[quote who="Kokujin" reply="15" id="2310849"]Why PuGs have GPG and SD to defend them, and premades don't?[/quote] For about the same reason that if you're a chess player of level 1800 and are looking for an interesting game, you'd much rather have your opponent say "I'm level 2200, there's no way you'll win like that" than "trust me, all should be well" only to be completly owned after that and having the feeling you lost time and got abused in the process. Also, PuG means Pic
Stof25
[quote who="Tenk51" reply="25" id="2309931"]why dont we go out of our way to find other premades who dont put premades in their title? because its too much work. untill they put team matchmaking and such into the game its not worth it. just because we're better than you doesnt mean we want to either A. put premade in our title and wait half an hour for another premade, or B. hop from lobby to lobby looking for another premade[/quote] This is some mad circular logic you've got here !</
Step one : flag all your premade games in the title. