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Heroes Large General Thread - Page 170

Forum Index > Heroes of the Storm
9055 CommentsPost a Reply
Prev 1 168 169 170 171 172 453 Next
Add yourself in the TL Player list if you want to play with TL people, and /join teamliquid channel ingame. Also check out the new Heroes Liquipedia.
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
November 04 2014 15:30 GMT
#3381
A moba without character growth based on performance.... a multiplayer fighting game with a huge map? or yeah WoW arena.
BW pros training sc2 is like kiss making a dub step album.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-11-04 15:35:22
November 04 2014 15:33 GMT
#3382
On November 05 2014 00:12 ref4 wrote:
snowball exists because heroes have a growth curve (from level 1 to level 25) and a power curve (positively correlated with net worth/items) per game. Removing both the growth and power curve will just reduce a MOBA to WoW arena.


Not true at all. LOL or Heroes of the Storm without these snowball-effects would still be dramastically different from Wow Arena. And you can get any type of MOBA game you want by removing the snowball effect or not putting it in there in the first place. There are tons of other variables you can tweak on.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
November 04 2014 15:38 GMT
#3383
On November 05 2014 00:33 Hider wrote:
Show nested quote +
On November 05 2014 00:12 ref4 wrote:
snowball exists because heroes have a growth curve (from level 1 to level 25) and a power curve (positively correlated with net worth/items) per game. Removing both the growth and power curve will just reduce a MOBA to WoW arena.


Not true at all. LOL or Heroes of the Storm without these snowball-effects would still be dramastically different from Wow Arena. And you can get any type of MOBA game you want by removing the snowball effect or not putting it in there in the first place. There are tons of other variables you can tweak on.


Huh you can't simplfy it to "snowball effects" LoL would be a completely different game if it had no items or RPG elements at all. So much so that you have absolutely no idea how it would be play.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
November 04 2014 15:38 GMT
#3384
On November 05 2014 00:33 Hider wrote:
Show nested quote +
On November 05 2014 00:12 ref4 wrote:
snowball exists because heroes have a growth curve (from level 1 to level 25) and a power curve (positively correlated with net worth/items) per game. Removing both the growth and power curve will just reduce a MOBA to WoW arena.


Not true at all. You can get any type of MOBA game you want by removing the snowball effect or not putting it in there in the first place. There are tons of other variables you can tweak on.

The point that everybody but you understands is that "the snowball effect" is in fact the simple progression of heroes along a power curve in an RPG-like manner. Removing that ingredient (which hots has moved towards already with the no-items etc type system) fundamentally alters the game genre. If you wanna play a game mode where everybody starts at cap level and thats that, go make that custom game in the SC2 editor or something.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2014-11-04 15:46:31
November 04 2014 15:42 GMT
#3385
EDIT: Nevermind, I missed the point of the discussion.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2014-11-04 15:47:13
November 04 2014 15:46 GMT
#3386
depends.
I'd describe the genre as "5v5 3rd person RPG"
there's definitely more to it than that but
"RTS" has preeeetty much 0 to do with it
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-11-04 17:11:13
November 04 2014 15:46 GMT
#3387
The point that everybody but you understands is that "the snowball effect" is in fact the simple progression of heroes along a power curve in an RPG-like manner.


Please read my posts. Below is a quote where I indeed did acknowledge it, but simultanesly argued it wasn't a good concept.

Yeh I think the RPG element is something that the MOBA genre will get rid of over time.


Removing that ingredient (which hots has moved towards already with the no-items etc type system) fundamentally alters the game genre.


Yes, that's my whole point. Existing MOBA's like League and DOTA can't just remove last-hitting, but if your a new game developer then you could indeed start out by balancing the game around a new concept. This was what Heroes did, and the same concept applies to the "reward"-mechanic. I believe this (if done right) will ultimately lead to a better game, and thus I think it could be the 3rd-generation of MOBA's.


If you wanna play a game mode where everybody starts at cap level and thats that, go make that custom game in the SC2 editor or something.


First of all Sc2 arcade is dead. Secondly, it's pretty time consuming. Thirdly, this is just one aspect of what I consider to be the next-step MOBA. In order for a new MOBA to be succesful it needs to differentiate it self even further, and needs to have super high quality.
Obviously I wanna play a game with alot of other people.

KeksX
Profile Blog Joined November 2010
Germany3634 Posts
November 04 2014 15:47 GMT
#3388
On November 05 2014 00:46 Sn0_Man wrote:
depends.
I'd describe the genre as "5v5 3rd person RPG"

Ah damn I just realized that my post was a little off-topic, but wasn't fast enough. Sorry!
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2014-11-04 15:52:00
November 04 2014 15:51 GMT
#3389
On November 05 2014 00:46 Hider wrote:
Show nested quote +
The point that everybody but you understands is that "the snowball effect" is in fact the simple progression of heroes along a power curve in an RPG-like manner.


Please read my posts. Below is a quote where I indeed did acknowledge it, but simultanesly argued it wasn't a good concept.
Show nested quote +

Yeh I think the RPG element is something that the MOBA genre will get rid of over time.


Show nested quote +
Removing that ingredient (which hots has moved towards already with the no-items etc type system) fundamentally alters the game genre.


