it to you, but the viewer counts DO matter. Its why I laugh every time someone says that Dota doesnt need to be more accessable. Why would you WILLINGLY throw away an audience? 210K people are watching a moba. Why wouldnt you try to attract that veiwership to YOUR moba?

Dota 2 and LoL can both survive at the same time. The games are sufficiently different. But you need to ATTRACT casual fans, not try to scare them away. A competitive game cannot survive without them. Yet for some reason the vast majority of the Dota community either disparages casuals, or worse, tries to chase them away.

On March 13 2012 03:51 PHILtheTANK wrote:
Show nested quote +
On March 13 2012 00:16 cilinder007 wrote:
I dont see why you would change the atack anmations, if you dont like an animation on a specific hero you just dont play that hero, I dont see how that's a problem for casuals since there are over 100 heros

you would change something that would be super hard to actualy achive but it wouldnt actualy have much of a difference for players that dont want to dedicate the time to learning the game anyway


Can you imagine if they changed the attack animations and made it so that there was no turning speed. Nobody would ever play a melee hero again. There's a reason why in LoL they have to give all of the melee heroes ridiculous gap closers.

Naw, they just did that cuz Riot is retarded. Half of the champs that have them dont need them.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Warri
Profile Joined May 2010
Germany3208 Posts
March 12 2012 19:03 GMT
#4330
On March 13 2012 03:52 Two_DoWn wrote:
Show nested quote +
On March 13 2012 03:18 Warri wrote:
On March 13 2012 00:18 Two_DoWn wrote:
That is a very good point. But then again- remember that for all the sucess BW had in Korea, it was, for all intents and purposes, dead everywhere else. Not to mention that our idea of fun- trying very had to come as close as we can to pro play, is very different from someone who doesnt even know who Idra is.

This is a competitive SC2 site after all- the people who congregate here are VERY different from the typical cross section of people who will pick up a computer game.

Take the example of your friend. If she cant adjust quickly enough to drow's auto, she wont be able to last hit, and she wont be able to buy any items in Dota. I doubt very much she would find the game as fun in that case.

Remember- unlike SC2 and BW, which really didnt have any decent competition in the genre- Dota is staring right at LoL. And while they are both different enough games to where each will be able to thrive without cannibalizing the other, Dota has a long way to go in terms of being able to make new players feel as though they are being effective. There are already a lot of punishing game mechanics that make Dota what it is- long cc, longer map, ect- Im not sure that you want one of the biggest and longest lasting to be the first thing that someone notices and has to get over.

And as weird as this may seem to say- one of the best examples of this is the idea of Elo hell that persists in the LoL community. If you are unfamiliar with the term, it basically refers to the idea that people think that they are much better than the ranking they have attained, and are simply being held there by moronic teammates who throw every game. LoL is VERY good at making casual players feel as though they are gods.


All that being said, there may not be a way to change that for the better. Again, I dont think they should change it just for the sake of changing it. I'm just trying to look at a problem and see if there is a solution that fixes that problem but doesnt impact balance or the way the game is played at a competitive level. But if there really is no way to change it, there probably does need to be some sort of training mode, and much more in depth than just "here is a row of creeps, last hit them." Make it a timing game like guitar hero with visual cues.

On March 13 2012 00:16 cilinder007 wrote:
I dont see why you would change the atack anmations, if you dont like an animation on a specific hero you just dont play that hero, I dont see how that's a problem for casuals since there are over 100 heros

you would change something that would be super hard to actualy achive but it wouldnt actualy have much of a difference for players that dont want to dedicate the time to learning the game anyway

Those players are going to be the ones who separate the game from a cult following to an actual force.

For better or worse, the massive presence behind lol is what make the game the most watched at every event. I dont think the right thing for dota 2 is to say "screw it, we dont need them, its too hard anyway."

So many people watch lol because it is easy accessible. Iirc streams to major tournaments are linked directly in the launcher/client?
The recent iem finals had about 33k peak viewers for the sc2 finals, but 210k for the lol finals, yet LoL pricepool was barely more, but had to be shared between 5 people. So just having a bigger playerbase/more viewers doesnt mean its good for the competitive scene.

What? You're telling me that you DONT want to have 210k people watching something? That 33k peak is better just because the prize money was higher?

