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General Discussion - Page 3723

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.
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
August 27 2013 21:55 GMT
#74441
On August 28 2013 06:36 TheEmulator wrote:
Just a reminder we don't like the use of twitch chat emotes on TL



OMFG THAT SHINY NES CONTROLLER

WOW. want.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
TheYango
Profile Joined September 2008
United States47024 Posts
August 27 2013 21:56 GMT
#74442
On August 28 2013 06:43 Yoshi- wrote:
I am pretty sure that they could have removed it if they wanted, you cannt even stack in classic wc3, so saying that it is a bug is a bit far stretched

More or less, Icefrog even made corpses no longer block spawns in 6.72, which completely changed jungling entirely (and is arguably part of what propelled Lycan, Chen, and Enchan being so strong from that version all the way up to TI2).
Moderator
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
August 27 2013 21:56 GMT
#74443
Would you guys consider this a quality of DotA and even now in Dota 2 or something to omit?
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
SKC
Profile Joined October 2010
Brazil18828 Posts
August 27 2013 21:57 GMT
#74444
On August 28 2013 06:48 Yoshi- wrote:
Show nested quote +
On August 28 2013 06:47 RockIronrod wrote:
Half the things in Dota are unintended exploits of the engine that became legitimised after becoming common practice. Denying wasn't even originally intended iirc


If you say denying wasn't intended you could also say that last hitting wasn't intended.
Both are normal features(killing enemies and own units) from wc3.

Last hits were always intended. There is a diference in a mechanic that you build your game knowing will work that way, such as last hitting or leveling up, and something like creep stacking, that wasn't intentional, but after it's discovery wasn't removed because the developer thought it was a good addition.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
August 27 2013 21:57 GMT
#74445
Pls based IceFrog change radiant neutral spawn boxes to be less enormous.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
TheEmulator
Profile Blog Joined July 2010
28103 Posts
August 27 2013 21:58 GMT
#74446
Bro plz. It's SNES, not NES

Also just some back story if anyone is confused. My name came from liking SNES Emulators (also Nintendo in general was my life growing up), and I was playing Chrono Trigger on an Emulator the day I signed up for TL
Administrator
SKC
Profile Joined October 2010
Brazil18828 Posts
August 27 2013 21:58 GMT
#74447
On August 28 2013 06:58 TheEmulator wrote:
Bro plz. It's SNES, not NES

Also just some back story if anyone is confused. My name came from liking SNES Emulators (also Nintendo in general was my life growing up), and I was playing Chrono Trigger on an Emulator the day I signed up for TL

Should be a keyboard then! Not really.
Esoterikk
Profile Blog Joined May 2011
Canada1256 Posts
Last Edited: 2013-08-27 21:59:16
August 27 2013 21:59 GMT
#74448
On August 28 2013 06:57 SKC wrote:
Show nested quote +
On August 28 2013 06:48 Yoshi- wrote:
On August 28 2013 06:47 RockIronrod wrote:
Half the things in Dota are unintended exploits of the engine that became legitimised after becoming common practice. Denying wasn't even originally intended iirc


If you say denying wasn't intended you could also say that last hitting wasn't intended.
Both are normal features(killing enemies and own units) from wc3.

Last hits were always intended. There is a diference in a mechanic that you build your game knowing will work that way, such as last hitting or leveling up, and something like creep stacking, that wasn't intentional, but after it's discovery wasn't removed because the developer thought it was a good addition.



All the best games embrace early fun bugs as game mechanics, part of the reason why BW was so great.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2013-08-27 22:02:14
August 27 2013 22:01 GMT
#74449
On August 28 2013 06:56 Torte de Lini wrote:
Would you guys consider this a quality of DotA and even now in Dota 2 or something to omit?

The way unintended consequences of various map features are used in gameplay is a HUGE feature of dota. As somebody else said, it is just like broodwar. "Magic Boxes" and "Drone Drills" and other such interesting mechanics were obviously not "intentional" but rather side-effects of other things that turn out to be fascinating and abuseable game mechanics that add a LOT to the gameplay.

