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[HoN/DotA] Let's Play~!! - Page 1520

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wonderwall
Profile Blog Joined September 2010
New Zealand695 Posts
August 22 2011 23:44 GMT
#30381
I think the intention was to make the game easier around the 1500 free area where if you've smurfed there before you will know that NOBODY buys a courier and the mid matchup is pretty broken as a result.

Speaking of Smurfing we beat some 1700 smurfs with 3.5 k/d on two of their players last night. We ended up running Devourer mid against a Soulstealer which is normally a dev favoured matchup but our behe and me on Blacksmith kept lane and river wards up and just constantly roamed mid to gank. BS Stun to hold him in place-Hook-Hammer+Rot is easy kills, their SS ended up being 0-5 before the 10 minute mark and dev finished 2 kills short of an immortal. Always nice to ruin a smurfs K/D.
AndyJay
Profile Blog Joined February 2010
Australia833 Posts
Last Edited: 2011-08-22 23:48:11
August 22 2011 23:46 GMT
#30382
On August 23 2011 08:24 JeeJee wrote:
On a side note, can anyone give me the priority list for dota tower ai? Hon towers made so much sense, I am never surprised by a chosen target, but in dota sometimes I don't understand what causes a tower to pick a particular target.

Ditto for the attack-move command for heroes .. on more than one occasion, when I a-moved with a melee hero, or pressed 's', it didn't auto-target the closest creep to me, but walked up to the ranged creep (further away) for some reason. This is also frustrating. Priority list anyone?


I've recently started playing Dota again after only playing HoN for years and I very much noticed this as well. It's very strange.

It also reminded me of an awesome dota saying that I haven't seen in HoN

"FKING RACIST TOWER"
Glull
Profile Blog Joined November 2009
Germany404 Posts
August 22 2011 23:51 GMT
#30383
caring about kd is about as smart as comparing sc2 scorescreens

@jeejee: your google-fu is weak ( http://www.playdota.com/forums/257373/questions-about-tower-aggro/ )
Manit0u
Profile Blog Joined August 2004
Poland17843 Posts
Last Edited: 2011-08-22 23:53:12
August 22 2011 23:52 GMT
#30384
On August 23 2011 08:24 JeeJee wrote:
On a side note, can anyone give me the priority list for dota tower ai? Hon towers made so much sense, I am never surprised by a chosen target, but in dota sometimes I don't understand what causes a tower to pick a particular target.

Ditto for the attack-move command for heroes .. on more than one occasion, when I a-moved with a melee hero, or pressed 's', it didn't auto-target the closest creep to me, but walked up to the ranged creep (further away) for some reason. This is also frustrating. Priority list anyone?


Towers have always been:
1. First sighted/make it into range, first attacked.
2. Unit attacking own hero overrides 1. and makes it to the top, forcing change of targets.

The same goes for unit AI. I don't think there's anything more to it (but I'm probably wrong).

As to the heroes, I wouldn't know. I never A-move in this game (just like I never right-click attack). Just keep RMB exclusively for movement and A+LMB for attack. Random things don't occure as often this way.
Time is precious. Waste it wisely.
canikizu
Profile Joined September 2010
4860 Posts
August 22 2011 23:52 GMT
#30385
On August 23 2011 08:41 lepape wrote:
In terms of gameplay design, one player having to sacrifice some of his gold to buy a courier is one of those terrible designs that no one ever dared to question, simply because it's always been that way. Although I have play almost only ward bitches, even the concept of one player having to sacrifice himself just to buy wards all game is another atrocious concept, but there's no easy solution to it.

I understand the competitive game has been balanced around supports starting with less gold, so that's the only aspect I can see anyone complaining about. But really, saying that giving each team the equivalent of 7% extra starting gold breaks the game, that's really trying to sound elitist.

This.

Just because i'ts been always like that doesn't mean it the right way. I believe the original idea was your team has to choose in the beginning of the game whether to get a chicken first, or use that 200g to do something better. But this idea got lost because the chicken is proved to be the most sufficient way to go in the beginning, and BOTH TEAMS spending 200g for something like that is kind of stupid.