I dont want to get into a which scene is better argument, just cuz its pointless. But sufice it to say, if SC2 tourney organizers could reverse those numbers, they would. In a heartbeat. The viewers are how tournaments are going to sell the product to advertisers going forward, or where companies like MLG are going to try to draw subscriptions from.

I hate to break it to you, but the viewer counts DO matter. Its why I laugh every time someone says that Dota doesnt need to be more accessable. Why would you WILLINGLY throw away an audience? 210K people are watching a moba. Why wouldnt you try to attract that veiwership to YOUR moba?

Dota 2 and LoL can both survive at the same time. The games are sufficiently different. But you need to ATTRACT casual fans, not try to scare them away. A competitive game cannot survive without them. Yet for some reason the vast majority of the Dota community either disparages casuals, or worse, tries to chase them away.

Im telling you, that as a pro player, you dont care if its 210k or 30k watching, if the price money stays the same/even less and less tournaments all aroundm, why should you care? Do you think the guys playing lol wouldnt immediately switch to 30k viewers but 5x the price money like in sc2?
My point is you dont have to dumb down a game just for the sake of getting more viewers ... to have no impact on the competitive scene at all.
Dubzex
Profile Joined October 2010
United States6994 Posts
March 12 2012 19:06 GMT
#4331
I see a bunch of games slated to be played tomorrow. Any idea where I can find the stream for those? Who is casting? It doesn't look like Tobi will be casting for another 5+ days so it isn't him.
"DONT UNDERESTIMATE MY CARRY OR YOU WILL BE CARRIED INTO THE ABYSS OF SUFFERING" - Tyler 'TC' Cook
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
March 12 2012 19:09 GMT
#4332
I don't really see how people think removing attack animations = more people playing game. Seems a rather gross oversimplification.
dragonborn
Profile Joined January 2012
4781 Posts
March 12 2012 19:17 GMT
#4333
CLG vs Infused

http://www.joindota.com/en/livestreams/596-starladder

Pajkatt time!
Dubzex
Profile Joined October 2010
United States6994 Posts
Last Edited: 2012-03-12 19:21:56
March 12 2012 19:21 GMT
#4334
On March 13 2012 04:17 dragonborn wrote:
CLG vs Infused

http://www.joindota.com/en/livestreams/596-starladder

Pajkatt time!

Any English stream?

edit: NVM found it

http://www.joindota.com/en/livestreams/597-maven
"DONT UNDERESTIMATE MY CARRY OR YOU WILL BE CARRIED INTO THE ABYSS OF SUFFERING" - Tyler 'TC' Cook
PredPrey
Profile Joined April 2011
Germany46 Posts
March 12 2012 19:21 GMT
#4335
On March 13 2012 04:09 Numy wrote:
I don't really see how people think removing attack animations = more people playing game. Seems a rather gross oversimplification.


Your right there, pretty much everything should be as accessible and "simple" to understand as possible. I really hope they add range indicators (CIRCLES, not that arrow shit u can activate), enemy mana bars, etc. But im furthermore concerned about how old fashioned Dota 2 feels in general compared to LoL and very much compared to HoN, which could be the even better example because it's basically a newer version of Dota 1 as well as Dota 2 is a newer version of Dota 1.
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
Last Edited: 2012-03-12 19:27:17
March 12 2012 19:23 GMT
#4336
On March 13 2012 04:03 Warri wrote:
Show nested quote +
On March 13 2012 03:52 Two_DoWn wrote:
On March 13 2012 03:18 Warri wrote:
On March 13 2012 00:18 Two_DoWn wrote:
That is a very good point. But then again- remember that for all the sucess BW had in Korea, it was, for all intents and purposes, dead everywhere else. Not to mention that our idea of fun- trying very had to come as close as we can to pro play, is very different from someone who doesnt even know who Idra is.

This is a competitive SC2 site after all- the people who congregate here are VERY different from the typical cross section of people who will pick up a computer game.

Take the example of your friend. If she cant adjust quickly enough to drow's auto, she wont be able to last hit, and she wont be able to buy any items in Dota. I doubt very much she would find the game as fun in that case.

Remember- unlike SC2 and BW, which really didnt have any decent competition in the genre- Dota is staring right at LoL. And while they are both different enough games to where each will be able to thrive without cannibalizing the other, Dota has a long way to go in terms of being able to make new players feel as though they are being effective. There are already a lot of punishing game mechanics that make Dota what it is- long cc, longer map, ect- Im not sure that you want one of the biggest and longest lasting to be the first thing that someone notices and has to get over.

