General Discussion - Page 4416
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Numy
South Africa35471 Posts
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trinxified
Canada7774 Posts
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Talin
Montenegro10532 Posts
On November 27 2013 16:33 FuzzyJAM wrote: If you're playing because you want to have a better rating - i.e. have evidence that you're a better player than others - I'd say that's very definitely "hardcore". People play platformers to beat personal records and get higher leaderboard ranks, but that's rarely associated with the term "hardcore", except perhaps at the highest level. On the other hand, even many apparently causal single player games foster communities of incredibly hardcore players (Minecraft or Kerbal Space Program come to mind) Hardcore play is generally associated with acting on the desire to master the system. Someone wanting to win in a game that's all about winning doesn't make them hardcore, and neither would wanting to get a higher ladder rank if there was a ladder. Making a focused effort to learn, practice and improve is what makes a hardcore player, which is really not something that the majority of playerbase will ever care enough to do in most games. | ||
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Grettin
42417 Posts
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ReignSupreme.
Australia4123 Posts
And this here children, is why you don't skill anything till in lane on the majority of heroes. That being said, a gank like this vs a level one darkseer could be pretty funny, forcing him to skill surge at level one and then you just keep him out of lane. He can't jungle, he can't ion shell creeps, he gets nothing | ||
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TheYango
United States47024 Posts
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justincoco
China2 Posts
Are you still busy killing Roshan? Each day, there will be new tactics coming out in the battle over Roshan during Diretide. Today we will detail the ways to win in the competition of killing Roshan most times. http://dotadb.gameguyz.com/news/ways-to-kill-roshan-most-times-in-diretide.html User was banned for this post. | ||
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zezamer
Finland5701 Posts
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Gosi
Sweden9072 Posts
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Erasme
Bahamas15899 Posts
On November 27 2013 17:24 TheYango wrote: Late to the party, but this is an important point to emphasize. People juxtaposing the "casual-ness" of DotA as an alternative to laddering WC3 vs. the current "hardcore" attitude toward the game are disregarding the evolution of the game thanks to Icefrog. DotA pre-Icefrog WAS casual because that was how the game was designed. But part of what Icefrog did to DotA--what made him exceptional as a developer for DotA--was bring in a competitive vision of the game. He was the first to see DotA as a game with competitive potential and he actively developed DotA around this vision. Thus, while DotA in the hands of every other developer was a casual game, it grew into a competitive game under Icefrog's guidance because that's the direction he wanted to take the game. It's considered more casual compared to wc3 because you go from 3 heroes + units with spell + construction to 1 hero. In the end it doesn't really matter if IceFrog pushes it to be competitive, it always will be more casual in that way. I don't really care or think it's a problem tho. I enjoy dota as much as I enjoyed tft pre hacks. | ||
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Doraemon
Australia14949 Posts
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Targe
United Kingdom14103 Posts
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-Celestial-
United Kingdom3867 Posts
On November 26 2013 23:02 Itsmedudeman wrote: If I were going to create a new game I would definitely not implement a turn rate. The depth of turn rate is pretty minimal compared to other game mechanics and all it does is make people who come from games like LoL/HoN feel awkward. I know several people who just couldn't get into dota solely because of turn rate mechanics. Honestly that's their problem, not DOTA2's. Turn rates are an important aspect of additional depth and complexity to the game. Not to mention I'm pretty sure I read somewhere they're part of the reason why melee carries are way more viable/common in DOTA2 than LoL. | ||
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Targe
United Kingdom14103 Posts
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Sbrubbles
Brazil5776 Posts
Even though it's not every game that the melee carry gets BKB, if the game had no BKB, heroes with reliable stuns would be picked more often I think. | ||
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Numy
South Africa35471 Posts
On November 27 2013 18:17 TheYango wrote: That's why you don't skill Surge at level 1. With the new offlane I'd imagine it's not as bad as it could be. On November 27 2013 22:09 Targe wrote: are there melee carries in lol? i cant remember there being one back when i played There are. They just define them as stuff like "bruisers" then create some arbitrary distinction to claim they aren't akin to Dota melee carries even though typically the itemization is actually pretty similiar. I'm guessing you assume a melee carry must build basically glass cannon with maybe bkb as their only defensive item when in fact melee carries in dota actually get quite a lot of defense besides that it's just a lot of it is in the form of hybrid items. When people talk about melee carries in LoL they make the assumption that they should be akin to ranged carries in going pure offensive with maybe a GA or 1 defensive item. Dota has no melee hero that does that either so if we were to go by this metric you would have to ask why are there no melee carries in Dota or LoL. | ||
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Numy
South Africa35471 Posts
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FuzzyJAM
Scotland9300 Posts
On November 27 2013 17:49 Talin wrote: People play platformers to beat personal records and get higher leaderboard ranks, but that's rarely associated with the term "hardcore", except perhaps at the highest level. On the other hand, even many apparently causal single player games foster communities of incredibly hardcore players (Minecraft or Kerbal Space Program come to mind) Hardcore play is generally associated with acting on the desire to master the system. Someone wanting to win in a game that's all about winning doesn't make them hardcore, and neither would wanting to get a higher ladder rank if there was a ladder. Making a focused effort to learn, practice and improve is what makes a hardcore player, which is really not something that the majority of playerbase will ever care enough to do in most games. Wanting to win isn't enough to be "hardcore". Practically everybody wants to win at things. Wanting to improve your chances of winning, however, IS hardcore. Assuming a semi-decent system, looking to improve your ladder rank is equivalent to wanting to increase your chance of winning which is equivalent to looking to be a better player**, or, as you put it, "Making a focused effort to learn, practise and improve". Sure, you can easily play a game with a ladder system that you don't care about and whose existence doesn't change your attitude towards the game, but that wasn't what I was talking about. Maybe I misunderstood teapoted and he was talking about that sort of person, in which case my point was a non sequitur. **This assumes you don't look to improve your rank by gaming the system or cheating, which is where legitimate distinction can be made. | ||
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Targe
United Kingdom14103 Posts
On November 27 2013 22:25 Numy wrote: With the new offlane I'd imagine it's not as bad as it could be. There are. They just define them as stuff like "bruisers" then create some arbitrary distinction to claim they aren't akin to Dota melee carries even though typically the itemization is actually pretty similiar. I'm guessing you assume a melee carry must build basically glass cannon with maybe bkb as their only defensive item when in fact melee carries in dota actually get quite a lot of defense besides that it's just a lot of it is in the form of hybrid items. When people talk about melee carries in LoL they make the assumption that they should be akin to ranged carries in going pure offensive with maybe a GA or 1 defensive item. Dota has no melee hero that does that either so if we were to go by this metric you would have to ask why are there no melee carries in Dota or LoL. wat. in what world do melee carries in dota go glass cannon | ||
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Plansix
United States60190 Posts
On November 27 2013 22:01 -Celestial- wrote: Honestly that's their problem, not DOTA2's. Turn rates are an important aspect of additional depth and complexity to the game. Not to mention I'm pretty sure I read somewhere they're part of the reason why melee carries are way more viable/common in DOTA2 than LoL. Without the turn rate, body blocking would not be nearly as effective and earthshaker would be a god. It adds weight to the characters and their abilities. It's a good design choice because it allows heroes to have different traits beyond just abilitie, damage, range and hp. | ||
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