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[HoN/DotA] Let's Play~!! - Page 1491

Forum Index > General Games
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Prev 1 1489 1490 1491 1492 1493 1664 Next
rabidch
Profile Joined January 2010
United States20289 Posts
Last Edited: 2011-08-14 07:02:05
August 14 2011 07:00 GMT
#29801
i also dont understand the need for a huge hp and mana bar, you need to be an idiot if you dont know what hp you're at, i wish they made the rest of the stuff bigger because they're equally as important as hp and mana

i also hope the UI is skinnable since its valve

also for bad quality streams small font just doesnt work well, valve needs to consider this
LiquidDota StaffOnly a true king can play the King.
NikonTC
Profile Joined September 2010
United Kingdom418 Posts
Last Edited: 2011-08-14 07:13:52
August 14 2011 07:07 GMT
#29802
What I don't understand is why they need the big portrait of "SHADOW FIEND" there. I know what character I'm playing, I picked it at the start... I'm sure there will be settings to change all this of course, but it just seems like a lot of screen space wasted. If there's one lesson that game developers should have learned by now it's that people like a clean, minimalist UI, not one with all this fancy art and scrollwork on it that takes up half the damn screen...

In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno...

Second edit: This is a wild guess, but I bet that that UI is highly customisable ingame. I'd be suprised if you can't drag and drop skills into different quickbar slots and change the key assosciated with that slot on the fly.
"IdrA crushes the marine push, absolutely demolishes this 2 rax play. Would not be suprised to see a GG from IdrA at any moment" Day[9]
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
Last Edited: 2011-08-14 07:13:03
August 14 2011 07:11 GMT
#29803
The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100%

in game looks really nice though, should be very clear

On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno...


Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
August 14 2011 07:12 GMT
#29804
Higher resolution
http://i56.tinypic.com/30k3r5g.jpg

I like everything except for the UI (which probably isn't final, when you make a game, a nice UI is the last thing you make). However, I'm sure the fixed damage is going to stir up some controversey.
rabidch
Profile Joined January 2010
United States20289 Posts
August 14 2011 07:15 GMT
#29805
On August 14 2011 16:11 UniversalSnip wrote:
The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100%

in game looks really nice though, should be very clear

Show nested quote +
On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno...


Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory

portraits on the map is bad because things will overlap, simple colors is the way to go.

i didnt notice the fixed damage
LiquidDota StaffOnly a true king can play the King.
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
August 14 2011 07:16 GMT
#29806
On August 14 2011 16:15 rabidch wrote:
Show nested quote +
On August 14 2011 16:11 UniversalSnip wrote:
The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100%

in game looks really nice though, should be very clear

On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno...


Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory

portraits on the map is bad because things will overlap


isn't really an issue
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
rabidch
Profile Joined January 2010
United States20289 Posts
August 14 2011 07:24 GMT
#29807
On August 14 2011 16:16 UniversalSnip wrote:
Show nested quote +
On August 14 2011 16:15 rabidch wrote:
On August 14 2011 16:11 UniversalSnip wrote:
The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100%

in game looks really nice though, should be very clear

On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno...


Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory

portraits on the map is bad because things will overlap


isn't really an issue

again, minimalism here is the best approach. if you need to know who it is know the colors
LiquidDota StaffOnly a true king can play the King.
NikonTC
Profile Joined September 2010
United Kingdom418 Posts
Last Edited: 2011-08-14 07:25:09
August 14 2011 07:24 GMT
#29808
I just opened up HoN and opened up that picture side by side to compare, and graphics wise it's definitely better than HoN. Especially when you take into account that the screenshot graphics are static. It's on the source engine, so i'd imagine there would be some advanced shaders and not to mention physics? Or would physics (creep/hero bodies flying backwards when they're killed etc) lead to gameplay issues.. for example earthshaker ultimate needs dead creeps to stay where they are?
"IdrA crushes the marine push, absolutely demolishes this 2 rax play. Would not be suprised to see a GG from IdrA at any moment" Day[9]
dotamaster
Profile Joined October 2010
104 Posts
August 14 2011 07:26 GMT
#29809
Aside from the Chinese leak, Dota 2 Updates has started releasing screenshots of other Dota 2 heroes.

It's getting nearer and nearer ladies and gentlemen.