E: and stop lurkers, and walling techniques, etc. The list in BW is long and thats a huge part of why it was so cool: depth to explore. Dota has just as many quirks that make it amazing.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
r.Evo
Profile Joined August 2006
Germany14081 Posts
August 27 2013 22:03 GMT
#74450
On August 28 2013 06:59 Esoterikk wrote:
Show nested quote +
On August 28 2013 06:57 SKC wrote:
On August 28 2013 06:48 Yoshi- wrote:
On August 28 2013 06:47 RockIronrod wrote:
Half the things in Dota are unintended exploits of the engine that became legitimised after becoming common practice. Denying wasn't even originally intended iirc


If you say denying wasn't intended you could also say that last hitting wasn't intended.
Both are normal features(killing enemies and own units) from wc3.

Last hits were always intended. There is a diference in a mechanic that you build your game knowing will work that way, such as last hitting or leveling up, and something like creep stacking, that wasn't intentional, but after it's discovery wasn't removed because the developer thought it was a good addition.



All the best games embrace early fun bugs as game mechanics, part of the reason why BW was so great.

A lot of those things are simply too awesome for any dev to think of it. That's a big reason why certain things (e.g. muta stacking or magic boxes) turned out so great in the first place. Most modern games (e.g. SC2 or League) have a much more "designed" feel to them. Someone at one point sat down and thought "Hey, wouldn't this or that be awesome?" while games like Dota and BW (to some extent also e.g. CS 1.6 or Q3) evolved themself so to speak.

Imagine someone fixed strafejumping when it was first discovered.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
August 27 2013 22:04 GMT
#74451
On August 28 2013 07:01 Sn0_Man wrote:
Show nested quote +
On August 28 2013 06:56 Torte de Lini wrote:
Would you guys consider this a quality of DotA and even now in Dota 2 or something to omit?

The way unintended consequences of various map features are used in gameplay is a HUGE feature of dota. As somebody else said, it is just like broodwar. "Magic Boxes" and "Drone Drills" and other such interesting mechanics were obviously not "intentional" but rather side-effects of other things that turn out to be fascinating and abuseable game mechanics that add a LOT to the gameplay.

E: and stop lurkers, and walling techniques, etc. The list in BW is long and thats a huge part of why it was so cool: depth to explore. Dota has just as many quirks that make it amazing.


I've written it as a beautiful foundation that lead the new dimensions and techniques to innovate gameplay and thus, strategy.
I also used the Chen/Pudge Dendi clip to show that Dota 2 maintained this consistency of working to streamline bugs that was both balanced and consistent.

Something like that
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Esoterikk
Profile Blog Joined May 2011
Canada1256 Posts
August 27 2013 22:05 GMT
#74452
On August 28 2013 07:03 r.Evo wrote:
Show nested quote +
On August 28 2013 06:59 Esoterikk wrote:
On August 28 2013 06:57 SKC wrote:
On August 28 2013 06:48 Yoshi- wrote:
On August 28 2013 06:47 RockIronrod wrote:
Half the things in Dota are unintended exploits of the engine that became legitimised after becoming common practice. Denying wasn't even originally intended iirc


If you say denying wasn't intended you could also say that last hitting wasn't intended.
Both are normal features(killing enemies and own units) from wc3.

Last hits were always intended. There is a diference in a mechanic that you build your game knowing will work that way, such as last hitting or leveling up, and something like creep stacking, that wasn't intentional, but after it's discovery wasn't removed because the developer thought it was a good addition.



All the best games embrace early fun bugs as game mechanics, part of the reason why BW was so great.

A lot of those things are simply too awesome for any dev to think of it. That's a big reason why certain things (e.g. muta stacking or magic boxes) turned out so great in the first place. Most modern games (e.g. SC2 or League) have a much more "designed" feel to them. Someone at one point sat down and thought "Hey, wouldn't this or that be awesome?" while games like Dota and BW (to some extent also e.g. CS 1.6 or Q3) evolved themself so to speak.

Imagine someone fixed strafejumping when it was first discovered.


Yeah, It's why I feel we may never fully get a great gaming experience out of a large company with the same type of fun mechanics we seen early on because companies are way more focused on that "designed" feeling you are talking about and fix bugs almost immediately. Of course this is why games like Dota still exist, it would be nice if devs realized this sooner than later.
Comeh
Profile Blog Joined July 2008
United States18919 Posts
August 27 2013 22:05 GMT
#74453
I love unintentional bugs adding to gameplay.