With the free courier, now the team will have to choose whether to use 200g to upgrade it to fly courier, or 200g to do something more useful. imo that adds another level of strategy in the beginning of the game instead of the mindless spending 200g for chicken.

And I'm agree that the balance of the game in the beginning might be shifted, but it's up to the players to figure out what's imbalance, and the developer to patch it so it's balanced again. That's always how it works.
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
August 22 2011 23:59 GMT
#30386
maybe many people didnt really play support and understand the role very well

Buying item on a support is completely different from buying on a carry. The item system provides challenges to carry/support player and it is a very important part in the balance. If you think support is for noobs, carry is for good player, you are so wrong.

Well cant blame people to think that because most pubbies play support in a wrong or half-ass way and people looking at that carry player DOUBLE kill, RAMPAGE and thinks that he won the game for the team. The carry's success IS a result of support's success. Nothing feels better than owning so hard as a support that your carry can farm for the first 25 mins of the game untouched, and then use that farm to finish the game handily.

that said, i rarely see good carry player appreciates their support nowadays i miss my old clan.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
Glull
Profile Blog Joined November 2009
Germany404 Posts
August 22 2011 23:59 GMT
#30387
upgrading the courier is about as much of a choice as buying the courier in the first place - i dislike that the change is directed towards low level players, and i dislike that they still insist on having a courier in the game although they realize the mechanic is not working as they would like it to anyway.
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
Last Edited: 2011-08-23 00:19:26
August 23 2011 00:14 GMT
#30388
On August 23 2011 08:51 Glull wrote:
caring about kd is about as smart as comparing sc2 scorescreens

@jeejee: your google-fu is weak ( http://www.playdota.com/forums/257373/questions-about-tower-aggro/ )


I'm testing it out, but that list is definitely wrong, since hp doesn't seem to matter. F.e. I had 3 targets
F - full hp 587/587 ogre magi
C - current target
L - low hp 26/587 ogre magi

Once current target stops being a target (via being dead or running out of range), the tower always picked the closest hero between F and L. That seemed to be confirmed by some other guy in that thread -- so I'll take the list as-is without any HP levels and try it out. Not quite sure how to spawn enemy heroes yet, but I worry that the clause "Note: It will attack whatever unit it is attacking until it dies/goes out of range before it changes target." is also wrong, because I seemingly remember a tower attacking a creep, and before that creep dies, it switches targets to a hero that's doing a tower dive on another hero. Maybe I was imagining it.

Anyway I guess the TLDR is that I don't really have faith in that list, but I guess I can do my own testing. I was just hoping someone else did

For those wondering "why bother" -- it's one less thing to worry about; it makes my game simpler.

edit: I found a dota test map. this should be a breeze now.
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
Last Edited: 2011-08-23 01:20:13
August 23 2011 01:18 GMT
#30389
Ok, one would think that testing this would make it easy and simple.. I can't even get the fucking basics figured out.

Consider this scenario:
2 identical targets A and B run up to a tower with an enemy hero E. A slightly in front of B.
Naturally, tower targets A. So far so good.

Now if A attacks the tower and B starts attacking the enemy hero, do you expect the tower to switch to B before A dies? Well, that depends. The closer B is to the tower, the faster the tower will switch. If the hero is right beside the tower, it switches almost immediately. If like 300 range away, it switched after 2-4 hits. In fact, sometimes if B is very close to A in distance-from-tower (obviously both are well within tower attack range), the tower will NEVER switch, even though it has 2 targets in its vicinity: one attacking a hero and one attacking a tower.

The fuck...
DOTA Y U NO MAKE SENSE
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
August 23 2011 01:19 GMT
#30390
Its interesting because any decent player will notice right away that something feels off about hon's tower and creep ai. I remember heen feeling this way, way back during beta! This and map terrain valleys are things 90% of hon players in my experience write off as insignificant or unimportant to the success of dota on war3.

