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Heroes Large General Thread - Page 45

Forum Index > Heroes of the Storm
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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.
AndyJay
Profile Blog Joined February 2010
Australia833 Posts
November 09 2013 03:24 GMT
#881
Seems like they're going for a more Bloodline Champions/WoW bg feel then a traditional dota game. I would be a lot more dismissive of this except for the fact that Hearthstone is cool, first thing from Blizzard I've really been impressed by since TBC xpack.

Have they announced any plans for console yet? It would seem the simplifying of many of the mechanics would lend itself to console play like Diablo 3.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
November 09 2013 03:49 GMT
#882
On November 09 2013 12:19 DonKey_ wrote:
Show nested quote +
On November 09 2013 09:10 gravity wrote:
On November 09 2013 09:03 Quotidian wrote:
On November 09 2013 08:51 gravity wrote:
On November 09 2013 08:43 Quotidian wrote:
how about you read what I wrote? I've never seen a comeback that didn't occur because the other team basically let it

If a comeback occurs then by the definition of "ahead/behind" the other team must have made a mistake or played sub-optimally somehow, because otherwise they were never actually ahead in the first place. That's true of any game.


depends what you're talking about... but the point I was making is that there are very harsh mechanisms in Dota that make sure that the team in the lead stays in the lead. And it's obvious that the devs recognized this, considering the increase in the bounty for ending kill streaks, the Rosh timer, the more frequent day/night cycles etc are meant to add more uncertainty and ways to turn games around. I still haven't really seen this have an effect on pub games, but it might make pro Dota more interesting. And after all, that's another issue with Dota -- it's a game meant for pros, not for pubs. Maybe that'll give HOTS some additional space to differentiate itself, although some part of me appreciates that Dota is so harsh

It's true that pubs can be pretty snowbally, but I do sometimes see comebacks even without the other team making a single huge mistake - often from split-pushing.

But I agree that this is something that HotS could possibly do differently.

All the information released currently points to a mindset that is very "anti-comeback". 20 minute games and game objectives that give neutral creeps to the side that kills them accelerate the game to a quick ending.(the idea the designers stated they wanted in their interview video) I can easily say that the mechanics they have presented thus far are very snowbally.


No, just no. The game lenght has nothing to do with being snowbally.
If anything the lack of items is a prime example why this game could be the opposite of snowbally, cause its all about the skillfull use of the spells and good teamfighting.
I dont know about dota, but lol is so damn snowbally cause the whole system is pretty bad designed (ap/ad ratios with the overall strenght of lategame items in comparison to early game items)
I think Hots can do that better .
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
LockeTazeline
Profile Blog Joined June 2012
2390 Posts
November 09 2013 03:52 GMT
#883
I'm really looking forward to this.
juicyjames *
Profile Joined August 2011
United States3815 Posts
November 09 2013 03:55 GMT
#884
This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
DonKey_
Profile Joined May 2010
Liechtenstein1356 Posts
Last Edited: 2013-11-09 03:59:35
November 09 2013 03:58 GMT
#885
On November 09 2013 12:49 The_Red_Viper wrote:
Show nested quote +
On November 09 2013 12:19 DonKey_ wrote:
On November 09 2013 09:10 gravity wrote:
On November 09 2013 09:03 Quotidian wrote:
On November 09 2013 08:51 gravity wrote:
On November 09 2013 08:43 Quotidian wrote:
how about you read what I wrote? I've never seen a comeback that didn't occur because the other team basically let it

If a comeback occurs then by the definition of "ahead/behind" the other team must have made a mistake or played sub-optimally somehow, because otherwise they were never actually ahead in the first place. That's true of any game.


depends what you're talking about... but the point I was making is that there are very harsh mechanisms in Dota that make sure that the team in the lead stays in the lead. And it's obvious that the devs recognized this, considering the increase in the bounty for ending kill streaks, the Rosh timer, the more frequent day/night cycles etc are meant to add more uncertainty and ways to turn games around. I still haven't really seen this have an effect on pub games, but it might make pro Dota more interesting. And after all, that's another issue with Dota -- it's a game meant for pros, not for pubs. Maybe that'll give HOTS some additional space to differentiate itself, although some part of me appreciates that Dota is so harsh

It's true that pubs can be pretty snowbally, but I do sometimes see comebacks even without the other team making a single huge mistake - often from split-pushing.

But I agree that this is something that HotS could possibly do differently.

