The stuff Sunsfan makes on DotACinema is a good example imo. Take his video on Roshan for example. It's not condescending and it's really informative for someone who has no idea what's going on.
General Discussion - Page 534
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Chiharu Harukaze
12112 Posts
The stuff Sunsfan makes on DotACinema is a good example imo. Take his video on Roshan for example. It's not condescending and it's really informative for someone who has no idea what's going on. | ||
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wherebugsgo
Japan10647 Posts
I was playing and all of a sudden just d/ced, and the play tab is just "find match". Not like it was my internet or anything, cause I checked my browser while my game was in that "auto d/c in 15 seconds" thing | ||
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paralleluniverse
4065 Posts
It hasn't been received well, too many closed minded and inarticulate people, saying this is the way DotA is, don't ever change it regardless of the problems, giving no logical reason for their argument. Just no. Here's the post: Having been in the beta for about a month now, I'll give my thoughts on DotA 2's gameplay. It's an exact port of DotA 1, and so everything that is wrong with DotA 1 is wrong with DotA 2. While I would have preferred some new features and other stuff, here are my main gameplay issues with DotA 1. By extension the exact same issues apply to DotA 2. 1. Games last too long The average game lasts about 45 minutes. This is way too long, given that most games are decided by the 15-20 minute mark because games are too lopsided (see 2). Consider reducing the average game length to about 30 minutes, by implementing a concede option and making heroes level faster, so that the game progresses faster overall. 2. Games are nearly always too lopsided This is partly the fault of the bad matchmaker and partly the fault of the penalty for death being too high. If you look at the gold chart or the xp chart or the kill count of some random game, one team nearly always has a large commanding lead by the 15-20 minute mark. This is made worse by the fact that games go on so long that the last 20 minutes is often a needless one-sided slaughter. Again, reducing the game length and having a concede will solve part of the problem. The other part is that death is too punishing, if you reduced the time and gold penalty for dying, then games will be less one-sided and more fun. 3. No concede option. In WC3 and SC2 players can gg anytime when the game is clearly lost. The chances of a comeback are often insurmountably improbable in DotA 2 because of how lopsided many matches are. Blizzard does not insist on players continuing until the final building is destroy, so why does Valve insist on ending the game only when an Ancient is destroyed? It is pointless and unnecessary for a game to last 45 minutes when the last 20 minutes is mostly a pointless one-sided slaughter. If one team has a large kill deficit, let them concede by a simple majority vote. 4. Overpowered heroes Just because you give some of your heroes the role of "carry" doesn't make it legitimate that they remain overpowered. Many of the carry heroes are overpowered, and as a result, they are able to kill most heroes in less than 3 seconds in the late game, leaving no time for reaction. Nerf these heroes. This includes Riki and Ursa, and some of the other carries. 5. Lack of ladder support This might just be a case of missing features in the beta. This is a competitive game, yet the system to support that competition aren't there. In particular, there is no ladder and the profile leveling system isn't working. When it does work, please ensure that you don't have like 40% of players on level 1, but rather distribute them amongst a bell curve, so that we can tell who is at the top, middle and bottom. E.g. if the levels will range from 1-50, most players should be at around level 25, because most players are average-skilled. | ||
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Ack1027
United States7873 Posts
If I'm wrong about that, you can prove me wrong. Or if you choose to say that these things don't matter then I'm not sure how to ever convince you. Almost 0 pro dota2 players, and those who came from dota1 have EVER complained about the game ' lasting too long '. They don't ever feel the need to pause at 15-20 mins [ as you specifically say ] and say ' Well guys this is an insurmountable lead, let's go to the next game '. If the game really is over then yes they will quit but it is quite rare, not the norm as you say. Riki and ursa are not overpowered. The only way you could even angle this argument is for pub level only, and the game shouldn't be designed around casual level play. | ||
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wherebugsgo
Japan10647 Posts
I have to completely disagree with point 4; for one, not all the heroes have even been implemented. Also, since you consider Ursa OP and needing nerfs... And I think point 5 is just not implemented yet. | ||
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wooozy
3813 Posts
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ragnorr
Denmark6097 Posts
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Musou
1375 Posts
