Guardians of Atlas - Page 55
Forum Index > General Games |
Development ended, game appears to be dead. https://forums.artillery.com/discussion/911/end-of-development -Jinro | ||
mishimaBeef
Canada2259 Posts
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Hider
Denmark9358 Posts
On September 18 2016 05:25 mishimaBeef wrote: lol i find it funny that dude is talking about acting on feelings then finishes the message with 'end rant' That's comparing apples to oranges though. Everyone has feelings and can get annoyed over other people. But you don't go into a debate where reasons are presented and respond by feelings. If you have reasons to believe my criticism is unjustified, present them. Otherwise, don't respond at all. Giving that he didn't represent anything, it's clear that all that was went through his mind was "Oh day9 is being spoken about negatively, i better respond because of feelings". (the guy straight up admitted that). I don't know why you would think that type of behavior isn't anything but insanely annoying. And the reason I used rant tag is obviously because I went off-topic which is a consequence of me having seen all of these "feelings"-person who defend personalities for no other good reason than the fact that they like them. Those type of people tilts me very hard. | ||
B-royal
Belgium1330 Posts
And LOL at thinking I was defending Day9, your reading comprehension is not very good. Do you understand that I don't know about your personal problems with Day9, your experience with Atlas? This is why I asked you a question i.e. "I don't know why you are hating on Day9" (but please explain it in more detail so I can form my own opinion). It's you that started to ramble and create this strawman of "being able to criticize people is important" as if I ever presented a position that claimed otherwise. I question everything so stop this bullshit. | ||
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Liquid`Jinro
Sweden33719 Posts
In particular I think the fanboy comment was out of bounds. As far as I am aware, nobody in here worked on the game so I don't see why the discussion should be so heated. On September 18 2016 01:15 Grumbels wrote: Of course creep blocking affects the game and as such has become part of the balance. But having to block your creeps so that they can die more easily is the sort of idiotic unintuiitive game mechanic developers are constantly fighting to remove. Creeps blocking your hero so it dies is fine, they are an obstacle and you should have just avoided them if you wanted to have free passage. If you run into a wall you don't complain the wall doesn't jump aside for you. Do you not think that if an unintended interaction leads to gameplay that is embraced by the community, you should consider keeping it? Rocket jumping is unintuitive but has become iconic for example... How about hitting your own units with splash damage to kill a cloaked enemy unit without detection? I do not have a personal opinion on this particular interaction, not being a moba guy but if something unintended adds value I think you should investigate if it's worth keeping and if you could possibly implement it more intuitively. Removing all quirks like this can feel quite sterile I think. | ||
The Bottle
242 Posts
On September 17 2016 08:46 Spyridon wrote: Considering how tight lipped things are, I suspect it was more than just investors. Probably involved multiple companies or something contractual with the Artillery workers. NDA for us ended so I believe it's okay. Many were similar, but at the time it was split in to squads, rather than the squad creation. Each hero had a linked T1-T2-T3 sub unit, and the other units (dropships etc) were available through a separate building (they were called Mercenaries). So think of your squad as your hero/race/core units, and the rest as mercs. The economy was the biggest difference. You had base locations spread through the map and each one could be taken once, which increased resources over time - basically a traditional RTS base except set at specific locations of the map. There was a few locations near each base, the rest were guarded by creep camps. This income you can think of as your first resource (it was called "scrap" at the time). Then the gem system - gems spawned near the center of the map similar to the newer gem mechanic. Gems were used mostly for upgrading your army, or for mercenaries. So think of as either upgrades or supporting ur army. Population, irrc the cap increased over time. Also, rather than the "port in" protoss style mechanic, you hit the B button and tehy deployed from your base to a rally point. The reason for hitting "B" is so units didnt just appear and yuo didn't know about them (it was tested and felt weird without a deploy button, people wouldnt realize they had units in the middle of the map, etc). And there was shield batteries put around the map as well, destroying them lowered the shields on the enemy nexus (forgot the new name for the nexus but it was called nexus then). One of the merc types was an engineer which could build or upgrade static base defenses as well. And the titans or w/e tehir called that spawn (I will call them titans, I do not recall their official name at the time), they were a mercenary for awhile, but right before this phase of development ended, they became "collect X gems and then you get the boss unit", and I believe it was player controlled at the time. Gems spawned in map every few mins, so it was a hotspot to encourage battle, and the titans felt like a reward. (later in development this mechanic became more of a main focus). But please note, the titan