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General Discussion - Page 6375

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.
Jinxed
Profile Blog Joined May 2011
United States6450 Posts
September 04 2014 15:56 GMT
#127481
And that is why the whole argument of 'it worked this way in Dota 1' is moot. As much as Valve wanted to completely copy the original the differences in engines made that nearly impossible. Honestly I'm impressed that they have gotten as close as they have.
LiquidDota Staff"LeLoup is a great name pls undo." -Liquid`Nazgul
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
September 04 2014 15:57 GMT
#127482
as long as the intent is to replicate dota1 interactions, anything that does not do so and is not explicitly stated as intended changes is considered a bug
When in doubt, just believe in yourself and press buttons
TheYango
Profile Joined September 2008
United States47024 Posts
September 04 2014 15:59 GMT
#127483
The working assumption should still be that DotA 1 behavior signifies Icefrog's intent. His intent may change, but unless he indicates this to be the case (through patch changes or official announcement), it's a better assumption than assuming DotA 2 behavior signifies intent.
Moderator
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 04 2014 16:00 GMT
#127484
On September 05 2014 00:57 Kupon3ss wrote:
as long as the intent is to replicate dota1 interactions, anything that does not do so and is not explicitly stated as intended changes is considered a bug

What if the interaction that they wanted in Dota 1 cannot be created in the engine, but can be in dota 2?
I have the Honor to be your Obedient Servant, P.6
TL+ Member
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-09-04 16:04:02
September 04 2014 16:00 GMT
#127485
On September 05 2014 00:56 LeLoup wrote:
And that is why the whole argument of 'it worked this way in Dota 1' is moot. As much as Valve wanted to completely copy the original the differences in engines made that nearly impossible. Honestly I'm impressed that they have gotten as close as they have.

In the majority of cases, the reason for the bug existing is simple negligence (i.e. some DotA 2 programmer didn't play DotA 1 and programmed a skill solely based on the PlayDotA.com description), not engine limitations. There are some core changes that are difficult to fix (i.e. DotA 2 engine doesn't separate base/bonus stats well which causes a lot of wide-reaching differences) but these tend to be rare.

Some of the time, they result in some different gameplay that Icefrog likes and declares as his new intent. That doesn't mean he likes all such changes and they all represent his intent.

On September 05 2014 01:00 Plansix wrote:
Show nested quote +
On September 05 2014 00:57 Kupon3ss wrote:
as long as the intent is to replicate dota1 interactions, anything that does not do so and is not explicitly stated as intended changes is considered a bug

What if the interaction that they wanted in Dota 1 cannot be created in the engine, but can be in dota 2?

That can never be the working assumption unless Icefrog explicitly specifies it to be the case.

Most of the time even when that's the case, Icefrog fudges the change in DotA 1 to be similar to the DotA 2 interaction (see Centaur and Slark's reworked ultis), even though an identical reproduction is impossible. No change at all in DotA 1 tends to signify negligence rather than intent being limited by the engine.
Moderator
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 04 2014 16:03 GMT
#127486
Does the man ever make public statements about design?
I have the Honor to be your Obedient Servant, P.6
TL+ Member
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-09-04 16:05:08
September 04 2014 16:04 GMT
#127487
It's not that hard to find Icefrog or Valve programmer/tester posts on the Dev forums indicating something is intended. That's how the precedent that someone at Valve has to declare something as intended for it to be so in the first place.
Moderator
Jinxed
Profile Blog Joined May 2011
United States6450 Posts
September 04 2014 16:05 GMT
#127488
On September 05 2014 00:59 TheYango wrote:
The working assumption should still be that DotA 1 behavior signifies Icefrog's intent. His intent may change, but unless he indicates this to be the case (through patch changes or official announcement), it's a better assumption than assuming DotA 2 behavior signifies intent.

At this point intent is irrelevant. If things were considered bugs and the intention was to fix them they would get fixed. As it stands though there are balances being made around said bugs to the effected heroes. This means that the 'bugs' are no longer defined that way and instead are at the very least just unforseen mechanics and interactions with the new engine and are fixed/upheld at icefrog's whim.
LiquidDota Staff"LeLoup is a great name pls undo." -Liquid`Nazgul
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
Last Edited: 2014-09-04 16:08:18
September 04 2014 16:07 GMT
#127489
It's not; bugs are bugs, most bugs are considered "known shippables" as in bugs that are considered not worth the time/effort to fix and don't fundamentally affect the product but they are still fundamentally bugs.
When in doubt, just believe in yourself and press buttons
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-09-04 16:12:22
September 04 2014 16:09 GMT
#127490
The fact that the game is balanced around them doesn't make them not bugs. There have been cases already where a particular hero was bugged, the game was balanced around their bugged state, then the bugs were fixed anyway later.