On May 12 2012 16:01 paralleluniverse wrote: I made a post on the DotA feedback forums about flaws in the game design: http://dev.dota2.com/showthread.php?t=35413 It hasn't been received well, too many closed minded and inarticulate people, saying this is the way DotA is, don't ever change it regardless of the problems, giving no logical reason for their argument. Just no. Here's the post: Seems like LoL would be a better fit for you than Dota. Dota players like it how it is now. It's really only in low level games where it becomes extremely one-sided and dragged out because the team that's winning simply doesn't know how to end the game. Most advantages aren't insurmountable in Dota. Just look at the recent competitive games like the recent LGD vs MUFC where LGD had a 4 rax advantage, played too safe, and ended up losing the game. It's actually very rare for games to be too lopsided once you reach a decent MMR. Again, all the "problems" you're describing only apply to the lowest tier. What you are trying to do is change the game for the Bronze players when at Master's, it's just fine. There are no "overpowered" heroes, even carries. Every hero has a way they can be countered. Sometimes heroes are easier to use than to counter, but that's just the nature of the game. | ||
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RockIronrod
Australia1369 Posts
Imagine if someone played Starcraft 2 for a month and started giving Blizzard design tips from their Silver league experiences, that's pretty much exactly what you're doing. | ||
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cilinder007
Slovenia7251 Posts
you say 3 seconds is no time for reaction, ye maybe at low level pub games, again thats not how you balance a game LoL has no gold loss on death and as Im aware games there are 10 times more lobsided than in dota, so I doubt that is a solution, also leads to more boring gameplay with only farming | ||
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Stancel
Singapore15360 Posts
From points 1 and 2, I'd be willing to bet not enough and frankly speaking, if 'most games are decided by the 15-20' minute mark, just what was either team doing in your games? too many closed minded and inarticulate people lol | ||
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rabidch
United States20289 Posts
On May 12 2012 16:01 paralleluniverse wrote: I made a post on the DotA feedback forums about flaws in the game design: http://dev.dota2.com/showthread.php?t=35413 It hasn't been received well, too many closed minded and inarticulate people, saying this is the way DotA is, don't ever change it regardless of the problems, giving no logical reason for their argument. Just no. Here's the post: for no 1, that kind of mentality disappears as your skill level gets higher. usually high skill players who know wtf they're doing will want to end asap since they're impatient and know it's a waste of time to drag games out, or they know they'll have more trouble later on. no 2. matchmaking is really the part of the game thats still in beta, same with point no. 5 no 3. discussed forever, no comment no 4. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() /10 | ||
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Erasme
Bahamas15899 Posts
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NB
Netherlands12045 Posts
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Nevuk
United States16280 Posts
As far as concede goes, I would be all for it being available but only under certain conditions that aren't just like "past 30 minutes" but rather focus on how far behind a team is. Comebacks are almost always possible but in a pub coordinating a team to come back from a 3-25 hero kill deficit in laning is pretty much not possible if that team wound up in that position in the first place. | ||
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Esoterikk
Canada1256 Posts
Also does EG really deserve an invite to the international? I mean unless they start putting up some wins here soon and show that they are solid I think there are other teams that are more deserving. They have some great players but the shuffling and lack of a real splash lately makes me a bit iffy. On the other hand I guess a lot of teams have been shuffling lately, who knows. | ||
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Erasme
Bahamas15899 Posts
This has already been discussed, it's not because they have a period of no results that they should be eliminated. They finished third at the defense and have an all around good roster. | ||
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Crissaegrim
2947 Posts
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zeehar
Korea (South)3804 Posts
ursa OP!!!!!!!!!!!!!!!! i've played 535 hours of dota2 (according to steam) and i still think i'm a noob and not knowledgable to speak about balance... and here you are having played for a month (if that), with no significant experience in dota1, and you already think your opinions on the game should be reflected... the good thing is, valve isn't going to take you seriously. yay. also, quick tip for playing against ursa: stun him. gg. | ||
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dragonborn
4781 Posts
but its a pub game, who cares? nothing wrong in competitive scene. | ||
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