change was pretty much literally the LAST addition to this phase of the game. For most of this phase of teh game, they were purchased as an expensive mercenary (which had it's probs I will discuss later). There was a "Charm" store that you spent gems at to purchase upgrades for your hero, think like the WC3 shop. You could buy a variety of charms and upgrade them for some sort of active effect. The biggest differences were the economy (which felt more RTS imo) and "how" you played. Early game was still gems, but by far my favorite aspect was fighting over bases/shield batteries. This was akin to "real" RTS gameplay. It was a place you strategically took, that could change dynamically, that had strategic decision making, something that contributed a lot of risk vs reward. It was basically the "strategy" of the RTS game, that made it more than a brawler. Man, it was so fun doing RTS team fight over various objectives on the map, especially if you had a team of experienced testers that actually understood the game. In most RTS games, team based battles are "weird" and usually just consist of massing 1-2 units per player, but having a full fledged composition with varying synergies of mechanics was really cool. The main feedback at this time was 2 things, 1) that there was too many resources - scrap, gems, levels, population, and I feel like there's one more I'm forgetting right now. Our suggestinos in feedback were actually to remove levels (it seemed the least RTS-like, and most snowball-y of the optons). Scrap was basically your "units", similar to Minerals in SC, so that made sense. Gems were basically your "upgrades", so similar to gas. Those made sense. Population growing over time was nice instead of having to repetitively create depots, so that was nice too. Levels...? It wasn't designed in a way that they fit very well. And 2) It wasn't obvious enough who was winning at times. Often it would go back and forth until a sudden backdoor or solid push would win it. Our suggestions for this were map modifications, and to enhance the zone control/base building aspects of the game so you could simply look at the map and know the status. The map was kinda the biggest issue, as it was pretty easy to be able to back door the enemy, and of course things like shield energy, etc needed to be balanced. Titans were a big problem, as people just pooled their gems and suddenly spawned a bunch backdooring ur base and it was GG. But they fixed that with the patch that linked the titans to spawning when X amount of gems were collected, and that helped them fit the game in that current design at the time. I honestly think this phase was the closest they were to "getting it right". Sure, I wanted to be able to "build" the map more. I thought map modifications with less pre-placed towers and more choke points that could be defended would have been much better - it's a lot more fun if you can strategically build the map rather than same thing every time (that makes ti feel more moba if everythings pre-placed). Base resources needed to be rebalanced, shield batteries needed to be rebalanced, etc. But the most important thing to get right was that you were battling to defend zones of the map, or to take over zones of the map, with a solid risk vs reward factor, and lots of situations for decision making & strategy. And if the intent is to make an RTS that's easy on macro/repetitive actions, but still had strategy & decision making, then they were on the right track to do it. It required balancing, rather than complete overhauls of mechanics. Scouting was so much more important during that phase of the game. Predicting your opponents strategy & ambushes were important. The map size was pretty big so it wasn't possible to defend everywhere. We suggested some things as being able to upgrade these bases for higher income - which would make certain bases much more valuable and lead to strategic decisions. Enemies can target your big money maker, or knowing that you will defend the big base first, you can decide to upgrade a few medium size bases instead of 1 big one if it would be easier for your composition to defend, etc. It would add a lot of strategic decision making to the game. We also suggested removing levels entirely. They were the most snowbally aspect of the game. Levels didnt really fit in strategically outside of getting ur ult move at a certain level. There's no decision making in levels, no risk vs reward. They stole from other portions of the economy. But ironically, after our feedback for this, they actually made levels MORE important, and changed units to unlock at specific levels. (That's something I forgot to metnion, you had an upgrade of your main building in base to T2, T3 to be able to build ur bigger units). It was by no means perfect. But the game had only prototype art at the time , no sound effects really, and was still fun. Yeah, it had a few MOBA mechanics at the time (static pre placed towers defending the nexus to win) - but more importantly, it had what mechanics RTS player would "expect". MOBA mecahnics are okay if RTS mechanics are in place. You made bases , you increased ur income with them, you attacked bases, you defended bases, you took out shield batteries, and put together a big siege on their main base, you had risk vs reward along the way, you had many ways to exploit your opponents choices. With balancing & a new map I believe it would have been entirely viable. Guess it doesn't really matter anymore after the recent announcements... but looking back, THAT game I just described is how I will remember Atlas. Not "Guardians of Atlas". But when it was Atlas, and