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General Discussion - Page 3062

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.
Spicy_Curry
Profile Blog Joined March 2011
United States10573 Posts
June 10 2013 14:47 GMT
#61221
The mana thing would make some heroes like Kunkka worthless in lane without a follow up stun. If you suddenly see a large chunk of mana gone I guess you should just stay still.
High Risk Low Reward
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
June 10 2013 14:48 GMT
#61222
On June 10 2013 23:47 Spicy_Curry wrote:
The mana thing would make some heroes like Kunkka worthless in lane without a follow up stun. If you suddenly see a large chunk of mana gone I guess you should just stay still.

this is actually a really really really good point that I hadnt thought of.
Call me Marge Simpson cuz I love you homie
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
Last Edited: 2013-06-10 14:49:56
June 10 2013 14:49 GMT
#61223
On June 10 2013 23:45 Sn0_Man wrote:
When I'm mid and I can very easily buy a complete magic wand on the courier, without even moving my screen off my hero, I'd say thats a pretty substantial upgrade/advantage/change or whatever. I used to die more often than I should when I used to click back to base to buy stuff.

I'm not here to make the argument for inbuilt range indicators (I kinda feel like those don't belong in the game but I'm not adamant about that) or for visible mana bars on enemy heroes (Which tbh I wouldn't mind but I'm now used to them missing and so I'm fine without as well). I just scoff at the idea that valve hasn't made the game easier through improving certain User Interface elements. They have done so where they felt justified, and I hope they continue to do so wherever they feel the need.

I don't think anyone has made the case that valve hasn't simplified the game already. The question is, should they keep doing it, and is it without risk? I personally don't care, I didn't play dota 1 much and I've played LoL a ton, I can deal with games being streamlined and simplified. I however think it's important to realize that you can't just "fix the old bad UI" and be naive enough to think that it doesn't run the risk of dumbing down the game just as much as changing some mechanics can.
Mithhaike
Profile Blog Joined August 2010
Singapore2759 Posts
June 10 2013 14:49 GMT
#61224
On June 10 2013 22:58 teapoted wrote:
Show nested quote +
On June 10 2013 22:56 gaymon wrote:
On June 10 2013 22:51 PassiveAce wrote:
On June 10 2013 22:48 Tobberoth wrote:
On June 10 2013 22:45 teapoted wrote:
On June 10 2013 22:43 gaymon wrote:
On June 10 2013 22:18 teapoted wrote:
On June 10 2013 21:44 cecek wrote:
I'm not a graphical artist or a designer, but I don't really see how you could revolutionize the UI. There's a minimap, which is essential for this kind of game, and where else would you stick that than one of the bottom corners? Then inventory slots and skills. Again, absolutely essential, need to be well visible. The bottom of the screen seems like the appropriate place for it. Then there's the hero portrait, which I can imagine you could do without, but I don't see why. It tells you quickly what unit you're controlling and it has an estetic function as well. I guess the only thing they could change would be the rest: the quick buy field, courier icons, glyph and unit stats. That might be possible to change, but I don't see any drastic change that would make.
Well it wouldn't be revolutionary if it was obvious would it? The point is that not working in the restrictions of cloning a 10 year old UI would allow for anything, while at the moment, it doesn't.

And there's a lot to achieve without 'revolutionizing'. The ulti active icon isn't revolutionary yet it makes people better players and makes the game easier to watch. There are a lot of things in this regard which could be done, better ways of showing health and mana, ways of conveying mana costs of multiple skills combined (like alt+click abilities and they add together in your mana bar), better ways of conveying valid targets, better ways of designing a mini-map especially for newer players (hell you could take the classic diablo map and just overlay it large in transparency on the left and it would drastically increase map awareness of new players).

Then there's a lot to be said for simplifying and how it can help newer players. And there's a lot to be said for better spectator experiences. And there's a lot to be said for increasing the aesthetic appeal of the game by going away from looking into a window in the center.

Ultimately, neither I as a designer or you as not would need to have a hundred great ideas off the top of our heads to decide if more can be done by not working under restrictions. And either way I care more about the spectator experience which I could think of a hundred ideas of the top of my head for how it could be improved if you removed the bar at the top and the bottom and allowed anything. Just look at gameheart.


We could aswell remove denies, remove gold lost ond death, take out tps, and give everybody enough base manaregen to spam spells 24/7.
We might also add cool new features where new heroes have to be bought first before you can play them or smth like that.
Very insightful. Move along now.

He is correct though, it's a dangerous path when you start to simplify things which dumb down gameplay. Being able to see your opponents exact mana is sweet if you're playing anti-mage and want to calculate how your ulti will do, but a good player can do that anyway by clicking the target and checking. It's harder to do, but that's an aspect of skill. You have to weigh it, is it worth dumbing it down for the casual players at the cost of lowering the skillcap? Since Dota is by many considered a very high-tier competitive game, it's extra dangerous to dumb it down.