This means that the 'bugs' are no longer defined that way and instead are at the very least just unforseen mechanics and interactions with the new engine and are fixed/upheld at icefrog's whim.

You make it sound like Icefrog has the sole decision on what bugs do and don't get fixed, when it's more likely that it's simply a product of a semi-functional software development process at Valve that Icefrog has zero input on (as is typically the case with bug-fixes at software development companies).
Moderator
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
September 04 2014 16:11 GMT
#127491
*cough* Armlet
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
Last Edited: 2014-09-04 16:13:17
September 04 2014 16:12 GMT
#127492
*cough* crucial games during TI1, TI2, and TI3

TI4 has been the only TI where straight up bugs and their use/abuse in the game didn't completely change the results of certain games
When in doubt, just believe in yourself and press buttons
SKC
Profile Joined October 2010
Brazil18828 Posts
September 04 2014 16:13 GMT
#127493
Armlet is a shitty example because it was obviously bugged in Dota 1 and as such noone even knew what the intended behavior was.
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
Last Edited: 2014-09-04 16:17:25
September 04 2014 16:16 GMT
#127494
It was actually very clear what the dota1 bear/armlet behavior was

icefrog had actually taken the time to create a specific "courier armlet" for use on the lone druid bear that had different (much weaker) activation stats and no life drain. The coder who did dota2 implementation did not realize that this was the case and simply threw the hero activation armlet onto the bear without lifedrain.
When in doubt, just believe in yourself and press buttons
SKC
Profile Joined October 2010
Brazil18828 Posts
Last Edited: 2014-09-04 16:18:34
September 04 2014 16:18 GMT
#127495
He later changed Armlet by both adding effects, like the degen, and what he called himself bug fixes in the changelog, like the attack speed. It was obviously bugged, even Ice Frog himself felt the distinction was necessary. The way it worked was extremelly weird and there is no way he intended for it to be that way.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-09-04 16:20:16
September 04 2014 16:18 GMT
#127496
Slight correction, Kupon: it was clear what the INTENT was in DotA 1. The confusing part was where a questionable workaround existed in DotA 1 that produced behavior in-line with DotA 2 (i.e. you could pass an active Armlet from hero to Bear and it would then function as it did in DotA 2). Which made no goddamn sense because why the hell would you make an active Armlet function normally for the Bear but make it impossible for the Bear to get an active Armlet unless the hero passed one to it?

So then people decided to muddle the argument based on this fact. Icefrog's eventual solution was just a compromise between the two.
Moderator
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
September 04 2014 16:19 GMT
#127497
armlet + stat changes was also an interesting interaction
as was old armlet toggling when item-activation isn't ping-dependent.
etc
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
SKC
Profile Joined October 2010
Brazil18828 Posts
September 04 2014 16:20 GMT
#127498
Well, yes, but the whole point is that the activated armlet in the bear was clearly bugged in Dota 1.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-09-04 16:23:59
September 04 2014 16:21 GMT
#127499
On September 05 2014 01:19 Sn0_Man wrote:
armlet + stat changes was also an interesting interaction

That was a straight up DotA 2 bug because the DotA 2 engine fundamentally never distinguished base HP from bonus HP and every case where this distinction matters either required a hardcoded workaround or is still inconsistent to this day.

It makes the current situation really awkard because Valve has tried to fix every case where this is actually a significant issue (Morphling, Undying, Armlet, OD mana gain/loss), but because the engine doesn't support the distinction on a basic level, they have to leave out a lot of the minor things (Slark's stat stealing, HP/mana gains on level-ups). Clearly given how vigilant they've been about fixing the major cases implies that the DotA 1 behavior is the intent, but it's beyond their power at the moment to provide such a core engine change to recreate DotA 1 behavior.
Moderator
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
Last Edited: 2014-09-04 16:23:25
September 04 2014 16:21 GMT
#127500
Of course he intended for it to work that way back when he made armlet. Since again he had to do the work to create the actual "courier armlet" state in dota1 back when and it was not the default interaction without changing anything. Adding the degen was just a simple way of solving the issue in the dota2 engine due to the fact that it was inelegant to create the "courier" version of the item and the way dota1 made it work was simply too complex and annoying to work in dota2.

Its obviously not a bug if he created a specific armlet implementation specifically for that singular corner case, that's called the solution to a previous bug.
When in doubt, just believe in yourself and press buttons
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