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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.
Unleashing
Profile Joined March 2011
Denmark14978 Posts
September 08 2014 07:59 GMT
#128321
The funniest thing is, even now i'm not sure of what he is trying to achieve.
I don't get it and i'm probably glad i don't.

I also have things i hate far more than i probably should, but even then, it's nothing compared to this lmao.

From the Ghastly Eyrie I can see to the ends of the world, and from this vantage point I declare with utter certainty that this one is in the bag!
Acritter
Profile Joined August 2010
Syria7637 Posts
September 08 2014 08:01 GMT
#128322
There was one little opinion put forth in the TL blog thread that I'd like to bring up. Someone mentioned that DOTA2 is shallow because it needs to keep getting patched, and I think there's a bit of a point there. How long would DOTA2 last if Valve announced tomorrow that the Techies patch was the last alteration that was ever going to happen to the game? I mean, pretending that there wasn't immediate outrage and everyone just continued playing the game as much as they felt inclined. How long would people keep playing DOTA2 until it started feeling stale and boring? How many games dominated by the same few heroes would we have to go through before we just lost interest? I think the comparison the guy was initially trying to make was unfair, because he was trying to set it up against BW/SC2. Those games get constant "patches" in the form of new maps, but we don't have that kind of community control with our game. The only thing that comes to mind in terms of prolonging a single patch is the Smogon style with the Pokemon community, which involves progressively banning every new thing that comes into vogue* to breathe some new life into things. It's still a little interesting to consider exactly how much we as a community are at the mercy of Icefrog to fix things for us. Maybe that'll change with the planned DOTA2 map maker.

*heavily editorialized. I think they've gone too far, but feel free to make up your own mind
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Unleashing
Profile Joined March 2011
Denmark14978 Posts
Last Edited: 2014-09-08 08:10:25
September 08 2014 08:07 GMT
#128323
It'd probably last a year before it'd start seeing a real decline imho.
I don't consider that a very relevant point though, if you kept dota at one patch consistently and instead changed the maps like in SC it'd also change the game massively without patching the game.

They're just different approaches to keep a game fresh/allowing for new stuff to develop/occur imho.

Also smogon has definitely gone too far. A bit happy they banned klefki with swagger/para though since that shit was so stupid.
From the Ghastly Eyrie I can see to the ends of the world, and from this vantage point I declare with utter certainty that this one is in the bag!
Skullflower
Profile Joined July 2010
United States3779 Posts
September 08 2014 08:09 GMT
#128324
On September 08 2014 12:01 icystorage wrote:
well upheaval has a very long cast range so yeah. he can just stand in the back, drop golem, cast upheaval, alt+tab, check face book, balance his check book, tab back, fuck bitches


is balancing a checkbook still even a thing
The ruminations are mine, let the world be yours.
Acritter
Profile Joined August 2010
Syria7637 Posts
Last Edited: 2014-09-08 08:14:24
September 08 2014 08:10 GMT
#128325
There is a difference, though. One can happen only from an authority, while the other can happen from a crowd setting. The main point is that for DOTA2, there is no way to change the game except from the official patches (at this point, at least).

There's a fair case to be made that it was the same way for SC2, of course. Blizzard controlled the ladder map, and if we go back to BW, there was a good amount of map control done by KeSPA (at least, I think that's who it was). Perhaps there's going to be a definite authority no matter which way you slice it.

Still curious that people still love chess while we're talking about games dying in a year.