Hope icefrog sticks with the same coding. Only complaint is that sentinel towers juke throwing rocks sometimes in war3, but that seems to be removed from watching the dota2 tournament.
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
Last Edited: 2011-08-23 01:29:00
August 23 2011 01:21 GMT
#30391
@ ack no way. I can give you a 3 line summary of how hon tower ai works that's 100% accurate all of the time. So far I've hit a roadblock even trying to test basic situations with dota ai..

edit: in fact, I just created a scenario where 2 identical targets A and B are attacking an enemy hero E. For whatever reason, without changing ANYTHING, the tower alternated between A and B every 2 shots. All 3 heroes (A,B,E) were standing, A&B autoattacking E who was on hold position. Tower just bounced between A and B after 2 hits each. A was slightly further from the tower but closer to E.
wtf is this ><
You can't seriously tell me dota tower ai makes sense.
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
August 23 2011 01:35 GMT
#30392
Jeejee, I don't really like discussing with you based on previous ones [ not trying to be hostile here ] and lots of people who play only hon have reported me [ rofl ] even though I have contributed a lot to this thread so I don't feel like working it all out for you however:

There is no real way to test it by yourself, unless there is some special mechanic in your test map but here's what I ' know ':

There is another factor that you aren't considering which is called threat. The reason I say you can't really test it yourself is that I *think* the result of giving 2 heroes under your control an attack command to an enemy hero is not the same as having 3 players controlling their own units in a game.

To keep out all other variables the best way would be to have you as one hero hugging a tower as close as possible and two others [ both ranged or melee ] on the other team. Stack a bunch of hearts or whatever to make sure you don't die during testing.

Consider the following:
In a 1v1 hero battle with creeps in a lane, totally outside of tower ranges, you are able to pull enemy creeps toward you by issuing attack command on enemy hero WITHIN range and sight of enemy creeps and then immediately attacking something else or giving another command.
[ I'm sure you know this, it works in hon too ] advanced tactic to last hit/deny/position etc..

If you attack a tower with your creeps fighting their creeps the tower will start hitting you once it kills the first creep it targeted. [ No enemy hero involved here ]

If you are 1v1 within range of enemy tower and target the hero, the tower will immediately switch to you. Now at this point if you are near full hp and you give an attack command to a creep which is not in deny range, the tower will go back to attacking creeps.

Also it would be interesting for you to test this:
You are hugging tower full hp. One enemy hero is low, like around 10% hp [ high hp and regen, won't die from tower ] and the other hero is full hp. If you just move command the low hp hero across the battlefield as you and the other hero fight each other the tower will usually not switch targets from whatever it is attacking because that low enemy hero is giving no threat.

So in conclusion my experience [ which may be wrong but shouldn't be that far from how it actually works ]
-To get towers to stop hitting you if you have creeps, attack command your own high hp creep. [ this doesn't work if you are red hp, I don't know the exact % of hp I just know its when you are low....don't think I've seen this number anywhere ]

-Towers will switch to whatever hero is closer and is also giving off the threat of attacking ally hero.

-At the previous scenario, if you are low enough [ red hp ] the tower tends to keep focusing you even if you redirect your threat from enemy hero to full hp ally creep. Also if there are two heroes attacking you, one high hp and one low hp, the tower tends to focus the low hp hero regardless of distance.

Those last 3 seem to be all you really need to know if you want to play competitive dota.

Finally, its ok if you can explain to me in 3 lines how hon towers work. I don't really care, I'm not here to argue which is better...I'm just saying dota towers are complicated but also systematic. If you have knowledge of the last 3 points I just wrote out and know about global threat existing in the game for creeps then you hardly ever die wondering what happened.
Dead9
Profile Blog Joined February 2008
United States4725 Posts
August 23 2011 01:39 GMT
#30393
the new free courier thing makes it super easy on supports early game, there's a good amount more money to go around early game

recently i've been playing a lot as ophelia and we start the game with a flying courier, 3 wards, and 2~3 counterwards split between me and another support (who still has 403 gold left over =\). it's honestly kind of ridiculous i don't know what you're supposed to do against that lol
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
Last Edited: 2011-08-23 01:46:07
August 23 2011 01:40 GMT
#30394
All that said, it would be satisfying for someone to actually list out all the tower mechanics because I suspect there is another factor if you run in as a low hp hero, give off threat to enemy hero and then run back and forth with an ally hero changing the distance/giving off his own threat. I think the tower will continue to hit you because you are below the hp % until you die or go out of range.