I disagree with you. Teapoted was talking about ui, gaymon is talking about mechanics, they are not the same at all.

Do you know what these changes do ? Correct, they dimish the usefullness of abilities a currently good player has developed. These are the small things which make Dota stand out above other games of this genre.
No, they are not.

Hero and map design is what makes Dota stand out above other games.

If you really think those things are what make it Dota, then you should go back to Garena and play some real Dota, not this Dota 2 casual shit where you don't even have to use third party applications to bind your items.

I dont agree with you about hero and map design, yes those things player a part, however its this little things from controlling your screen view(because of your screen being limited),your hero position when your not looking at it, its the clicking the enemy to check his mana, his items.

Doing those things require mechanics. Those little things differentiate between a good player and a bad player. No matter what you say, making things easier to see via the UI...IS dumbing things down. Its extremely different when you see from a player's perspective, good players are better at handling the game itself than the bad players. A good player will check the enemy mana to make decision. is it a good idea to trade hp, perhaps even dive him? Would i win? A bad player cant even fathom to do that.

It's like SC. It's a easy game to play, but a difficult game to master. It's this combination that makes for a successful genre of games defined and started by DOTA1. Have you ever wondered why you are definitely better than a new guy who's been playing for a week? It's because you have a mastery of the little things that give you an edge over him. It's what separate the good from the bad.

The outdated UI plays a huge part in this game success. I disagree and disapprove of any attempts to modify it.
Mew Mew Pew Pew
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
June 10 2013 14:50 GMT
#61225
On June 10 2013 23:48 PassiveAce wrote:
Show nested quote +
On June 10 2013 23:47 Spicy_Curry wrote:
The mana thing would make some heroes like Kunkka worthless in lane without a follow up stun. If you suddenly see a large chunk of mana gone I guess you should just stay still.

this is actually a really really really good point that I hadnt thought of.

Wat? If you can see his mana go down you can see his cast animation...
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
Last Edited: 2013-06-10 14:53:01
June 10 2013 14:51 GMT
#61226
LOL your right, im being dumb.
It would be relevant for some other heroes tho
Call me Marge Simpson cuz I love you homie
Yoshi-
Profile Joined October 2008
Germany10227 Posts
June 10 2013 14:52 GMT
#61227
Well, I would claim that losing mana is much more noticeably early on than his casting animation
icystorage
Profile Blog Joined November 2008
Jollibee19350 Posts
June 10 2013 14:53 GMT
#61228
On June 10 2013 23:50 Sn0_Man wrote:
Show nested quote +
On June 10 2013 23:48 PassiveAce wrote:
On June 10 2013 23:47 Spicy_Curry wrote:
The mana thing would make some heroes like Kunkka worthless in lane without a follow up stun. If you suddenly see a large chunk of mana gone I guess you should just stay still.

this is actually a really really really good point that I hadnt thought of.

Wat? If you can see his mana go down you can see his cast animation...

hahahahahahahaha brainfart right there
LiquidDota StaffAre you ready for a Miracle-? We are! The International 2017 Champions!
Mithhaike
Profile Blog Joined August 2010
Singapore2759 Posts
June 10 2013 14:53 GMT
#61229
On June 10 2013 23:50 Sn0_Man wrote:
Show nested quote +
On June 10 2013 23:48 PassiveAce wrote:
On June 10 2013 23:47 Spicy_Curry wrote:
The mana thing would make some heroes like Kunkka worthless in lane without a follow up stun. If you suddenly see a large chunk of mana gone I guess you should just stay still.

this is actually a really really really good point that I hadnt thought of.

Wat? If you can see his mana go down you can see his cast animation...


Seeing mana bar is a bad idea. It provides too much information that should be harder to get. As for the kunkka example, the cast range of torrent is 1500. Good luck seeing it if he does at max range. Or if he's good, he will mix it up with spell cancelling etc and you wont see it coming anyways.
Mew Mew Pew Pew
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
June 10 2013 14:54 GMT
#61230
See guy, dota is a game of knowledge and decision making, not clicking fast(it matters on some heroes, but no nearly as much as in other competitive games). Shop reduces the amount of clicks required, fair game. Most UI improvements give you info. Info makes the game easier. Now, you can see 2 things on the Ui that you couldn't in dota1, that is ally mana and ulti cd (visible in the scoreboard in dota1, super awkward to use). Both of those would be known to you with perfect communication in your team. How about that
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
Tsutchie
Profile Joined January 2011
Australia951 Posts
June 10 2013 14:55 GMT
#61231
On June 10 2013 23:50 Sn0_Man wrote:
Show nested quote +
On June 10 2013 23:48 PassiveAce wrote:
On June 10 2013 23:47 Spicy_Curry wrote:
The mana thing would make some heroes like Kunkka worthless in lane without a follow up stun. If you suddenly see a large chunk of mana gone I guess you should just stay still.

this is actually a really really really good point that I hadnt thought of.