All the information released currently points to a mindset that is very "anti-comeback". 20 minute games and game objectives that give neutral creeps to the side that kills them accelerate the game to a quick ending.(the idea the designers stated they wanted in their interview video) I can easily say that the mechanics they have presented thus far are very snowbally.


No, just no. The game lenght has nothing to do with being snowbally.
If anything the lack of items is a prime example why this game could be the opposite of snowbally, cause its all about the skillfull use of the spells and good teamfighting.
I dont know about dota, but lol is so damn snowbally cause the whole system is pretty bad designed (ap/ad ratios with the overall strenght of lategame items in comparison to early game items)
I think Hots can do that better .

Neutral creeps joining you when you kill them and global objectives that give you "super units"(pirate) are the epitome of snowball. These mechanics are designed to close a game out; a 20 minute game. It's going to take alot convince me when the developers themselves describe mechanics that give a side an advantage in the interest of ending the game quickly.
`Oh, you can't help that,' said the Cat: `we're all mad here. I'm mad. You're mad.'
Snorkle
Profile Blog Joined October 2010
United States1648 Posts
November 09 2013 04:07 GMT
#886
On November 09 2013 12:49 The_Red_Viper wrote:
Show nested quote +
On November 09 2013 12:19 DonKey_ wrote:
On November 09 2013 09:10 gravity wrote:
On November 09 2013 09:03 Quotidian wrote:
On November 09 2013 08:51 gravity wrote:
On November 09 2013 08:43 Quotidian wrote:
how about you read what I wrote? I've never seen a comeback that didn't occur because the other team basically let it

If a comeback occurs then by the definition of "ahead/behind" the other team must have made a mistake or played sub-optimally somehow, because otherwise they were never actually ahead in the first place. That's true of any game.


depends what you're talking about... but the point I was making is that there are very harsh mechanisms in Dota that make sure that the team in the lead stays in the lead. And it's obvious that the devs recognized this, considering the increase in the bounty for ending kill streaks, the Rosh timer, the more frequent day/night cycles etc are meant to add more uncertainty and ways to turn games around. I still haven't really seen this have an effect on pub games, but it might make pro Dota more interesting. And after all, that's another issue with Dota -- it's a game meant for pros, not for pubs. Maybe that'll give HOTS some additional space to differentiate itself, although some part of me appreciates that Dota is so harsh

It's true that pubs can be pretty snowbally, but I do sometimes see comebacks even without the other team making a single huge mistake - often from split-pushing.

But I agree that this is something that HotS could possibly do differently.

All the information released currently points to a mindset that is very "anti-comeback". 20 minute games and game objectives that give neutral creeps to the side that kills them accelerate the game to a quick ending.(the idea the designers stated they wanted in their interview video) I can easily say that the mechanics they have presented thus far are very snowbally.


No, just no. The game lenght has nothing to do with being snowbally.
If anything the lack of items is a prime example why this game could be the opposite of snowbally, cause its all about the skillfull use of the spells and good teamfighting.
I dont know about dota, but lol is so damn snowbally cause the whole system is pretty bad designed (ap/ad ratios with the overall strenght of lategame items in comparison to early game items)
I think Hots can do that better .



Game length has everything to do with being snowbally. When you set a development goal of having short 15-20 minute games you have limited options. The least "snowbally" option is to set a hard time limit and give players points for doing things (getting kills or taking objectives or whatever you want) and then the team with the most points simply wins at the set time. Using this kind of template you do not need to have any mechanics that snowball a team that is winning to accelerate the game. HotS is not taking this approach.

After that you either have mechanics that snowball one team into a victory within your time goal (which means there is very little room for back and forth play) OR you can do what it looks like the HotS dev team has gone for.

You put objectives on the map for your players to complete, but instead of having a hard time limit and assigning points for the objectives you have the reward for completing the map objective be something that gives your team such a huge advantage that the game ends... something like spawning a raid boss on the map that goes and kills the other teams base after you fetch enough generic items.

That really isn't very appealing to me but I guess some people will like it.