I think the Smogon excess started with Salamence in 4th-gen. Salamence was strong, to be sure. Really strong. It wasn't broken, though, just like Scizor wasn't. Set a bad precedence for what they considered to be too far. Then 5th came and rain became a massive issue, so they started in on that weird complex ban that was meant to address that one specific problem and got taken to mean "we can ban whatever." And there was also Moody, which led to something actually being banned from Ubers. I don't think there was any way to really make the process work after that point. The game got too big for them to reasonably control. Now they're banning an actual Pokemon (Mega Gengar) from Ubers. I don't even know what to think.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Fleetfeet
Profile Blog Joined May 2014
Canada2558 Posts
Last Edited: 2014-09-08 08:12:53
September 08 2014 08:11 GMT
#128326
Also historically the dota that doesn't patch doesn't survive. If valve for some crazy reason stopped patching dota 2, we'd migrate to the next thing if/when it got stale. Patches and the evolution of the game are a part of what makes it what it is, and the community that has developed the game to this point has shown in the past that they're not scared to put in work to make the game themselves, if it comes to that.

And about chess - it's got incredible history and accessibility backing it up. You don't need a good computer to run chess, and it doesn't yet look dated with its prehistoric graphics
Unleashing
Profile Joined March 2011
Denmark14978 Posts
Last Edited: 2014-09-08 08:16:30
September 08 2014 08:15 GMT
#128327
Chess is still loved yes but it is not played at the rate or in the same amount dota is currently. If you only played and watched one dota game per week you'd probably use multiple years if you ever were to get tired of it. But if you play averagely multiple games a day you'll much quicker grow tired of it.
But even chess has new 'modes' or rules and stuff being 'developed' for it. So it's not even like chess itself is stationary and never changing.

That's just speaking averagely, there are probably people that would never get bored of dota even if the patch never changed. Same way there are people that'd never get tired of chess.

But yeah, i only played ladder in SC2 and that was controlled by blizzard the same way patches are controlled by valve. So to me they're just different approaches to the same thing.
From the Ghastly Eyrie I can see to the ends of the world, and from this vantage point I declare with utter certainty that this one is in the bag!
Acritter
Profile Joined August 2010
Syria7637 Posts
September 08 2014 08:17 GMT
#128328
This is actually making me think. Man, I can't wait for the DOTA2 custom map thing to start. That's going to be so cool, if they make it as accessible as the WC3WE. Seriously, that editor was so well-designed.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Unleashing
Profile Joined March 2011
Denmark14978 Posts
September 08 2014 08:21 GMT
#128329
Supposedly the tool is really good and people have already done awesome stuff with it.
From the Ghastly Eyrie I can see to the ends of the world, and from this vantage point I declare with utter certainty that this one is in the bag!
Acritter
Profile Joined August 2010
Syria7637 Posts
Last Edited: 2014-09-08 08:24:13
September 08 2014 08:23 GMT
#128330
I don't doubt it, but the key is accessibility. There's a very good reason why the far-more-powerful* SC2 editor never got off the ground, and it was for the dual reason of a terrible custom game system and a mapmaker that was difficult for the uninitiated to get into.

*than WC3 or BW
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
FuzzyJAM
Profile Joined July 2010
Scotland9300 Posts
September 08 2014 08:27 GMT
#128331
It's an interesting argument but I don't think it holds up. Certainly, novelty is a powerful draw and if there were never another patch player numbers would gradually decline, but I think Dota would still last for the foreseeable future without it. Competitively there might be problems because of certain heroes being over-picked, but just because no patch has ever achieved anywhere close to good enough balance that all heroes were of equal value doesn't mean it's a theoretical impossibility. Give it another couple hundred iterations and it'll be worth talking about again.

Almost all competitions have a history of development that lasted many years. Football today is pretty much unrecognisable to when it was first getting codified two centuries ago. If someone had said in 1848, when the Cambridge Rules were getting devised, "Oh, doesn't it suggest a major problem with the game that we keep changing the rules?" they might have a point. The game did need changing for a long time afterwards. However, it evolved into the largest sport we have today and I suspect most people would be absolutely fine if it never altered again. You brought up chess and, while I'm not well versed in its history, I believe it goes back millennia until the rules were largely finalised in the 15th century, though it still went through changes after that. My point is, everything takes time to develop.