Yes, that's my whole point. Existing MOBA's like League and DOTA can't just remove last-hitting, but if your a new game developer then you could indeed start out by balancing the game around a new concept. This was what Heroes did, and the same concept applies to the "reward"-mechanic. I believe this (if done right) will ultimately lead to a better game, and thus I think it could be the 3rd-generation of MOBA's.

Show nested quote +

If you wanna play a game mode where everybody starts at cap level and thats that, go make that custom game in the SC2 editor or something.


There are so many things wrong with this comment. First of all Sc2 arcade is dead. Secondly, it's pretty time consuming. Thirdly, this is just one aspect of what I consider to be the next-step MOBA. In order for a new MOBA to be succesful it needs to differentiate it self even further, and needs to have super high quality.
Obviously I wanna play a game with alot of other people.

As far as I can tell you want 3rd person counterstrike lol except without the economy. Maybe 3rd person Call of Duty or something like that.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Tenks
Profile Joined April 2010
United States3104 Posts
November 04 2014 15:54 GMT
#3390
On November 05 2014 00:46 Sn0_Man wrote:
depends.
I'd describe the genre as "5v5 3rd person RPG"
there's definitely more to it than that but
"RTS" has preeeetty much 0 to do with it


I'd disagree. You may not have the macro mechanics and base building in a traditional RTS sense but it has many of the positioning, engage/disengage, "builds" and things like that which somewhat mirror RTS. Though no one, even the hardest of DOTA players, refers to the genre as an RTS. ARTS is even getting faded out for MOBA anymore it seems.
Wat
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-11-04 17:11:23
November 04 2014 15:55 GMT
#3391
As far as I can tell you want 3rd person counterstrike lol except without the economy. Maybe 3rd person Call of Duty or something like that.


I don't like Call of Duty and Counterstrike lol. I like how it feels to control heroes in League and I like the pace of Heroes. Then I would add a different reward-mechanic. Do I think it's the end of the world if a game doesn't have my desired reward-mechanic? No, not really as I still can enjoy League despite once in a while getting far behind early on.

ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
Last Edited: 2014-11-04 15:58:02
November 04 2014 15:56 GMT
#3392
what reward mechanic?
and would your characters be the same strength all game?
BW pros training sc2 is like kiss making a dub step album.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
November 04 2014 15:58 GMT
#3393
On November 05 2014 00:56 ComaDose wrote:
what reward mechanic?


Reward mechanic in a typical MOBA after winning a battle:

- You can farm better
- Take objectives
- Better attributes
- Better abilties
- Can kill towers/bases
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
November 04 2014 15:58 GMT
#3394
which one are you suggesting I mean.
BW pros training sc2 is like kiss making a dub step album.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-11-04 17:01:10
November 04 2014 16:00 GMT
#3395
On November 05 2014 00:58 ComaDose wrote:
which one are you suggesting I mean.


I wrote this in the previous page.

So let me go back to my previous example. If we look at a typical MOBA, it has X bases/towers. Before you can kill enemy nexuss you need to have killed (the majority of) those towers.
What I imagine is that you win a teambattle, and then you have the possbility of killing an enemy base/tower.

In most MOBA's, however, the winning team gets ahead, but is often very injured after a battle and therefore needs to go back to base to heal and then farm a bit as it often times can't do critical follow up damage after the battle.

What I would look at - assuming I was in charge of experimenting with a new MOBA - is to get rid of the whole "back to base"/farm-mechanic after a battle and instead just let the team go straight for one of the enemy bases while being able to heal the heroes simultanesly. With this approach I believe it would be possible to maintain an average game duration close to that of Heroes but without the same snowball mechanic.


Thus, I would get rid of rewards that directly effects the outcome of one engagement. I am sure objectives can be implemented in some form or shape as it does add some excitement. But I would make it easier for the "behind" team to contest the objective compared to what we currently see in HOTS.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2014-11-04 16:02:46
November 04 2014 16:02 GMT
#3396
yeah so its literally round-based 5-v-5 fights permanently on equal footing is ur recommendation
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
ahswtini
Profile Blog Joined June 2008
Northern Ireland22213 Posts
November 04 2014 16:03 GMT
#3397
He's suggesting none, from what I see, because he wants to remove all snowballing effects.
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-11-04 16:05:38
November 04 2014 16:03 GMT
#3398
On November 05 2014 01:02 Sn0_Man wrote:
yeah so its literally round-based 5-v-5 fights permanently on equal footing is ur recommendation


No.

He's suggesting none, from what I see, because he wants to remove all snowballing effects.


I want to make it easier/faster to kill "bases"/towers after an engagement. So the reward of winning a battle still effects the probability of winning the game positively (as in real sports), but doesn't (signifcantly) effect the outcome of the next battle
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
November 04 2014 16:04 GMT
#3399
so if you win a teamfight 5-3 and cant take their base its like you tied? you have to win hard enough that you can kill one of their stocks?
BW pros training sc2 is like kiss making a dub step album.
ahswtini
Profile Blog Joined June 2008
Northern Ireland22213 Posts
November 04 2014 16:05 GMT
#3400
Ok so you add some arbitrary step of attacking the base after a fight.
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
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