I looked forward to playing it every Wednesday and Sunday, with memories of Day9 spamming chat with silliness in all caps, and dozens of testers spamming chat with "#BelieveInSteve!". Wow, thanks for the detailed explanation. I agree, that sounds like such a better game (still not 1v1 but whatcha gonna do). Of course I'm probably biased because I love RTSs far more than MOBAs. I first played it during one of those closed weekend updates, and by that time it had already gotten to the point where there was no base securing, or any of the stuff you talked about, and all your resources were just queued, as in the final state. I guess I was one of the many who was told that this is an RTS designed by a team that has Day9 and is meant to have a lower barrier of entry but the same skill cap as Starcraft, and then was severely disappointed when I found out what it really was. | ||
NukeD
Croatia1612 Posts
On September 18 2016 05:35 mishimaBeef wrote: yeh... quite literally, they dropped development of it Just in case; https://forums.artillery.com/discussion/911/end-of-development | ||
TaShadan
Germany1965 Posts
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Incognoto
France10239 Posts
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zeo
Serbia6275 Posts
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Hider
Denmark9358 Posts
On September 18 2016 06:27 B-royal wrote: I didn't admit anything. I was only wondering about your tone and the content of your posts. It clearly goes beyond your disagreement in relation to pathing in one particular interview. You haven't provided me with a satisfactory explanation either. And LOL at thinking I was defending Day9, your reading comprehension is not very good. Do you understand that I don't know about your personal problems with Day9, your experience with Atlas? This is why I asked you a question i.e. "I don't know why you are hating on Day9" (but please explain it in more detail so I can form my own opinion). It's you that started to ramble and create this strawman of "being able to criticize people is important" as if I ever presented a position that claimed otherwise. I question everything so stop this bullshit. You are not even saying anything. Now I know that in the future so I can ignore you. The Fanboy-stereotype definitely seems like a fair assesment as it's usually someone defending another person for no other reason than they liking them. As far as I am aware, nobody in here worked on the game so I don't see why the discussion should be so heated. it's only heated because people don't actually focus on arguments but starts being personal. If one person claim X because Z, then it's the other persons job to respond why Z isn't a valid argument. The "fanboy" remark was a direct respond to the "hater"-part. So I am not sure why you didn't point out that claiming someone being a "hater" didn't cross the line. You ignoring that part makes it appear as if you have a doublestandard. And ofcourse the problem here is that there is no discussion. I am presenting arguments people are bullshitting. this is why I don't write on these forums a lot more (try to stay away from discussions) because people are stupid like this. Like let's see of what has been written in this forum over the last few days: 1. Hearthstone is succesful because of RNG. 2. LOL is mostly succesful because you can blame your teammates. 3. One is not allowed to criticize Day9 because then you are hater and you needs to be called out on it. 4. One just needs to make a mod in Sc2 in order to get funding to make an RTS game. 5. LOL has no "micro" because you don't block minions (ok that was a bit unfair, but w/e - why even bring up LOL if you have only played it fore 2-3 hours and have ano idea on how the game works. Why on earth would anyone think your opinion would be worth presenting. Yeh I guess someone who clearly should just be ignored) I can't handle this much ignorance, and this just verifies me that I need to stop spending time discussing people don't want discussions. This forum is filled with 90% idiots who just want to spew out their bullshit. /out. | ||
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Liquid`Jinro
Sweden33719 Posts
From an outside perspective (and please believe me Im way on the outside, I only read tl a few times a month at most), I was actually thinking about asking something similar to b royal. Not because I'm so convinced day9 is a genius but because I'm curious what he did to make you so seemingly angry or at least deeply disappointed in him. That being said I was actually enjoying reading a lot of your posts, I wasn't trying to take any sides here. | ||
NukeD
Croatia1612 Posts
As an objective third party, I have to say that Hider made a lot more sense and tried to make a lot more effort to have a meaningful discussion, where you guys pushed his buttons intentionally on his first few remarks. Looks like Plansix' patronizing way of discourse infected a large portion of people here. | ||
mishimaBeef
Canada2259 Posts
On September 18 2016 19:43 Hider wrote:If one person claim X because Z, then it's the other persons job to respond why Z isn't a valid argument. Correct me if i'm wrong but Z isn't an argument... Argument of X because Z: Z implies X Z Therefore X -- Z is a premise not an argument Now discussing whether premises are true in the context of game design is probably going to revolve around personal taste and not empirical evidence. After all, aesthetics is a major part of game design. | ||
Grumbels
Netherlands7028 Posts