Wat? If you can see his mana go down you can see his cast animation...


ppl cancel animation, and kunkka's animation is wierd in that it looks very similar to casting when canceled
teapoted
Profile Joined August 2012
United Kingdom24425 Posts
June 10 2013 14:59 GMT
#61232
On June 10 2013 23:54 Qbek wrote:
See guy, dota is a game of knowledge and decision making, not clicking fast(it matters on some heroes, but no nearly as much as in other competitive games). Shop reduces the amount of clicks required, fair game. Most UI improvements give you info. Info makes the game easier. Now, you can see 2 things on the Ui that you couldn't in dota1, that is ally mana and ulti cd (visible in the scoreboard in dota1, super awkward to use). Both of those would be known to you with perfect communication in your team. How about that
People will complain about the things not implemented as making the game easier but are fine with the ones in the game because they realize after a year of playing with them that it isn't that big of a deal.
Once you Goblak...
Firebolt145
Profile Blog Joined May 2010
Lalalaland34507 Posts
June 10 2013 15:01 GMT
#61233
Kunkka can cast Torrent when he's out of vision range before walking in to avoid you seeing his cast animation. If his blue bar were to suddenly drop, there's no way you can hide that.

Whatever else you guys suggest, enemy mana bars are simply too big of a change.
Moderator
pedrlz
Profile Joined September 2012
Brazil5234 Posts
June 10 2013 15:01 GMT
#61234
omg, beastmaster is so good, you can easily splitpush with the axes, aura and hawk since pubs dont know what is smoke. Finally I played a game when a Bane was using smoke to try to catch me, but still managed to win because their team didnt have tp to defend the throne :p
Tsutchie
Profile Joined January 2011
Australia951 Posts
June 10 2013 15:02 GMT
#61235
On June 10 2013 23:59 teapoted wrote:
Show nested quote +
On June 10 2013 23:54 Qbek wrote:
See guy, dota is a game of knowledge and decision making, not clicking fast(it matters on some heroes, but no nearly as much as in other competitive games). Shop reduces the amount of clicks required, fair game. Most UI improvements give you info. Info makes the game easier. Now, you can see 2 things on the Ui that you couldn't in dota1, that is ally mana and ulti cd (visible in the scoreboard in dota1, super awkward to use). Both of those would be known to you with perfect communication in your team. How about that
People will complain about the things not implemented as making the game easier but are fine with the ones in the game because they realize after a year of playing with them that it isn't that big of a deal.


im just imagining pudge hook being changed into homing... there'd be riots on the streets!
teapoted
Profile Joined August 2012
United Kingdom24425 Posts
Last Edited: 2013-06-10 15:08:47
June 10 2013 15:03 GMT
#61236
On June 11 2013 00:01 Firebolt145 wrote:
Kunkka can cast Torrent when he's out of vision range before walking in to avoid you seeing his cast animation. If his blue bar were to suddenly drop, there's no way you can hide that.

Whatever else you guys suggest, enemy mana bars are simply too big of a change.
I never even suggested enemy mana bars, which I'm on the edge about having too big of an effect on the game, but everything else I just don't think would change a single thing for good players and would make it much easier for new players.

Either way this has gone far from my original point.
Once you Goblak...
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
June 10 2013 15:10 GMT
#61237
On June 10 2013 23:59 teapoted wrote:
Show nested quote +
On June 10 2013 23:54 Qbek wrote:
See guy, dota is a game of knowledge and decision making, not clicking fast(it matters on some heroes, but no nearly as much as in other competitive games). Shop reduces the amount of clicks required, fair game. Most UI improvements give you info. Info makes the game easier. Now, you can see 2 things on the Ui that you couldn't in dota1, that is ally mana and ulti cd (visible in the scoreboard in dota1, super awkward to use). Both of those would be known to you with perfect communication in your team. How about that
People will complain about the things not implemented as making the game easier but are fine with the ones in the game because they realize after a year of playing with them that it isn't that big of a deal.