I hate chen + pudge mechanics.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
August 27 2013 22:06 GMT
#74454
Yeah. Compare it to rocketjumping too >_>
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
dfs
Profile Blog Joined June 2010
Russian Federation4050 Posts
August 27 2013 22:06 GMT
#74455
On August 28 2013 06:58 TheEmulator wrote:
Bro plz. It's SNES, not NES

Also just some back story if anyone is confused. My name came from liking SNES Emulators (also Nintendo in general was my life growing up), and I was playing Chrono Trigger on an Emulator the day I signed up for TL

Now everybody's going to call you TheController. I hope you prepared yourself mentally.
Writerhttp://i.imgur.com/Q1jSb9X.jpg (c) Shiro; http://i.imgur.com/lSDLLKb.png (c) drav
r.Evo
Profile Joined August 2006
Germany14081 Posts
Last Edited: 2013-08-27 22:09:13
August 27 2013 22:07 GMT
#74456
On August 28 2013 07:04 Torte de Lini wrote:
Show nested quote +
On August 28 2013 07:01 Sn0_Man wrote:
On August 28 2013 06:56 Torte de Lini wrote:
Would you guys consider this a quality of DotA and even now in Dota 2 or something to omit?

The way unintended consequences of various map features are used in gameplay is a HUGE feature of dota. As somebody else said, it is just like broodwar. "Magic Boxes" and "Drone Drills" and other such interesting mechanics were obviously not "intentional" but rather side-effects of other things that turn out to be fascinating and abuseable game mechanics that add a LOT to the gameplay.

E: and stop lurkers, and walling techniques, etc. The list in BW is long and thats a huge part of why it was so cool: depth to explore. Dota has just as many quirks that make it amazing.


I've written it as a beautiful foundation that lead the new dimensions and techniques to innovate gameplay and thus, strategy.
I also used the Chen/Pudge Dendi clip to show that Dota 2 maintained this consistency of working to streamline bugs that was both balanced and consistent.

Something like that

That's probably an awkward clip to choose for that specificly since part of those plays consists of an unintentional bug and, according to Chinese casters, Na'Vi wasn't allowed to use it in the finals because of that.

(The hook projectile doesn't match the visuals)


...a better example would be KotLs illuminate range that was bugged to be too long in Dota 2. It however suddenly made people pick the hero and Icefrog later changed it officially to the "bugged" range in 6.75.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
August 27 2013 22:07 GMT
#74457
On August 28 2013 07:05 Comeh wrote:
I love unintentional bugs adding to gameplay.

I hate chen + pudge mechanics.

All unintentional bugs dont have to add to gameplay. Some can make it worse.

Whether or not Chenhooks make the game worse are another matter entirely (I for one would argue that no matter how "fair" the Navi game was, it was still SUPER interesting to watch).
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Yoshi-
Profile Joined October 2008
Germany10227 Posts
August 27 2013 22:09 GMT
#74458
On August 28 2013 07:07 Two_DoWn wrote:
Show nested quote +
On August 28 2013 07:05 Comeh wrote:
I love unintentional bugs adding to gameplay.

I hate chen + pudge mechanics.

All unintentional bugs dont have to add to gameplay. Some can make it worse.

Whether or not Chenhooks make the game worse are another matter entirely (I for one would argue that no matter how "fair" the Navi game was, it was still SUPER interesting to watch).


I would argue that when you see fountain hooks ending tons of exciting games just by some lucky pick up, you won't say that it is Interesting to watch.
TheYango
Profile Joined September 2008
United States47024 Posts
August 27 2013 22:09 GMT
#74459
I mean there are some bugs that just reach a level of absurdity where you simply can't keep them in the game (e.g. OD aura triggering off of Basi toggle).
Moderator
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
Last Edited: 2013-08-27 22:10:56
August 27 2013 22:10 GMT
#74460
On August 28 2013 07:09 TheYango wrote:
I mean there are some bugs that just reach a level of absurdity where you simply can't keep them in the game (e.g. OD).

"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
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