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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
Saying LoL does it so it's okay is not the best argument in general and for this thread especially. Also portraits are far worse than colors, especially because a lot of pro players use the green/red minimap colors only.
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On August 14 2011 16:48 NotJack wrote:Show nested quote +On August 14 2011 16:40 UniversalSnip wrote: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
[quote]
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 Saying LoL does it so it's okay is not the best argument in general and for this thread especially. Also portraits are far worse than colors, especially because a lot of pro players use the green/red minimap colors only. same colors is better for spectators but worse for players imo, if i need to know whos defending in one split second, its much nicer to have colors. time is really of the essence much more in hon/dota than lol, and teamfights can be far far more unforgiving in how you play them which is why you need to know whos there and who isnt even if they're stakced on top of each other
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I agree, there are a lot of euros specifically though who use only green and red though, and the pro players are probably where Valve got a lot of their influence since they're good developers.
I'm okay with the fixed damage, but there are a few heroes like SK that have such big ranges that I feel it's a major part of their starting stats. That said, the thousands of melee creeps missed because of random damage being prevented will be nice.
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On August 14 2011 17:01 NotJack wrote: I agree, there are a lot of euros specifically though who use only green and red though, and the pro players are probably where Valve got a lot of their influence since they're good developers.
I'm okay with the fixed damage, but there are a few heroes like SK that have such big ranges that I feel it's a major part of their starting stats. That said, the thousands of melee creeps missed because of random damage being prevented will be nice. you probably dont play dota but ck, silencer, od, are the ones i can think of that are bad. it does matter a lot more than i think it should though
edit i guess sk has it worse than silencer and od lol
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I don't really know what you're saying, and me talking about dota heroes isn't a very good thing to infer that I don't play dota from.
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On August 14 2011 17:12 NotJack wrote: I don't really know what you're saying, and me talking about dota heroes isn't a very good thing to infer that I don't play dota from. because sks damage isnt that bad so its not the first example a dota player would think of 
troll (18 diff) pl (22 diff) CK (30 diff)
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I personally like the look of DotA 2 judging from that screenshot. I agree that it looks similar to LoL, but we shouldn't judge it until we see the gameplay footage at Gamescom.
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Not sure if any of you guys know anything about the Source engine, but personally I have a hard time believing that's the Source engine. Maps in Source tend to be very edgy and boxy once you take out all the model decorations. I can't tell how much of that screenshot consists of brushes put together in Hammer and how much of it is from models.
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I'm so pumped for Gamescom i don't know what to do with myself now. Also it's hillarious reading GosuGamers comments about how DotA2 will be shit because it's QWER hotkeys and you can see opponents manabars. Did they really expect DotA2 just to be a graphics upgrade not to anything to improve upon the Wc3 interface that's not really fit for a game like DotA?
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On August 14 2011 17:22 LoLAdriankat wrote: Not sure if any of you guys know anything about the Source engine, but personally I have a hard time believing that's the Source engine. Maps in Source tend to be very edgy and boxy once you take out all the model decorations. I can't tell how much of that screenshot consists of brushes put together in Hammer and how much of it is from models.
DotA 2 kinda looks a little like TF2 in my eyes.
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Can Valve PLEASE enable team colors in mini-map that make sense?
e.g. sentinel has green, blue, teal, purple, brown; scourge, red, orange, yellow, pink, violet or some variation
Anyway, the UI doesn't look too bad except some parts are too big, and the important numbers are too small... :\
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On August 14 2011 18:05 paper wrote: Can Valve PLEASE enable team colors in mini-map that make sense?
e.g. sentinel has green, blue, teal, purple, brown; scourge, red, orange, yellow, pink, violet or some variation
Anyway, the UI doesn't look too bad except some parts are too big, and the important numbers are too small... :\ wat
I just hope there's a colorblind mode, I always mistake lb/grey and dg/brown
maybe black, dark grey, middle grey, light grey, white versus red orange yellow green blue
monochrome guardians versus rainbow warriors
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Dota 2 is looking pretty sick, like the fixed dmg removes RNG and increases skill cap tbh, so you can make better calculated risks.
And it just looks like an improved graphical version of Dota 2 with slight rearrangement of stuff on the UI. I dunno what you guys are complaining about with portrait the one in Dota is much larger and the guy inside moves.
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didn't dota rng normalize damage values anyways
like it would say 40~60 but you'd hit from 45~55 95% of the time
or was that only creep bounty
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pretty sure its res timers
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ok this is getting ridiculous i was thinking i posted this here lol the 2 threads really shoudnt get separated >_>
![[image loading]](http://dota2talk.com/pics/news/icefrog_manabar_reply.jpg)
i was worry of the mana bar. phew!!!
i think the UI will still be changed during/after the beta, there are some small details i dont like it and i will complain it hardcore.
also, QWER, i have a mixed feeling about it :S
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Dont worry, hotkeys will be costumizable
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On August 14 2011 21:42 Scheefe wrote:pretty sure its res timers
Oh yeah, might be that totally. Stupid me.. ._.
Every game next to each other. Not looking bad at all imo. And not to forget, that Dota2 screenshot is most likely taken with low/med graphics anyway.
http://i.imgur.com/2wppw.jpg
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