On September 18 2016 10:19 Liquid`Jinro wrote: Do you not think that if an unintended interaction leads to gameplay that is embraced by the community, you should consider keeping it? Rocket jumping is unintuitive but has become iconic for example... How about hitting your own units with splash damage to kill a cloaked enemy unit without detection? I do not have a personal opinion on this particular interaction, not being a moba guy but if something unintended adds value I think you should investigate if it's worth keeping and if you could possibly implement it more intuitively. Removing all quirks like this can feel quite sterile I think. First of all, much of the justification here is: it exists, therefore it is good design, which I simply don't find convincing. Every tactic will superficially add depth to the game as it provides new options. But less obvious is that every such tactic will also downplay other potentially more interesting choices and possibly have a negative effect on gameplay dynamics. Furthermore some tactics are rote in the sense that they don't have interesting choices associated with them or they might be annoying to execute. If not every tactic is worthwhile, nevertheless the fact that an element of the game survives means that the community will accommodate its existence and this obscures its possible downsides. After all, when something is part of the game for a long time other decisions on design matters will have to take it into account, as does development of strategy. There comes a point where it starts to be unthinkable to even remove this part of the game lest disaster strikes and all the balance and carefully nurtured strategic intuition has to go overboard. Such upheavals are typically not healthy, and one can generally state that anything which is an accepted part of the game, even if it is an emergent effect not initially intended, should have certain protections from overeager designers seeking to make the game more elegant or whatever. More than affecting the gameplay dynamics, eliminating it would immediately remove core aspects of the gameplay experience as you can no longer use some basic form of micro that was part of your general toolkit. And that's quite jarring and can be unpleasant for players used to the previous paradigm, leading them to pontificate about lack of depth. I'm therefore not suggesting that we remove creep blocking from DotA, neither would I suggest that Blizzard remove mutalisk stacking if they ever get around to BWHD. I am partial to the notion that gaming communities should assert their prominence and strive to take games away from designers and their limited vision for how the game is 'supposed to be played' and choose settings and maps and exploit quirks all to their hearts content, as long as they enjoy the experience, without intervention from the-powers-that-be to tell them they are wrong. With regards to intuitive mechanics, I agree with you that games can feel overtly sterile and that the sort of quality assurance Blizzard is known for this day and age can become oppressive. Virtually all the tricks that were discovered during beta that I can recall were removed, such as the power of the void ray attack or some circumstances during which infestors could cast spells while burrowed. What was Blizzard to do other than classify them as bugs and provide clean fixes to prevent them from reoccurring? Often they only existed in the first place because of an oversight on their behalf and they assumed responsibility. Still, the cumulative effect (and in my opinion this is visible throughout SC2 to the game's detriment) is that the game is very much Blizzard's child and acts according to their restrictive vision for how the child is supposed to behave and think. In Atlas there used to be (maybe it still exists?) a hoverbike unit that had a very low turn rate. I noticed that using hold position would allow you to turn very quickly and I figured this'd be useful in some micro situations. When I mentioned this to Eric he was cautious but excited about such tricks being discovered and as far as I recall he thought it was promising. I don't know if there was any follow-up on this, and the unit really was quite clumsy otherwise, but it was still something interesting and memorable about the game. I'm typically in favor of such discoveries even if they are unintuitive because they have a certain intrigue to them. And I find that the variety of somewhat curious tricks Brood War offers its players adds to rather than detracts from the game. So these would be some general justifications for an off-beat mechanic like creep blocking. But that's only part of the argument, an important question left is whether creep blocking is really a desirable mechanic and whether you would elect to implement it in a (spiritual) sequel to the game. LoL was not obligated to add creep blocking, unlike DotA they had strong control over their pathfinding implementation and they could decide to remain without it. It was hardly a fundamental aspect of DotA gameplay. Let's look at what someone told me earlier in an attempt to defend the mechanic: "If you remove the block you would need to rebalance the entire game more or less. Offlanes would become much harder. Many cases where blocking for 2-3 seconds leading to a better mid position next wave would be gone etc. None of these interactions are critical or even used in every game (except off lane blocking) but removing them would have big impacts when checking win % after change. Probably on 2-3% change negatively in borderline offlaners compared to the classical ones that can manage without." An estimated 2% change for some situations hardly counts as fundamental and therefore Riot had the freedom