From: http://dota2updates.blogspot.com/2011/08/dota-2-in-game-screenshot-doombringer.html
IMG: http://i.imgur.com/pDSSw.jpg
Who shall win the Dota genre wars?
Looky
Profile Joined April 2010
United States1608 Posts
August 14 2011 07:28 GMT
#29810
ok that one with the doombringers look nice
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
August 14 2011 07:28 GMT
#29811
On August 14 2011 16:24 rabidch wrote:
Show nested quote +
On August 14 2011 16:16 UniversalSnip wrote:
On August 14 2011 16:15 rabidch wrote:
On August 14 2011 16:11 UniversalSnip wrote:
The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100%

in game looks really nice though, should be very clear

On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno...


Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory

portraits on the map is bad because things will overlap


isn't really an issue

again, minimalism here is the best approach. if you need to know who it is know the colors


well, i dunno why since you could just have portraits
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
rabidch
Profile Joined January 2010
United States20289 Posts
August 14 2011 07:30 GMT
#29812
On August 14 2011 16:28 UniversalSnip wrote:
Show nested quote +
On August 14 2011 16:24 rabidch wrote:
On August 14 2011 16:16 UniversalSnip wrote:
On August 14 2011 16:15 rabidch wrote:
On August 14 2011 16:11 UniversalSnip wrote:
The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100%

in game looks really nice though, should be very clear

On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno...


Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory

portraits on the map is bad because things will overlap


isn't really an issue

again, minimalism here is the best approach. if you need to know who it is know the colors


well, i dunno why since you could just have portraits

because clustering of portraits is a pain, overlapping and needing to differentiate colors obscures the minimap because portraits require more space to realize who they are
LiquidDota StaffOnly a true king can play the King.
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
Last Edited: 2011-08-14 07:31:42
August 14 2011 07:31 GMT
#29813
On August 14 2011 16:30 rabidch wrote:
Show nested quote +
On August 14 2011 16:28 UniversalSnip wrote:
On August 14 2011 16:24 rabidch wrote:
On August 14 2011 16:16 UniversalSnip wrote:
On August 14 2011 16:15 rabidch wrote:
On August 14 2011 16:11 UniversalSnip wrote:
The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100%

in game looks really nice though, should be very clear

On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno...


Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory

portraits on the map is bad because things will overlap


isn't really an issue

again, minimalism here is the best approach. if you need to know who it is know the colors


well, i dunno why since you could just have portraits

because clustering of portraits is a pain, overlapping and needing to differentiate colors obscures the minimap because portraits require more space to realize who they are


but it isn't, load up lol right now you can see it isn't an issue. there's no portrait overlap problem
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
rabidch
Profile Joined January 2010
United States20289 Posts
Last Edited: 2011-08-14 07:36:31
August 14 2011 07:36 GMT
#29814
On August 14 2011 16:31 UniversalSnip wrote:
Show nested quote +
On August 14 2011 16:30 rabidch wrote:
On August 14 2011 16:28 UniversalSnip wrote:
On August 14 2011 16:24 rabidch wrote:
On August 14 2011 16:16 UniversalSnip wrote:
On August 14 2011 16:15 rabidch wrote:
On August 14 2011 16:11 UniversalSnip wrote:
The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100%

in game looks really nice though, should be very clear

On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno...


Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory

portraits on the map is bad because things will overlap


isn't really an issue

again, minimalism here is the best approach. if you need to know who it is know the colors


well, i dunno why since you could just have portraits

because clustering of portraits is a pain, overlapping and needing to differentiate colors obscures the minimap because portraits require more space to realize who they are


but it isn't, load up lol right now you can see it isn't an issue. there's no portrait overlap problem

dota has non overlapping minimap icons, so i can easily see 2-4 colors even if they're all standing right on top of each other, if that was in portraits i wouldnt be able to see that. looking at the dota 2, i dont think its the right thing to do
LiquidDota StaffOnly a true king can play the King.
Angra
Profile Blog Joined May 2009
United States2652 Posts
Last Edited: 2011-08-14 07:47:10
August 14 2011 07:39 GMT
#29815
I wouldn't really worry about the UI too much. It's the one thing that changes the most in almost every game going from alpha to beta to release. I'm almost positive that it'll either be totally customizable anyway, or change for the better by release.