Dota still being under development might suggest the current form has problems - why would you change something if it didn't? - but it doesn't suggest that those problems are entirely insurmountable. Now, do I think a final patch will be released any time soon? Of course not. But if football got centuries, I'll give Dota a little more time before writing it off as unfixable.
Did you ever say Yes to a single joy?
Acritter
Profile Joined August 2010
Syria7637 Posts
September 08 2014 08:47 GMT
#128332
Well, that simply raises the question: what is it that makes a game timeless? BW, towards the end of its career, had entered an almost timeless aspect. The only flaw in it was outdated controls and graphics that made the shiny new SC2 and LoL seem more attractive to Korean professionals, but if there were no alternatives it might have lasted forever. So we'll have to ignore that part, because eternal graphics and controls are simply not something we can ever hope to have. So what's left? There needs to be something in the game that can be "figured out" again and again, without any kind of cessation, that makes it constantly interesting to take part in.

Chess has that in spades, of course, because it's got such an unbelievably complex gamestate. I would argue that DOTA2 lacks this same quality, at least at present, because although heroes can be a little bit this way or that way at any point in time, many of the states are more or less equal. In chess, it matters if a pawn is a space forward or back. In DOTA2, 2 CS at 10 minutes isn't that big a deal. Similarly, if you're ever "behind" in DOTA2 against a certain set of heroes, you always play more or less the same way. In chess, there are very specific sets of movements that all adjust to the precise configuration of the gameboard. For this reason, I'd say that chess is probably a bad comparison. I like your comparison to association football much more, so let's take a look.

Football only ever has one strategy: get the ball into the other net. There are a few more specific tactics: Clear the ball! Pass the ball! Shoot the ball! Lovely. I oversimplify, of course, but not by much. That's the point. So why do people still love the game and find value in it? I could be camp and point to tribalism or cultural norms, but that's honestly just pathetic. I think the real reason is that the execution of the game is thought to be inherently beautiful. There is something wonderful about using your body to complete a physical action, whether it be a dribble or a pass or a last hit or a Vacuum-Wall. It's that sort of primal joy that keeps football alive, I'd posit, and the rules are just put in place to give a general framework for people to perform those actions steadily over a given period of time. The relation to Broodwar is immediately apparent: various aspects of micro and macro (for example: Mutalisk micro) are exactly the kind of beautiful action that is found in football. So can this too be achieved in DOTA2? For that to be the case, there need to be a set of heroes in the forefront of the metagame that are wonderful to play for their own sake. I would imagine these to be heroes like Sand King, like Lone Druid, like Rubick: the heroes that have complex mechanical and strategic actions at their core. The kind of hero that you can sit down and say: yeah, I'm just playing this for forty games straight. Moreover, the kind of hero you can be happy about playing for forty games straight. Perhaps that would be better for the sustainability of the game than any aim for a massive heropool. Instead, a relatively shallow set of preferred heroes and a far larger set of situational and niche picks.

But hey, that's just me spouting. All I hope is that the last patch has Void as a weak-as-fuck shitstain.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
njt7
Profile Joined August 2012
Sweden769 Posts
September 08 2014 08:55 GMT
#128333
If we look at it historical some one else would just take over and hopefully keep the standard set by icefrog in writing patchnotes. There has already been enough experiments by the modding scene that we would within a week have a site to emulate valves matchmaking system on a "standardized" dota map via the custom map system already inplace.

Ye if the official support actually stopped we would probably see a decline in players as the infrastructure is shifted around but dont forget how we got here. Dota has a life of its own. It doesnt lie down and die easily.
"All the casters who flamed me ever for anything."
Fleetfeet
Profile Blog Joined May 2014
Canada2558 Posts
September 08 2014 08:56 GMT
#128334
On September 08 2014 17:47 Acritter wrote:
Well, that simply raises the question: what is it that makes a game timeless? BW, towards the end of its career, had entered an almost timeless aspect. The only flaw in it was outdated controls and graphics that made the shiny new SC2 and LoL seem more attractive to Korean professionals, but if there were no alternatives it might have lasted forever. So we'll have to ignore that part, because eternal graphics and controls are simply not something we can ever hope to have. So what's left? There needs to be something in the game that can be "figured out" again and again, without any kind of cessation, that makes it constantly interesting to take part in.