The dead horse has been beaten, but that argument is crap. I mean, ask LoL players how big of a deal denying is, you get used to any change unless it's big enough to make you stop playing the game. If denying was removed from Dota, people would be pissed off about it, but unless it was changed back, it's not like people would still talk about it a year or two down the line.
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
June 10 2013 15:11 GMT
#61238
On June 11 2013 00:10 Tobberoth wrote:
Show nested quote +
On June 10 2013 23:59 teapoted wrote:
On June 10 2013 23:54 Qbek wrote:
See guy, dota is a game of knowledge and decision making, not clicking fast(it matters on some heroes, but no nearly as much as in other competitive games). Shop reduces the amount of clicks required, fair game. Most UI improvements give you info. Info makes the game easier. Now, you can see 2 things on the Ui that you couldn't in dota1, that is ally mana and ulti cd (visible in the scoreboard in dota1, super awkward to use). Both of those would be known to you with perfect communication in your team. How about that
People will complain about the things not implemented as making the game easier but are fine with the ones in the game because they realize after a year of playing with them that it isn't that big of a deal.

The dead horse has been beaten, but that argument is crap. I mean, ask LoL players how big of a deal denying is, you get used to any change unless it's big enough to make you stop playing the game. If denying was removed from Dota, people would be pissed off about it, but unless it was changed back, it's not like people would still talk about it a year or two down the line.

Where my death ward on riki at? and lvl 3 perma invis?
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-06-10 15:13:06
June 10 2013 15:12 GMT
#61239
On June 10 2013 16:48 ETisME wrote:
Show nested quote +
On June 10 2013 15:04 Kraznaya wrote:
On June 10 2013 12:46 ETisME wrote:
does anyone think the UI is extremely poorly designed?
I really hate that top bar especially, I feel like it is way too large for the info that it gives. I constantly feel like my vision is blocked by it
not saying it should be ditched completely but maybe at least they can make those hero icons smaller and use something else to show who's ulti is up?

Another is the mana bar of the opponent. in HoN, there is customised UI and one of them (or the original) allows you to show the opponent current mana. I feel that it is an extremely useful info just to have on the screen rather than having to click to check. It's especially important for heroes like anti mage to check whether the heroes have maga for spells or deal bonus damage for the mana burn.
There was also a plug in to show your current item/buff/debuff on your hero. It is a small time bar with the icon of the skill/item at the back and a timer to show how long the duration is. I think the current one in Dota 2 is too small to check and the exact time figure is interesting because there are numerous games where you barely escape by TP scroll at the last 0.x seconds.


if they changed the UI people would complain for weeks because its always harder to adjust to something youre not used to

I am by no means asking to change a lot. what I want is somthing similar to what I found on google just now:
http://i54.tinypic.com/nz5bh4.jpg
Those two squares removed are completely useless and we could have more space for visions. I love to have more rooms for vision and just feel less cluster when there are so much more space that could be used for vision.

and maybe make those hero icon at top bar smaller along with the ulti green square removed and have another way to show that the hero has the ulti ready.
while keeping the clock as big (so that you still have the critical info but without the flatness (linear) feel of the top bar and also provide more vision)

the only problem is how it affects balance i suppose

Dunno, maybe it's just me. I have only played 100 games so far and so I haven't got to the stage where I can say "that's how it has always been". I have only picked up dota recently again (used to play dota 1 almost every day for 5 years lol) and just thought those bars are kinda annoying and I really want to zoom in to look around more stuff because it is such a nice game to zoom in to look at.

Did anyone else find it funny that this screenshot was just one from earlier beta?
Moderator
BlitzerSC
Profile Joined May 2011
Italy8800 Posts
Last Edited: 2013-06-10 15:16:18
June 10 2013 15:13 GMT
#61240
On June 11 2013 00:02 Tsutchie wrote:
Show nested quote +
On June 10 2013 23:59 teapoted wrote:
On June 10 2013 23:54 Qbek wrote:
See guy, dota is a game of knowledge and decision making, not clicking fast(it matters on some heroes, but no nearly as much as in other competitive games). Shop reduces the amount of clicks required, fair game. Most UI improvements give you info. Info makes the game easier. Now, you can see 2 things on the Ui that you couldn't in dota1, that is ally mana and ulti cd (visible in the scoreboard in dota1, super awkward to use). Both of those would be known to you with perfect communication in your team. How about that
People will complain about the things not implemented as making the game easier but are fine with the ones in the game because they realize after a year of playing with them that it isn't that big of a deal.


im just imagining pudge hook being changed into homing... there'd be riots on the streets!


Why not ? I mean, Pudge has tons of bugs that still aren't fixed so we might as well give him a homing hook. It's not like it will change much anyways since the hook speed is higher than it's supposed to be and it's hard as fuck to dodge..

btw, talking about bugs:

http://dev.dota2.com/showthread.php?t=91883

uguh, it's not "that" big of a deal but it's still sad that bugs like this still exists.
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