General Discussion - Page 2713
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Numy
South Africa35471 Posts
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Fwizzz
Philippines4420 Posts
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aintz
Canada5624 Posts
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Benjef
United Kingdom6921 Posts
Also changing the animation on RP to show what it should be hitting would be nice... | ||
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Laserist
Turkey4269 Posts
On May 03 2013 00:25 Benjef wrote: Valve has a bit long list of things to fix... Hopefully they do them sooner than later so people can change their strats before TI3... Mainly this armlet bug and flying vision on bat... Also changing the animation on RP to show what it should be hitting would be nice... They don't even care to fix important but easy to fix things like pudge hook range which is 1600 instead of 1333, if I remember correctly. Hats are more important than game itself. | ||
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TheYango
United States47024 Posts
On May 03 2013 00:26 Laserist wrote: They don't even care to fix important but easy to fix things like pudge hook range which is 1600 instead of 1333, if I remember correctly. Hats are more important than game itself. You're cherry-picking that bug, when it's not that simple. There are about 5 or 6 Meat Hook inconsistencies, some of which are more or less difficult to fix, that are all semi-related. It's possible that some of them were intentional in order to compensate for the harder to handle issues and balance out Hooks' relative power until a fix for the hard-to-fix ones are possible. If you just gave Hook its DotA 1 range, without considering the ways in which the spell is worse due to more complicated engine differences (e.g. not being able to start channeling dismember on a target while Hook is still in flight), you're making the hero straight-up weaker. And for the record, the range inconsistency is 1325-~1450, which is partially accounted for by the fact that Hook's starting position is ~100 units in front of Pudge rather than 40 (Hook in DotA 1 isn't a shockwave-like spell, but done via triggers, so there are certain rules it fails to follow). | ||
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Unleashing
Denmark14978 Posts
And bugs aren't just "Oh we know there's a bug, let's fix it, there voila" sometimes even replicating the bug can be difficult and fixing it even harder. A side question, was bat no longer being able to avoid some spells (Frostbite) an intended change in dota2? Can't remember seeing if it was actually confirmed as intended. | ||
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Grettin
42416 Posts
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Skullflower
United States3779 Posts
On May 03 2013 00:44 Unleashing wrote: A side question, was bat no longer being able to avoid some spells (Frostbite) an intended change in dota2? Can't remember seeing if it was actually confirmed as intended. I don't see why not. Wasn't that just a quirk of the WC3 engine | ||
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TheYango
United States47024 Posts
On May 03 2013 00:44 Unleashing wrote: A side question, was bat no longer being able to avoid some spells (Frostbite) an intended change in dota2? Can't remember seeing if it was actually confirmed as intended. It's listed as intended, but only confirmed by a dev forum mod, and not by a developer/core tester/frog. | ||
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Kipsate
Netherlands45349 Posts
''I am a flying unit , gg techies'' FIRST BLOOD! or did they change that in Dota 1. | ||
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Laserist
Turkey4269 Posts
I can 'cherry pick' maybe %10+ of them which can be corrected by changing a few numbers or right of the bat wrong. For example: Lifestealer Turn Rate Range Motion buffer / Attack Range Buffer is incorrect for melee attacks (and possibly some spells) Beastmaster's Wild Axes' damaging radius is too wide Pugna's Life Drain has incorrect cast range Roshan Attack Range is Incorrect etc etc.. Some are very serious, some are annoyance but it doesn't matter. Bug fixing simply is not a major priority for Valve clearly. Nearly all of the bug fixes for months are the bugs appears with a new patch or a new hero. I wonder how many years it takes to fix those bugs totally or reduce it to a minimal number. | ||
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Sn0_Man
Tebellong44238 Posts
-nobody ever | ||
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Fruscainte
4596 Posts
On May 03 2013 00:25 Benjef wrote: Valve has a bit long list of things to fix... Hopefully they do them sooner than later so people can change their strats before TI3... Mainly this armlet bug and flying vision on bat... Also changing the animation on RP to show what it should be hitting would be nice... What's this armlet bug? Sorry for spoonfeeding ![]() | ||
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BlitzerSC
Italy8800 Posts
On May 03 2013 01:03 Fruscainte wrote: What's this armlet bug? Sorry for spoonfeeding ![]() http://dev.dota2.com/showthread.php?t=83611 | ||
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Ice-e
United States15 Posts
On May 03 2013 00:52 Kipsate wrote: Its going to be hilarious when techies comes out ''I am a flying unit , gg techies'' FIRST BLOOD! or did they change that in Dota 1. Don't think it was ever changed. Could be wrong though | ||
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TheYango
United States47024 Posts
On May 03 2013 00:55 Laserist wrote: Lifestealer Turn Rate That one is extraordinarily minor because turn rates above 0.5 are virtually indistinguishable unless Sticky Napalm is involved. So its low priority because it involves an interaction between two specific heroes to actually be relevant to gameplay. On May 03 2013 00:55 Laserist wrote: Range Motion buffer / Attack Range Buffer is incorrect for melee attacks (and possibly some spells) How can you consider this simple? It's a core function of how the engine works. I could see this being very difficult to fix properly. On May 03 2013 00:55 Laserist wrote: Beastmaster's Wild Axes' damaging radius is too wide This is likewise a bug related to how the travel shape of Wild Axes isn't correct (there shouldn't be a bug gap in the middle where the axes hit nothing). The two should be fixed together because this particular bug compensates for the other one, and the other one is potentially somewhat difficult to fix properly. On May 03 2013 00:55 Laserist wrote: Pugna's Life Drain has incorrect cast range ...that bug was reported less than 2 weeks ago. Even if that got fixed the day it was reported, it would still probably be internal QA. On May 03 2013 00:55 Laserist wrote: Roshan Attack Range is Incorrect etc etc.. Not very old bug, and very minor effect on gameplay (only affects certain edge cases like attacking Roshan over a Fissure in the Rosh pit, IIRC. Plus you don't seem to understand how bugfixing at a software development company tends to work. You can't just mass-fix a bunch of one-liners because everything has to be reviewed and QAed, leading to a massive amount of overhead even on fixing minor bugs. Which is why it's very typical that fixes that have very small impact on actual functionality are put off in favor of major projects a lot of the time, even when those fixes would be one-liner code changes. On May 03 2013 00:55 Laserist wrote: Some are very serious, some are annoyance but it doesn't matter. Bug fixing simply is not a major priority for Valve clearly. Nearly all of the bug fixes for months are the bugs appears with a new patch or a new hero. I wonder how many years it takes to fix those bugs totally or reduce it to a minimal number. They'll probably shift focus to bug fixing once all the heroes are in the game. | ||
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Firebolt145
Lalalaland34507 Posts
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Asha
United Kingdom38257 Posts
On May 03 2013 01:13 Firebolt145 wrote: Ok seriously Yango, I've decided you're definitely a Dota 2 dev undercover, don't deny it. That or icefrog <_< | ||
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Grettin
42416 Posts
confirmed icefrog | ||
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