Sorry for the confusing terms and brackets. I'm sure that is hard to read.
Dead9
Profile Blog Joined February 2008
United States4725 Posts
August 23 2011 01:48 GMT
#30395
I like the hon system it's nice and simple
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
Last Edited: 2011-08-23 01:57:38
August 23 2011 01:50 GMT
#30396
@Ack, well my test map lets me give ownership of heroes to other players. For example I can spawn a hero (as p1, blue), and give it to p10 (dark green). I wouldn't have control, obviously, but I can also make any player give control to me. So it seems I can replicate a real-game scenario with that (for instance, giving a hero to p10 makes it scourge-aligned, scourge towers don't attack it, etc. so it seems like it's working.

From my limited testing, all I found is that distance-from-tower plays a much much bigger role in dota than hon, such that the 'given' hierarchy of hero attacking hero > creeps attacking hero > closest unit attacking tower, etc. doesn't really work.

It's kind of synthetic test situations but they left me more confused than ever to be honest. I think at this point I am just going to save replays of games where towers did something strange, and then re-watch to figure out what happened. I am mostly aware of the priorities you listed out in your post, but sometimes (not often), they don't seem to be followed. It's that 'sometimes' bit that I'm after. I'll figure it out eventually.
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
August 23 2011 01:56 GMT
#30397
Sounds good ;P

Out of curiosity does hon ignore threat or how does it differ from my last 3 points?
Gummy
Profile Blog Joined October 2010
United States2180 Posts
Last Edited: 2011-08-23 02:10:31
August 23 2011 02:10 GMT
#30398
On August 23 2011 10:56 Ack1027 wrote:
Sounds good ;P

Out of curiosity does hon ignore threat or how does it differ from my last 3 points?

Yes. HoN ignores threat. Towers are like stationary creeps in HoN.
¯\_(ツ)_/¯ There are three kinds of people in the world: those who can count and those who can't.
Manit0u
Profile Blog Joined August 2004
Poland17843 Posts
August 23 2011 02:11 GMT
#30399
On August 23 2011 10:56 Ack1027 wrote:
Sounds good ;P

Out of curiosity does hon ignore threat or how does it differ from my last 3 points?


I believe that in HoN towers generally prefer low hp targets (things they'll kill the fastest) but also moving towards/away from tower is taken into account (apart from standard hero focusing etc.).
It is possible to save your low hp teammate trying to run away from tower by getting closer to it even with full hp to draw its attention.

On a sidenote: Any and all tests won't be conclusive without knowing the mechanic between tower targeting cycles. How often does the tower check what it should attack? With every new unit entering its range? Whenever units within range change position? Whenever an attack/move command is issued? Every 2 shots? Every 3 seconds?
This could be a pretty big factor.
Time is precious. Waste it wisely.
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
Last Edited: 2011-08-23 02:28:07
August 23 2011 02:11 GMT
#30400
On August 23 2011 10:56 Ack1027 wrote:
Sounds good ;P

Out of curiosity does hon ignore threat or how does it differ from my last 3 points?

edit: i just wrote a long TLDR. basically it's here in 2 simple rules: http://forums.heroesofnewerth.com/showthread.php?t=75485
Rule 1: The tower will attack any hero that attacks an enemy hero.*
*Spells don't count. This includes manually casting orbs (ie Vindicator's, Arachna's)!
"Attacking" means "starting your autoattack animation".

Rule 2: The tower will attack nearby units, with priority given to units attacking it, and then to units closest to it.

Three things trigger a tower to check for new targets: Any unit attacks an ally hero in range; the current target dies or leaves the tower's range; a possible target enters the range of a tower which has no targets at the moment.
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
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