And as weird as this may seem to say- one of the best examples of this is the idea of Elo hell that persists in the LoL community. If you are unfamiliar with the term, it basically refers to the idea that people think that they are much better than the ranking they have attained, and are simply being held there by moronic teammates who throw every game. LoL is VERY good at making casual players feel as though they are gods.


All that being said, there may not be a way to change that for the better. Again, I dont think they should change it just for the sake of changing it. I'm just trying to look at a problem and see if there is a solution that fixes that problem but doesnt impact balance or the way the game is played at a competitive level. But if there really is no way to change it, there probably does need to be some sort of training mode, and much more in depth than just "here is a row of creeps, last hit them." Make it a timing game like guitar hero with visual cues.

On March 13 2012 00:16 cilinder007 wrote:
I dont see why you would change the atack anmations, if you dont like an animation on a specific hero you just dont play that hero, I dont see how that's a problem for casuals since there are over 100 heros

you would change something that would be super hard to actualy achive but it wouldnt actualy have much of a difference for players that dont want to dedicate the time to learning the game anyway

Those players are going to be the ones who separate the game from a cult following to an actual force.

For better or worse, the massive presence behind lol is what make the game the most watched at every event. I dont think the right thing for dota 2 is to say "screw it, we dont need them, its too hard anyway."

So many people watch lol because it is easy accessible. Iirc streams to major tournaments are linked directly in the launcher/client?
The recent iem finals had about 33k peak viewers for the sc2 finals, but 210k for the lol finals, yet LoL pricepool was barely more, but had to be shared between 5 people. So just having a bigger playerbase/more viewers doesnt mean its good for the competitive scene.

What? You're telling me that you DONT want to have 210k people watching something? That 33k peak is better just because the prize money was higher?

I dont want to get into a which scene is better argument, just cuz its pointless. But sufice it to say, if SC2 tourney organizers could reverse those numbers, they would. In a heartbeat. The viewers are how tournaments are going to sell the product to advertisers going forward, or where companies like MLG are going to try to draw subscriptions from.

I hate to break it to you, but the viewer counts DO matter. Its why I laugh every time someone says that Dota doesnt need to be more accessable. Why would you WILLINGLY throw away an audience? 210K people are watching a moba. Why wouldnt you try to attract that veiwership to YOUR moba?

Dota 2 and LoL can both survive at the same time. The games are sufficiently different. But you need to ATTRACT casual fans, not try to scare them away. A competitive game cannot survive without them. Yet for some reason the vast majority of the Dota community either disparages casuals, or worse, tries to chase them away.

Im telling you, that as a pro player, you dont care if its 210k or 30k watching, if the price money stays the same/even less and less tournaments all aroundm, why should you care? Do you think the guys playing lol wouldnt immediately switch to 30k viewers but 5x the price money like in sc2?
My point is you dont have to dumb down a game just for the sake of getting more viewers ... to have no impact on the competitive scene at all.

Because eventually, the numbers WILL determine the prize pool. BW is currently in its death thows in Korea because the veiwers are gone, and the sponsors arent willing to spend the money anymore.

Not to mention SC2 is unable to actually sustain those prizepools. Look at MLG switching to PPV. They want to keep throwing that kind of money around, but they cant actually afford to do it. How many PPV lol tourneys have their been? How much talk of lol being unable to support itself has their been?

"You dont have to dumb down a game." Who said anything about dumbing down a game? The whole point of making a game accessable is to make the game easy to pick up without changing, or minimally changing, the way expeirenced players play. Making a game that is hard just to say "oh this game is hard" does not make it a good game, or a competitive game. What makes a game competitive is that there are enough people willing to play and watch to see who is the best at that game. And the more people you bring into that experience, the better your competitive scene is. Hell, if there were 200K+ watching a tic-tac-toe tournament, that would be a competive scene.

One of the joy's of a game being in beta test is that you get to try to make it better. One of the issues is that the game is not very accessable to new players because on top of having to learn 100+ champions, items, metagames, positioning, and everyting else, it is also a mechanically frustrating game for anyone who switches from Starcraft, LoL, or any other computer game. No other recent game is as unresponsive. That is a problem because it creates frustration for anyone who isnt used to it. Your only option at the moment is to suck it up. That will drive people away.

