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I think the OP forgot another important question:
Q: What hotkey setup will exist in DotA 2? (by Stany Kaff) A: We have a few default templates that cover the most popular configurations, but you’ll also be able to fully customize them to your liking. You can customize it on a global level or on a per hero basis if you choose. The hotkey configuration will include everything, not just heroes and items, but also how you navigate in the game, control the camera, autocast, set control groups, etc. Your settings are saved to your identity online, so if you go to a LAN center you will not have to reconfigure your keys.
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Does anyone know if Clan support will be added for Starcraft 2?
I havn't heard anything about it.
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On November 02 2010 20:34 Highways wrote: Does anyone know if Clan support will be added for Starcraft 2?
I havn't heard anything about it.
i think they said they are going to add it at some point in the future
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Lol, such a funny situation :/
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This Q&A is all talk. I'm not saying it's not gonna happen, but right now the only point of this is getting the hype up for DOTA2. So wait & see.
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The only thing DOTA2 has a leg up over Battle.net is the joining while a game is in progress and rejoin after DC. All the other features have been confirmed by Blizzard to be "in the works" or "coming soon"
People are getting awfully critical of Blizzard not having features that a game that has not been released yet. There's a good chance that half the stuff will be in battle.net by the time DOTA2 is released.
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On November 02 2010 20:47 Bob Loblaw wrote: This Q&A is all talk. I'm not saying it's not gonna happen, but right now the only point of this is getting the hype up for DOTA2. So wait & see. no it's not
this stuff is all found in HoN so they have to include it in Dota 2 to compete
Also it's not hard to implement all of these things (relatively). Blizzard focused entirely on anti piracy with bnet 2.0, everything else was an afterthought. I don't understand how anyone could think bnet 2.0 is a good platform except for the bottom lines. Its entirely 50 steps backwards in every respect but anti-piracy.
ANYONE who thinks otherwise is wrong. Bnet 2.0 was entirely created to be an anti piracy measure.
For the people who are stupidly wrong above, check out, http://www.heroesofnewerth.com/ And read all the features listed.
-Anti Maphack using client/server netcode (it's impossible to maphack) -Reconnecting -Replays database with fastforward/rewind and jump to time -Extensive stat tracking
etc. It's 10x better than bnet 2.0 feature wise, and Valve with even more resources will be even better
Bnet 2.0 from a client standpoint is terrible, it's only redeeming factor is that it causes SC2 online to not be piratable (so far).
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I'd like the ability to make a game with a title on it. That way when I'm pubbing custom games, I don't have to sift through 3,000 silver level kids.
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On November 02 2010 21:03 broke wrote: I'd like the ability to make a game with a title on it. That way when I'm pubbing custom games, I don't have to sift through 3,000 silver level kids. Then they cant promote marketplace maps by making them featured on a controlled list
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Battle net was built on top of their WoW framework, hence the region stuff. Everything else is because this is Valve not Blizz, these guys know how to their jobs (just take their friggin time !)
But maybe I'm just a Valve fanboi (same if Westwood was still independent/existed), they've earnet their trust not just with Half Life but with steam and their treatment of third party's, their good honest people*.
(*being friggin rich can help on that front mind, hell tf2 hats earnt a fortune)
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On November 02 2010 13:05 CrazyF1r3f0x wrote: No Blizzard made Starcraft II's game engine from the ground up, just like they did for the original.
Kinda missed the part that said "RAD game tools" on the load screen of SC1 heh ?
On November 02 2010 13:07 KiF1rE wrote: they announced they were working on cross server way back in beta, and how we shouldnt buy several copies of the game because blizzard isnt greedy and wants to support their international community.
LMFAO
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On November 02 2010 13:08 Klockan3 wrote: You don't understand, the problem isn't Blizzard but that Valve intends to trademark the name "Dota" basically allowing them to sue others who use the same name.
- Valve hired Icefrog & co. - Blizzvision had ~10 years to do it and cash in on a huge success. - They didn't. - Icefrog = Valve = DOTA = To hell with Blizzvision, and happily at that.
Blizz has no copyright over jack shit that's done on their platform, even a trainee lawyer could debunk that bullshit corporate sleazebag claim in 30 seconds.
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The first two are things they took from HoN
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On November 02 2010 12:47 TheYango wrote: It's been discussed that in a game centered around 1v1, reconnect isn't practical. Spending a minute out of 45 minutes is a slight, but not terrible disadvantage in a MOBA. A minute disconnected in a 1v1 SC2 game is basically an unwinnable advantage, except in situations where the person remaining in game was already ridiculously behind.. This only really matters in ladder games.
In a practice game your enemy (practice partner) can pause and wait for you. In a tournament match, an admin can pause and wait for you. In a any sort of multiplayer vs AI or various custom maps the ability to reconnect would be great.
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Valve <3
Seems they will finally have a new game published which will be popular in the e-sport scene.
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On November 02 2010 18:03 PerfectTear wrote: Eul make Dota, Guinsoo made Dota: Allstars and Icefrog continued Dota: Allstars from version 5.96b. Also dota was actualy designed after an old sc1 custom map AoS.
So Icefrog is the least deserving person of all dota creators. People give him way to much credit.
Guinsoo made Dota go completely apeshit. Basically turned it into a grander footy frenzy with his unkillable heroes and hidden runes lol.
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Russian Federation4405 Posts
I think DOTA 2 looks pretty good. Valve doesn't make brooms. :D
I probably even will (OMG OMG) play it (while dota being a swear word in russian Starcraft community :D )
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On November 02 2010 12:40 nihoh wrote: You can easily reconnect with Source engine...
SC2 on the other hand? Wasn't it built from the modified War3 engine? Or at least shares similar structures with it? SC2 shares the same network architecture, not the actual net-code.
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Most of this stuff comes for nearly free in a server-client game which DOTA2 seems to be. If you can write the code for a server that smoothly transmits the positions and velocities for >1000 units to 8 players in a 4v4 game, I'm sure Blizzard will be happy to hire you. They don't get an excuse for lack of cross-realm and multiplayer savegames in case someone disconnects from a custom game though.
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