The second screenshot with doom bringer looks pretty nice graphics-wise though, since it's a bigger resolution screenshot.
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
August 14 2011 07:40 GMT
#29816
On August 14 2011 16:36 rabidch wrote:
Show nested quote +
On August 14 2011 16:31 UniversalSnip wrote:
On August 14 2011 16:30 rabidch wrote:
On August 14 2011 16:28 UniversalSnip wrote:
On August 14 2011 16:24 rabidch wrote:
On August 14 2011 16:16 UniversalSnip wrote:
On August 14 2011 16:15 rabidch wrote:
On August 14 2011 16:11 UniversalSnip wrote:
The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100%

in game looks really nice though, should be very clear

On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno...


Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory

portraits on the map is bad because things will overlap


isn't really an issue

again, minimalism here is the best approach. if you need to know who it is know the colors


well, i dunno why since you could just have portraits

because clustering of portraits is a pain, overlapping and needing to differentiate colors obscures the minimap because portraits require more space to realize who they are


but it isn't, load up lol right now you can see it isn't an issue. there's no portrait overlap problem

dota has non overlapping minimap icons, so i can easily see 2-4 colors even if they're all standing right on top of each other, if that was in portraits i wouldnt be able to see that. looking at the dota 2, i dont think its the right thing to do


well I'm not gonna bother arguing with you any more but there is another game that does portraits and it doesn't cause the issue you are saying it does... period. so w/e
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
GogoKodo
Profile Blog Joined April 2003
Canada1785 Posts
August 14 2011 07:43 GMT
#29817
I looks alright to me, though I could do without the big portrait or perhaps just having it smaller. It's also in pre-beta stages like others have said so the UI is bound to get some polishing and updating.
twitter: @terrancem
Angra
Profile Blog Joined May 2009
United States2652 Posts
August 14 2011 07:44 GMT
#29818
On August 14 2011 16:40 UniversalSnip wrote:
Show nested quote +
On August 14 2011 16:36 rabidch wrote:
On August 14 2011 16:31 UniversalSnip wrote:
On August 14 2011 16:30 rabidch wrote:
On August 14 2011 16:28 UniversalSnip wrote:
On August 14 2011 16:24 rabidch wrote:
On August 14 2011 16:16 UniversalSnip wrote:
On August 14 2011 16:15 rabidch wrote:
On August 14 2011 16:11 UniversalSnip wrote:
The interface is way too big and I don't like the lack of portraits on the minimap, lol got that right 100%

in game looks really nice though, should be very clear

On August 14 2011 16:07 NikonTC wrote:In fact on reflection surely Valve already knew this? The halflife/halflife2 UI was brilliant it it's ability to hide un-needed elements and basically vanish to the peripherals of vision when action was going on.. Maybe they did it to appease the DOTA fans? iunno...


Every play tf2? Interface is pretty big and the weapon models hide half the screen... you can change all that pretty easily but on release it was mandatory

portraits on the map is bad because things will overlap


isn't really an issue

again, minimalism here is the best approach. if you need to know who it is know the colors


well, i dunno why since you could just have portraits

because clustering of portraits is a pain, overlapping and needing to differentiate colors obscures the minimap because portraits require more space to realize who they are


but it isn't, load up lol right now you can see it isn't an issue. there's no portrait overlap problem

dota has non overlapping minimap icons, so i can easily see 2-4 colors even if they're all standing right on top of each other, if that was in portraits i wouldnt be able to see that. looking at the dota 2, i dont think its the right thing to do


well I'm not gonna bother arguing with you any more but there is another game that does portraits and it doesn't cause the issue you are saying it does... period. so w/e


For me personally at least, if HoN for example were to have a little hero icon for each player on the map, I would be so much more confused than just remembering who is what color each match. There's so many alt avatars and hero releases coming out constantly, I have a hard time figuring out wtf a lot of people are even on just the scoreboard, based on the icons. It's just a lot easier to remember colors each game, for me at least.
Nspire
Profile Joined September 2010
Canada43 Posts
August 14 2011 07:44 GMT
#29819
the doom bringer pic looks really good
wat
AndyJay
Profile Blog Joined February 2010
Australia833 Posts
Last Edited: 2011-08-14 07:47:29
August 14 2011 07:45 GMT
#29820
Looks amazing, can't wait. They probably will make skills re-bindable for the dota crowd, but qwer makes so much more sense and definitely encourages hotkey use for new players.
Prev 1 1489 1490 1491 1492 1493 1664 Next
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