Gfire
Profile Joined March 2011
United States1699 Posts
November 09 2013 04:16 GMT
#887
It's only snowbally if the rewards can then help you get further rewards. If killing a creep and taking it over only helps push you towards your victory goal, but doesn't help you capture further creeps or anything, then it's not all that snowbally. Probably still some, but it doesn't seem like as much as an item system.
all's fair in love and melodies
Tchado
Profile Blog Joined January 2011
Jordan1831 Posts
November 09 2013 04:21 GMT
#888
I'm reading this article , I like what I am reading expect for one thing :

http://www.ign.com/articles/2013/11/09/how-heroes-of-the-storm-challenges-the-genre

the thing I dont like ? DUSTIN BROWDER , GAME DIRECTOR ? ok this game is done for....and btw why is that guy working on another game ffs ? he needs to find a way to make LOTV good or else....
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
November 09 2013 04:30 GMT
#889
On November 09 2013 13:21 Tchado wrote:
I'm reading this article , I like what I am reading expect for one thing :

http://www.ign.com/articles/2013/11/09/how-heroes-of-the-storm-challenges-the-genre

the thing I dont like ? DUSTIN BROWDER , GAME DIRECTOR ? ok this game is done for....and btw why is that guy working on another game ffs ? he needs to find a way to make LOTV good or else....

You make it seem like large game development teams consist of a handful people.
DonKey_
Profile Joined May 2010
Liechtenstein1356 Posts
November 09 2013 04:32 GMT
#890
On November 09 2013 13:21 Tchado wrote:
I'm reading this article , I like what I am reading expect for one thing :

http://www.ign.com/articles/2013/11/09/how-heroes-of-the-storm-challenges-the-genre

the thing I dont like ? DUSTIN BROWDER , GAME DIRECTOR ? ok this game is done for....and btw why is that guy working on another game ffs ? he needs to find a way to make LOTV good or else....

One line in this leaves me with some hope for HotS, which is a lot more than I have had up to this point:

"Down the line, Browder says it's the team's hope to allow players to create their own objective-based competitive arenas, as well."

If blizzard can at least put out a good map maker for HotS the rest of the game can be garbage and it won't even matter. Moba/Dota games could benefit massively from a reliable platform for modding, which has basically been non-exsistant since WC3. Gotta say this is the most exciting possibility for me.
`Oh, you can't help that,' said the Cat: `we're all mad here. I'm mad. You're mad.'
Ahli
Profile Joined May 2012
Germany355 Posts
Last Edited: 2013-11-09 05:28:07
November 09 2013 05:26 GMT
#891
On November 09 2013 13:32 DonKey_ wrote:
If blizzard can at least put out a good map maker for HotS the rest of the game can be garbage and it won't even matter. Moba/Dota games could benefit massively from a reliable platform for modding, which has basically been non-exsistant since WC3. Gotta say this is the most exciting possibility for me.

The editor is the sc2 editor. Heroes of the Storm and SC2 should use the same engine. Pretty much all SC2 editor changes in the last 1-2 years were made because of Heroes.

According to Dustin Browder's interview after the Heroes Panel, heroes has the same battle.net features as SC2: observer interface files (aka BlizzObs), resume from replay, matchmaking, custom games and maybe editor + publishing, too. This further emphasizes that Heroes is exactly like SC2, just with different mod files and most likely with its own battle.net interface.

So, the modding platform is as reliable as in SC2 and its arcade (after patch 2.1's release).
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2013-11-09 06:03:48
November 09 2013 06:00 GMT
#892
On November 09 2013 10:56 OopsOopsBaby wrote:
Show nested quote +
On November 09 2013 10:55 dgwow wrote:
Confused about this game... I haven't looked at all of the thread pages yet, but I have to ask:

Are there items in this game? If not they are removing a huge amount of variability to the game.

no items.

What!?
In the Developer video they (Browder?) talk about how they want lots of customizability, yet they freaking remove items from the game?

Man, I was cautiously OK with a lot of the changes they were making, but no items is certainly not something that seems OK.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
TechNoTrance
Profile Joined May 2012
Canada1007 Posts
November 09 2013 06:29 GMT
#893
Only Blizzard can make me feel hyped about a game genre I'm not very interested in.
All we have to decide is what to do with the time that is given to us.
lightsentry
Profile Joined May 2011
413 Posts
November 09 2013 06:35 GMT
#894
On November 09 2013 15:00 Xapti wrote:
Show nested quote +
On November 09 2013 10:56 OopsOopsBaby wrote:
On November 09 2013 10:55 dgwow wrote:
Confused about this game... I haven't looked at all of the thread pages yet, but I have to ask:

Are there items in this game? If not they are removing a huge amount of variability to the game.

no items.

What!?
In the Developer video they (Browder?) talk about how they want lots of customizability, yet they freaking remove items from the game?