Chess has that in spades, of course, because it's got such an unbelievably complex gamestate. I would argue that DOTA2 lacks this same quality, at least at present, because although heroes can be a little bit this way or that way at any point in time, many of the states are more or less equal. In chess, it matters if a pawn is a space forward or back. In DOTA2, 2 CS at 10 minutes isn't that big a deal. Similarly, if you're ever "behind" in DOTA2 against a certain set of heroes, you always play more or less the same way. In chess, there are very specific sets of movements that all adjust to the precise configuration of the gameboard. For this reason, I'd say that chess is probably a bad comparison. I like your comparison to association football much more, so let's take a look.

Football only ever has one strategy: get the ball into the other net. There are a few more specific tactics: Clear the ball! Pass the ball! Shoot the ball! Lovely. I oversimplify, of course, but not by much. That's the point. So why do people still love the game and find value in it? I could be camp and point to tribalism or cultural norms, but that's honestly just pathetic. I think the real reason is that the execution of the game is thought to be inherently beautiful. There is something wonderful about using your body to complete a physical action, whether it be a dribble or a pass or a last hit or a Vacuum-Wall. It's that sort of primal joy that keeps football alive, I'd posit, and the rules are just put in place to give a general framework for people to perform those actions steadily over a given period of time. The relation to Broodwar is immediately apparent: various aspects of micro and macro (for example: Mutalisk micro) are exactly the kind of beautiful action that is found in football. So can this too be achieved in DOTA2? For that to be the case, there need to be a set of heroes in the forefront of the metagame that are wonderful to play for their own sake. I would imagine these to be heroes like Sand King, like Lone Druid, like Rubick: the heroes that have complex mechanical and strategic actions at their core. The kind of hero that you can sit down and say: yeah, I'm just playing this for forty games straight. Moreover, the kind of hero you can be happy about playing for forty games straight. Perhaps that would be better for the sustainability of the game than any aim for a massive heropool. Instead, a relatively shallow set of preferred heroes and a far larger set of situational and niche picks.

But hey, that's just me spouting. All I hope is that the last patch has Void as a weak-as-fuck shitstain.


As a semi-casual socc...err...football fan (and north american to boot) I don't really have the grounds to yell at you for oversimplifying the sport so much, but a part of me hopes someone with a better understanding yells at you for undervaluing the strategic depth and mental requirements of eleven people working towards a common goal against eleven people trying to do the opposite. Saying soccer (sorry) is just trying to put the ball in the net is saying dota is just killing the ancient. It's true, but not at all true.

Though that's not really that important. What's important is fuck void into the cold vacuum of space.
r_con
Profile Blog Joined May 2011
United States824 Posts
Last Edited: 2014-09-08 09:00:20
September 08 2014 08:59 GMT
#128335
You are underestimating the complexity of games in general... i suggest you look at the history of fighting games and how peoples opinions of characters changed over time. Some things are timelessly strong, Cable in mvc2 was strong the whole way through while stuff like strider doom and blackheart couldnt compete while cable was strong the whole way through, in umvc3 everyone thought wesker was top tier, now almost no one has wesker on their team. If you look at super turbo, T. Hawk got a lot stronger after people found some new technology with him years after the game was out. Honestly every game would be on a case to case basis, most games after hundreds of hours get stale, some are complete broken garbage, and some are amazing games. It just comes down to dumb luck because none of these developers can see how far games will go when they are picked apart for years and years and broken down to a science.
Flash Fan!
TRAP[yoo]
Profile Joined December 2009
Hungary6026 Posts
September 08 2014 09:15 GMT
#128336
On September 08 2014 17:47 Acritter wrote:
Well, that simply raises the question: what is it that makes a game timeless? BW, towards the end of its career, had entered an almost timeless aspect. The only flaw in it was outdated controls and graphics that made the shiny new SC2 and LoL seem more attractive to Korean professionals, but if there were no alternatives it might have lasted forever. So we'll have to ignore that part, because eternal graphics and controls are simply not something we can ever hope to have. So what's left? There needs to be something in the game that can be "figured out" again and again, without any kind of cessation, that makes it constantly interesting to take part in.