to leave it aside. I can't speculate about why Riot made their decision, not having any sort of knowledge about the development of LoL (nor having ever played LoL), but I can profess my reasons for ultimately coming to distrust creep blocking as a mechanic. First of all, DotA was more or less stuck with the mechanic as it is part of Warcraft 3 pathfinding. The developers had no way to easily eliminate it. I don't have any recent DotA experience, but I used to play during 2003-2006 when most of the fundamentals of the game were decided on and I have some memory of the devs seeking to address creep blocking as a problem. DotA wasn't always played strongly competitively by most players, it didn't use to be a particularly balanced game and the idea of having different roles (which is standard now) only slowly trickled down from higher levels. Most players came from something like the WC3 campaign and in playing DotA could initially only apply what they had learned, this mainly being the idea of "kill all units". But that's actually not correct play, and if you wanted to improve as a DotA player you had to realize one of the central truths of the game: creeps are a resource for your opponent. Most people resisted this knowledge, hence the disgust frequently expressed back then about how denying your units is a stupid tactic which is not fair play. Nevertheless, strategic ideas were developed and people learned that creep waves are stronger together than separated as this allows you to push more effectively, that you would rather have less than more creeps because you can deny resources to your opponent, that you would rather fight close to your towers because you have high ground, proximity to allies and static defense back-up. These sort of realizations led to the development of various tactics to stall creep waves, for instance by using some spell that serves as pathing blocker, by finding ways to distract them temporarily with forest creeps, by literally killing your own units, and above all by blocking them with your hero. Historically these have often been considered to be abusive strategies. And somewhat related to this discussion, 'backdooring' was perceived as an abusive tactic and was mostly eliminated from the game, although I'm not up to date on its current status. At some point there was actually a silly global spell that would give a player temporary control of all allied creep waves, but this was removed for obvious reasons. My memory isn't perfect here, but I can recall the following innovations in design being tried: it was no longer possible to damage your own units outside of the marginal window to deny last hits, creep collision and/or pathfinding was changed to make it more difficult to block your units, AI of allied and forest creeps was changed to have them more determinedly march on to prevent distractions, spells that allowed you to derail or block creeps were revised. I think this shows that creep blocking has historically been considered a problem. The main annoyance is that it's not intuitive in a way that goes beyond some technical trick you would never discover on your own. It is not intuitive because it goes completely counter to the player expectation that they are supposed to try and kill the opponent instead of treating your own units as detrimental to your cause, obstacles to try and overcome. I think that's a more serious sort of problem to diagnose than finding mutalisk stacking unintuitive, hence different prescriptions and analysis is necessary. If creep blocking is an established part of DotA these days then I guess Icefrog managed to contain the problem to the point that its existence is merely an alternative to not having it, along the lines of allowing you to deny units (denying units is part of Warcraft 3 multiplayer too, for instance every player learns to not needlessly waste their summons because it gives xp to the opponent). If someone wants to tell me (and reads to this point !), I suppose I'm quite curious about how this has affected DotA(2) development in the past decade and what options were tried and how it came to be established. I'm not world's biggest expert on MOBA mechanics, so maybe I was slightly harsh to call it idiotic, but I stand by distrusting it theoretically and disliking it from earlier personal experience. I will say that interactions with units that are controlled by the AI is fraught with potential problems because one typically prefers micro to be about interacting with your opponent. In Warcraft 3 creeps behave predictably and through clever machinations it's possible to clear powerful camps with minimum investment. Some of these methods are quite marvelous, but any experienced Warcraft player can tell you that there comes a point when exploiting the same tricks with windwalk, ancients of war or militia on the same maps gets incredibly old. You are only abusing unit AI after all, they are dumb and can't learn from their mistakes. It's a lopsided battle that is not as interesting as the challenges offered to you by a human opponent. Logically one should therefore emphasize interactions with other players rather than elevating the same old AI exploits to prominence. I won't speak for DotA players, but would they really enjoy having to spend all their time maneuvering their hero in front of creep waves for some nebulous benefits? I think it would get old. If you block a unit in Warcraft 3 it has the option of changing direction and moving out of the way, it can maybe try and attack your units or use some ability. There is counterplay. The version of this sort of micro offered in DotA is impoverished in