So why not try to come up with ways to make that adjustment easier in a way that dont hurt the way the game is played? Finding a way to tune autos without losing part what makes dota unquie and enjoyable is an interesting thought. So would be cool minigames that Valve could put into the game that teach you how different champions attack. Or even having a super easy mode that cut everyone's auto the same just to make it easy for casuals who didnt care about overal balance or orbwalking and just wanted to have a good time with their friends?

On March 13 2012 04:09 Numy wrote:
I don't really see how people think removing attack animations = more people playing game. Seems a rather gross oversimplification.

That isnt the point I am trying to make. I dont want to remove attack animations. I want to make them easier for people to get used to. Personally, I feel that if you make it easier to get used to them, then you make it easier for people to get friends to play, or make it easier for someone to play a hero they saw in a tournament match and they thought looked cool. That sort of stuff does make more people play the game.

But that doesnt mean remove them.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
scorch-
Profile Joined January 2011
United States816 Posts
March 12 2012 19:37 GMT
#4337
On March 13 2012 04:23 Two_DoWn wrote:"You dont have to dumb down a game." Who said anything about dumbing down a game? The whole point of making a game accessable is to make the game easy to pick up without changing, or minimally changing, the way expeirenced players play. Making a game that is hard just to say "oh this game is hard" does not make it a good game, or a competitive game. What makes a game competitive is that there are enough people willing to play and watch to see who is the best at that game. And the more people you bring into that experience, the better your competitive scene is. Hell, if there were 200K+ watching a tic-tac-toe tournament, that would be a competive scene.


The only reason LoL is more "accessible" is because they have a good ELO system. It has nothing to do with attack animations or spells or hero balance or any of that. Last-hitting in a MOBA is like headshots in counter-strike, it's addicting because you get that little cue that you did it right. Everyone is bad at last-hitting and denying when they start, the most important thing is to match new players with new players so that it's not frustrating to them because they're losing. It should be real fucking obvious to anyone that plays the game, that you can attack at a time when you will get the last-hit. How is changing that sort of thing making the game "more accessible". Easier != more accessible. Stuff just has to have some sort of logical basis so that it's not confusing. I think the idea of attack follow-through is bad, but I have no idea if the concept makes the game less accessible. I think the #1 barrier to playing the game is the mountain of realizing there is 100+ heroes and items to learn how to use in a 5v5 game.

What the game really needs is a newbie mode that rotates through like 10 or 15 heroes to choose from each week. Then, new players can cut the stuff they need to know to play down to a manageable number of heroes so they can set the goal of getting better that week, rather than being constantly assaulted with a barrage of skills they don't know and heroes they've never seen for weeks or months before they have a clue what's going on. Something like BD in HoN only with fewer heroes and a static pool for each week.
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
March 12 2012 19:38 GMT
#4338
OK so let me say some things. We already have LoL for hyper casuals, they won't come to Dota that is actually addvertised as a harder game anyway. The less casual people, who'd like to see how Dota works should be welcomed by tutorials and good practice system but NOT by special modes that ussually divide the community(-em is really bad, it produces some of the worst habits in the game and doesn't teach you anything about a real game of Dota) Coaching will be crucial if it takes off. And there's a large group of people that are already dedicated to the game(100% long time players who either already watch tournaments or don't watch only because they don't know about them(Valve already does a gret job, The Defence had so many viewers partialy because of a mention on dota2.com blog post)) that might abbandon the game and stick with dota1 if the changes are to big. Losing dedicated players in exchange for casuals is not a good deal for the game's future.

I hope I made my point clear here...
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
EtherealBlade
Profile Joined August 2010
660 Posts
March 12 2012 19:50 GMT
#4339
Dota already has a playerbase of ~10 million, while the learning curve has gotten rougher with time, the game has always been addicting. When the game gets enough exposure (one word: Steam) and has a good tutorial system, there'll be a massive surge.
LoL's audience need not be targeted if Dota 2 wants to rival their numbers, and Valve already stated somewhere that competition in the Dota genre is allright with them.
dragonborn
Profile Joined January 2012
4781 Posts
March 12 2012 19:50 GMT
#4340
poor infused

ultra-kill by pajkatt..
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