Man, I was cautiously OK with a lot of the changes they were making, but no items is certainly not something that seems OK.

Hm, it could work out. One of the things I hated about starting out in MOBAs is opening the shop and seeing pages upon pages of items and not having any idea of what to do/why i was getting them. If they're focusing on a shorter game length (I believe they want 15-20 minutes per game vs the 45 or so for an average dota game) and for a more casual userbase I could see it working out if the heroes are well designed and the different maps make the gameplay fun.
excal
Profile Joined August 2009
Canada166 Posts
November 09 2013 06:39 GMT
#895
On November 09 2013 13:16 Gfire wrote:
It's only snowbally if the rewards can then help you get further rewards. If killing a creep and taking it over only helps push you towards your victory goal, but doesn't help you capture further creeps or anything, then it's not all that snowbally. Probably still some, but it doesn't seem like as much as an item system.


Having played 3 games, I can say it's definitely NOT snowbally. Neutrals help end the game very quickly, but if you hold out, its still very balanced. There are no kill tracker, only kill+assist, by the end of the game that we dominated (my score was 28-1, and my friends 32-1, and the rest of the team having around 4~ deaths while the other team had 8+ each), they held us pretty well at the end until we managed to get the last dragon knight, I was like 19 and they were level 17, not a huge difference, and the lack of items really makes comebacks easy
Tileks
Profile Joined January 2013
Brazil74 Posts
November 09 2013 06:56 GMT
#896
On November 09 2013 15:39 excal wrote:
Show nested quote +
On November 09 2013 13:16 Gfire wrote:
It's only snowbally if the rewards can then help you get further rewards. If killing a creep and taking it over only helps push you towards your victory goal, but doesn't help you capture further creeps or anything, then it's not all that snowbally. Probably still some, but it doesn't seem like as much as an item system.


Having played 3 games, I can say it's definitely NOT snowbally. Neutrals help end the game very quickly, but if you hold out, its still very balanced. There are no kill tracker, only kill+assist, by the end of the game that we dominated (my score was 28-1, and my friends 32-1, and the rest of the team having around 4~ deaths while the other team had 8+ each), they held us pretty well at the end until we managed to get the last dragon knight, I was like 19 and they were level 17, not a huge difference, and the lack of items really makes comebacks easy


Hey, may I ask some questions?

- How much depth you think it can have?

- How fun is the game?
paralleluniverse
Profile Joined July 2010
4065 Posts
November 09 2013 07:04 GMT
#897
On November 09 2013 15:00 Xapti wrote:
Show nested quote +
On November 09 2013 10:56 OopsOopsBaby wrote:
On November 09 2013 10:55 dgwow wrote:
Confused about this game... I haven't looked at all of the thread pages yet, but I have to ask:

Are there items in this game? If not they are removing a huge amount of variability to the game.

no items.

What!?
In the Developer video they (Browder?) talk about how they want lots of customizability, yet they freaking remove items from the game?

Man, I was cautiously OK with a lot of the changes they were making, but no items is certainly not something that seems OK.

No items is fine. It's one of the reasons why Dota is decided 15-20 minutes in, but drags on, snowballing out of control for the winning team, pointlessly out to 45 minutes.
dgwow
Profile Blog Joined December 2010
Canada1024 Posts
Last Edited: 2013-11-09 07:16:28
November 09 2013 07:15 GMT
#898
Initially, I was skeptical about the lack of items and last hitting. But from what the Blizzard team said about being able to incorporate stronger thematic heroes such as pure healers, and removing items but emphasizing in-game talents could actually work out, now that I think about it more. It would depend on the amount of customizability of those talents, I think, because the real fun in a game like this is the amount of different builds you can do, and current MOBAs have tons because of the amount of items to use in a build.

Also, the modding capability of the game could give it a huge advantage over the current MOBAs in the long run.
Don't let those anti-cheese advocates tell you what to do. Rush to meet life head on!
yyfpulls
Profile Joined November 2012
United States2185 Posts
November 09 2013 07:22 GMT
#899
Ohh my gooood this looks so sick, the graphics blow lol/dota out of the water.
If they can design the game so it doesn't overlap with lol/dota I am so onboard.
Godwrath
Profile Joined August 2012
Spain10154 Posts
November 09 2013 09:56 GMT
#900
I take everything i said back. This is the first game on a long time i don't feel cynical about. It's actually playing to blizzard's strengths to find a non very explored genre when it comes to gameplay options and turn into it a hit.
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