comparison. One theoretical justification that I could think of to keep creep blocking, which isn't necessarily that obvious, is that as a player you can only affect positioning in one direction. If you wish to change the location where creeps meet you can go forward by helping your creeps, but you have no way to go backwards except by creep blocking. Even if you try to be cautious by not attacking creeps you often have aura effects, you might tank some damage, you have area of effect attacks where targeting an enemy hero also hurts the creeps, you always have to deal some damage by last hitting etc. Just by being there you direct the flow of creeps onward. One could conceive that some way to temporarily stall the waves would have the benefit of adding depth to the game, but it would have to be quite limited because of the problems with creeps moving backwards as discussed earlier. Otherwise a fundamental choice is missing, even if it is not tremendously impactful to remove. But I don't really know enough about the game to argue this. Anyway, some thoughts, but I guess it is off-topic! | ||
Grumbels
Netherlands7028 Posts
On September 18 2016 20:46 NukeD wrote: Yes, I have quite enjoyed the Hider vs Jimmy vs B-royal wars. As an objective third party, I have to say that Hider made a lot more sense and tried to make a lot more effort to have a meaningful discussion, where you guys pushed his buttons intentionally on his first few remarks. Looks like Plansix' patronizing way of discourse infected a large portion of people here. Plansix committed original sin, all subsequent evil can be traced back to him. ![]() | ||
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Liquid`Jinro
Sweden33719 Posts
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FFGenerations
7088 Posts
i mean at the end of the day, everything is "abusive" in dota, like buying an item that lets you go invis whilst you are channelling a powerful ultimate ability. creep blocking abuse is not even a thing compared to normal plays. in the past some blocks were too effective and are patched out. navigating creeps/heroes is a skill of fluid control/micro and is a joy to perform. you have the option of buying boots that let you phase through other units for 3 seconds every 9 seconds, but this means you can't buy boots that let you do other things i haven't a clue what this thread is about but i will tell you, if you want to know how game mechanics are done right you should be playing dota 2 | ||
FFGenerations
7088 Posts
On September 18 2016 01:15 Grumbels wrote: Of course creep blocking affects the game and as such has become part of the balance. But having to block your creeps so that they can die more easily is the sort of idiotic unintuiitive game mechanic developers are constantly fighting to remove. nah, its a good mechanic, tricky to perform, doesn't come at the cost of performing other skill-based duties, you directly compete with the opponent to perform it better than them, it has a tiny impact in the grand scheme of things but an impact nonetheless, it distinguishes you from lazy, unskilled or unknowledgeable players, punishes the opponent and rewards you for success. you really shouldn't be commenting on dota 2 gameplay if you don't play the game. you might not realise it but pretty much 100% of dota players think dota mechanics are spot on, you dont get people complaining about this shit because it works its easy to think "moba/dota mechanics seem pretty dumb" if you don't play the game. i used to think poker was dumb too | ||
Grumbels
Netherlands7028 Posts
On September 18 2016 23:19 FFGenerations wrote: nah, its a good mechanic, tricky to perform, doesn't come at the cost of performing other skill-based duties, you directly compete with the opponent to perform it better than them, it has a tiny impact in the grand scheme of things but an impact nonetheless, it distinguishes you from lazy, unskilled or unknowledgeable players, punishes the opponent and rewards you for success. you really shouldn't be commenting on dota 2 gameplay if you don't play the game. you might not realise it but pretty much 100% of dota players think dota mechanics are spot on, you dont get people complaining about this shit because it works its easy to think "moba/dota mechanics seem pretty dumb" if you don't play the game. i used to think poker was dumb too I'm trying to parse your argumentation... You compete with your opponent to do it, doing it well rewards you, doing it well punishes your opponent, it distinguishes you from people who don't do it well, doing it well is difficult. And it's a good mechanic because it has only a tiny impact. I now realize that it was wrong for me to offend dota players and I wish to repent for my heresy. If 100% of dota players think that dota is a perfect game then who am I to question their belief system? | ||
FFGenerations
7088 Posts
you can question whatever you like and i will provide my answer if i have an opinion on it or think i am reasonably informed . in the case of dota being considered to be a pretty spot-on game by its entire playerbase, currently this is the case ![]() its not a brag, you just need to know that if you don't play the game yourself (currently) then a good indicator of how things are going and how people feel about the mechanics is through the opinion of the playerbase, and the playerbase has never been happier if you say something like the creep block requirement for 0 min Dota is a bad mechanic then i need to express why that isn't the case and why you should be careful about having opinions like that YOU FOOL! | ||
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