Official 'what is Dota anymore' discussion - Page 769
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United Kingdom3341 Posts
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Shaella
United States14828 Posts
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Kupon3ss
時の回廊10066 Posts
That does bring up a good point as to thinking about infinite resources and porting games to usable engines - the entirety of TI1 was played on a broken game and it took volvo more or less until after TI3 to achieve relative engine parity between Dota2 and Dota. Porting LoL to a competent codebase would likely take a similar amount of manpower and is the prerequisite to having a replay system - which means we will likely never see one | ||
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andyrau
13015 Posts
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eieio
United States14512 Posts
On March 11 2015 03:34 Sn0_Man wrote: hmm good point that ET spirit bug was a definite case of "game no work pls fix" it's the only time I can remember off the top of my head where the game actually just felt broken while I was watching a pro game like basically out of both teams control non functional game. | ||
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Sn0_Man
Tebellong44238 Posts
so you can't really talk about "similar amount of manpower" especially considering valve run steam etc too. | ||
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Kupon3ss
時の回廊10066 Posts
4 or so TI2 games were played on a non-functional game only 1 TI3 game was played on a non-functional game | ||
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andyrau
13015 Posts
On March 11 2015 03:39 Sn0_Man wrote: I mean the entirety of valve is around 300 employees last time I checked whereas riot is in the thousands afaik so you can't really talk about "similar amount of manpower" especially considering valve run steam etc too. that's a retarded fallacy as the player base for league is also several times larger | ||
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Acritter
Syria7637 Posts
On March 11 2015 03:33 eieio wrote: also funniest dota 2 bug was the 18 hours of my life i spent watching aui retrieve his ET spirit from the rosh pit at dreamleague fountain hooking was legit I've been thinking about this a bit recently though, bugs in pro games feel different to me in League because the vast majority of pro games are Riot run. So Riot is in this weird situation (imo) where they are "responsible" for the bug but at the same time they're responsible for determining whether the bug should be considered game breaking and whether games should be remade etc (and they have pretty clear rules for how teams should deal with noticing a game impacting bug iirc). With Dota it feels like for the most part the onus is on pros to understand bugs/what causes them/their potential for abuse and the expectation is that bugs will be abused by pros until banned (that stupid quelling PL bug and the xboct situation) or removed from the game (pretty sure nobody was taken too seriously calling for a remake of the fountain hook game). Whereas in the case of league because of the combination of more bugs and such heavy Riot control there's a much more general expectation from the community that Riot will remake games that potentially have game breaking bugs. THIS POST PROBABLY DOESNT MAKE THAT MUCH SENSE I JUST WOKE UP No, I totally get you. It's a reasonable distinction to draw. It's also worth noting that none of the DOTA2 bugs are based around pure chance, so it's just a question of whether or not someone abuses a bug. Of course, that entire attitude towards bugs is probably because something around half of the game's interactions are bugs to begin with. On March 11 2015 03:36 Shaella wrote: what the fuck are you even talking about His name is actually instructions on how to handle his posts. | ||
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Shaella
United States14828 Posts
On March 11 2015 03:41 andyrau wrote: that's a retarded fallacy as the player base for league is also several times larger which honestly has nothing to do with coding | ||
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Sn0_Man
Tebellong44238 Posts
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Shaella
United States14828 Posts
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eieio
United States14512 Posts
They had a fairly functional replay system on the PBE for a while so this doesn't seem entirely wrong, and League's playerbase does play into that a bit although of course any replay system they released right now would at best be like WC3 where you get a replay from 1.20 and can't play it on your 1.21 client and then you're sad. Except League updates are so frequent that I'd expect replays to break a lot lol | ||
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Kupon3ss
時の回廊10066 Posts
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ahswtini
Northern Ireland22213 Posts
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Kupon3ss
時の回廊10066 Posts
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Shaella
United States14828 Posts
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Sn0_Man
Tebellong44238 Posts
On March 11 2015 03:46 Kupon3ss wrote: Despite having several thousand employees, Riot's engineering resources are actually very much limited and not actually any more than Valve's. The engineering staff overall is of a similar size but of significantly lower ability than those of volvo. which i kinda suspected and highlights the issue. it's hard to agree with that allocation of resources when ur game is that | ||
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TheYango
United States47024 Posts
On March 11 2015 03:29 Comeh wrote: Isn't there a huge bug with aegis + bb CD penalty right now? It can remove like 20-30 seconds in respawn time? I mean that falls under the category of "technically a bug because DotA 1 doesn't work that way, but could feasibly be called intended, because it's not completely outrageous or nonfunctional". In fact, 99% of "bugs" fall into that category. If Riot had a bug like that, they'd probably call it intended for the time being then retract that when they finally get around to fixing it. As opposed to Valve maintaining the ridiculously long KBL that never gets fixed. | ||
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andyrau
13015 Posts
On March 11 2015 03:42 Sn0_Man wrote: that doesn't make it harder to write a functional game it just makes it harder to distribute and keep servers running and manage the community. point ur both missing is that it's an inaccurate comparison hence justifying your statement by measuring manpower doesn't mean shit u basically said nothing is my point. the fact that they both make video games is the only similarity, and that's not even the focus of either company. besides the point is that riot runs LCS throughout the year and they're publically owned versus privately owned etc if you're comparing coding of the game you'd have to compare 2008 riot with 2008 valve and honestly dota 2 at its inception was awful why you think they didnt bring the game out of beta until 3 years later | ||
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