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On March 15 2014 08:30 Kipsate wrote: The point of it all being free in Dota is that Valve making money off cosmetics is a huge bonus that is aimed at reducing costs, breaking even or making profit(I think it makes profit but thats just my guess) while putting Steam on everyone's computers and make it the main platform
and then Steam sales hit, praise Gaben.
Neither Riot nor Blizzard has that option, plus having stuff like that behind a paywall/grindwall makes you more invested and addicted to the game which is also nice. I am positive that Valve is making a profit selling dota 2 cosmetics. They made well over a million with just the compendium from TI3 alone.
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Hat simulator was a proven business model from TF2.
There isn't much doubt that Valve is making bank from DotA 2.
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On March 15 2014 08:58 Yergidy wrote:Show nested quote +On March 15 2014 08:30 Kipsate wrote: The point of it all being free in Dota is that Valve making money off cosmetics is a huge bonus that is aimed at reducing costs, breaking even or making profit(I think it makes profit but thats just my guess) while putting Steam on everyone's computers and make it the main platform
and then Steam sales hit, praise Gaben.
Neither Riot nor Blizzard has that option, plus having stuff like that behind a paywall/grindwall makes you more invested and addicted to the game which is also nice. I am positive that Valve is making a profit selling dota 2 cosmetics. They made well over a million with just the compendium from TI3 alone. The increased prize pool by more than 1 million which was 25% of a $10 compendium, meaning they made more than $4 revenue just from compendiums. That said, it's not 100% fair to compare everything to Dota 2 since Valve has more money than god and no public shareholders/venture capitalists to report to; the second of which is extremely important and why you see so many "stolen" mechanics in video games. They tend to say "X is successful. X has Y. Do Y in your game too."
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On March 15 2014 08:58 Yergidy wrote:Show nested quote +On March 15 2014 08:30 Kipsate wrote: The point of it all being free in Dota is that Valve making money off cosmetics is a huge bonus that is aimed at reducing costs, breaking even or making profit(I think it makes profit but thats just my guess) while putting Steam on everyone's computers and make it the main platform
and then Steam sales hit, praise Gaben.
Neither Riot nor Blizzard has that option, plus having stuff like that behind a paywall/grindwall makes you more invested and addicted to the game which is also nice. I am positive that Valve is making a profit selling dota 2 cosmetics. They made well over a million with just the compendium from TI3 alone. Just for 2013, Valve paid out 10 million to item creators, which get, correct me if im wrong, a 30% cut on sales. So valve made more than 20 million with dota2 and tf2 items in 2013. source: steam dev days.
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I'd imagine many times that
the other 3 sources of hat sales atm are
1. community market 2. in-game tickets 3. hats that are made by valve
The community market for DotA takes a flat 15% for second hand sales of cosmetics every time it changes hands, with items being worth hundreds of dollars being sold on a massive scale on a regular basis, there's at least a couple million dollars that valve's made in exchange fees
In terms of in-game tickets it ended up making the International almost even (sold ~5 million in tickets and put 1.2 million back into the prize pool), its not unimaginable that there's likely several more millions over all the tournament tickets that year
Of course, cosmetics given back to item creators do not include items made by valve which can also account for ridiculous amounts of money in the end in addition to the various realswag/item tieins sold through the valve store or at events like Ti3
At the end of the day, it still pales in comparison to LoL's economic model though
iirc http://www.superdataresearch.com/blog/us-digital-games-market/ valve's total revenue through dota2 and TF2 totaled about 200 million dollars
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Is there any source for that number? I would like to see it out of interest.
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So what do people even think about the game? From what I've seen so far it's nothing special, cool... but not something that is going to be big really. Not even going to scratch the popularity level of games like Dota2/LoL/SC2/WoW and what not imho.
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Netherlands45349 Posts
It looks fun and very different from Dota/Lol, feels too objective based maybe though?
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Came into this thread to try and get an idea of what the game is like, but after reading 15+ pages of nothing but people for some reason trying to convince everyone LoL is p2w I figured I'd just ask. T.T
What's the overall gameplay like? The gameplay I've seen has all looked rather slow and relaxed, are there any champions that reward mechanical skill (like having high mechanical/apm skillcaps or very rapid complex skill combinations, think invoker/meepo/lee sin types) or is it mainly just positioning, timing and good team coordination which separate players skill levels.
I'm also a little confused as to exactly how players are rewarded for kills etc, something about kill rewards being split among the team? Is it possible for one player who is doing well to become powerful enough to carry the team? (As in make good plays at the beginning to snowball themselves into a situation where they can win the game mostly by themselves.) Also how important are things like levels/items/whatever you get rewarded with in game for getting ahead. Can you get situation in LoL/Dota where one player (or team) is far enough ahead that they can start 1v2'ing opponents and winning, or will 2-3 coordinated players always be able to beat a lone player, even if he's really far ahead.
Finally, given how slow it looks just from watching, how much room is there for better players to outplay people? Would a more skilled player be able to (for example) go into a 1v2, kill one guy and then escape again, by outplaying? (dodging skills, baiting cooldowns etc) without the two players just totally derping? I'm curious because most of these kind of out-play situations in other games revolve around quickly catching people by surprise after they make a tiny mistake, and abusing that to get an advantage before they can react. But with how slow Heroes looks, I'd imagine those kind of plays would be a lot harder to make.
If any of you lucky beta testers could share some knowledge as to exactly how the game actually works, that would be awesome :D
(And maybe we can talk about the actual game rather then just money zzz)
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On March 15 2014 12:34 Kipsate wrote: It looks fun and very different from Dota/Lol, feels too objective based maybe though? That's the point I think. K/D ratio doesn't matter as much as getting objects.
You can play as a seige tank! It's a whole hero. It's even has little jets for a speed boost. It's so awesome.
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The gameplay, with some exceptions, is exactly like LoL. The movement mechanics are the same (no turn rate, most characters have a dash and/or flash), many of the skills are the same (skillshots like Ahri's, Caitlyn's, etc.), and the general teamfight composition is the same.
It's basically LoL without items if all the heroes were leveled in-sync all the time and more objective based and therefore more teamfights. Think about the design decisions that went into Dominion and taken to the extreme.
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Been watching some streams. I don't see any fun part.  I'll give this game a shot though.
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This game looks like some generic sc2 custom map I played 3 years ago, and we all know how great sc2 custom maps were back then.
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On March 15 2014 12:34 Kipsate wrote: It looks fun and very different from Dota/Lol, feels too objective based maybe though?
I think it distinguishes itself well with the objective-based gameplay. Basically replaces with CS and item progression with KotH or CtF.
Seems to make for a much more constant-activity style of play.
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There's actually no incentive not to permanently 5-man.
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On March 15 2014 15:46 Sn0_Man wrote: There's actually no incentive not to permanently 5-man.
Wouldn't that miss out on a lot of XP?
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United States10225 Posts
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On March 15 2014 15:46 Sn0_Man wrote: There's actually no incentive not to permanently 5-man.
Except for 3+ map objectives all being activated at once. Not to mention lane defence.
5-manning constantly sounds like a good way of losing quickly.
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None of those looked terribly relevant compared to the power of sticking as 5. Pubtraining etc.
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China6327 Posts
It still looks and plays interesting as I experienced at Blizzcon (no big changes anyway), but the commercial model is a big no for me.
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