Chess has that in spades, of course, because it's got such an unbelievably complex gamestate. I would argue that DOTA2 lacks this same quality, at least at present, because although heroes can be a little bit this way or that way at any point in time, many of the states are more or less equal. In chess, it matters if a pawn is a space forward or back. In DOTA2, 2 CS at 10 minutes isn't that big a deal. Similarly, if you're ever "behind" in DOTA2 against a certain set of heroes, you always play more or less the same way. In chess, there are very specific sets of movements that all adjust to the precise configuration of the gameboard. For this reason, I'd say that chess is probably a bad comparison. I like your comparison to association football much more, so let's take a look.

Football only ever has one strategy: get the ball into the other net. There are a few more specific tactics: Clear the ball! Pass the ball! Shoot the ball! Lovely. I oversimplify, of course, but not by much. That's the point. So why do people still love the game and find value in it? I could be camp and point to tribalism or cultural norms, but that's honestly just pathetic. I think the real reason is that the execution of the game is thought to be inherently beautiful. There is something wonderful about using your body to complete a physical action, whether it be a dribble or a pass or a last hit or a Vacuum-Wall. It's that sort of primal joy that keeps football alive, I'd posit, and the rules are just put in place to give a general framework for people to perform those actions steadily over a given period of time. The relation to Broodwar is immediately apparent: various aspects of micro and macro (for example: Mutalisk micro) are exactly the kind of beautiful action that is found in football. So can this too be achieved in DOTA2? For that to be the case, there need to be a set of heroes in the forefront of the metagame that are wonderful to play for their own sake. I would imagine these to be heroes like Sand King, like Lone Druid, like Rubick: the heroes that have complex mechanical and strategic actions at their core. The kind of hero that you can sit down and say: yeah, I'm just playing this for forty games straight. Moreover, the kind of hero you can be happy about playing for forty games straight. Perhaps that would be better for the sustainability of the game than any aim for a massive heropool. Instead, a relatively shallow set of preferred heroes and a far larger set of situational and niche picks.

But hey, that's just me spouting. All I hope is that the last patch has Void as a weak-as-fuck shitstain.

dota also has a pretty simple goal. its all about destroying the enemys throne.
the only thing thats changing is how people get to that point
FTD
Laserist
Profile Joined September 2011
Turkey4269 Posts
September 08 2014 09:24 GMT
#128337
Dota has a pretty simple goal: crush the enemies' hopes and dreams.
“Are you with the Cartel? Because you’re definitely an Angel.”
ahswtini
Profile Blog Joined June 2008
Northern Ireland22208 Posts
September 08 2014 09:40 GMT
#128338
Also fuck you guys, you discuss that blog post and link to it, misleading me into thinking it wasn't a 2012 post and getting me a warning for necroing
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
September 08 2014 09:46 GMT
#128339
u got rekt son
11/5/14 CATACLYSM | The South West's worst Falco main
nojok
Profile Joined May 2011
France15845 Posts
September 08 2014 09:54 GMT
#128340
He did not talk about dota, he talked about esports, how the game appeared, how the other games were better but not of dota. All he said could also be said of about any fanmade mod in any game which had some success, like CS. I highly appreciate those community mods and their success was not a fluke.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
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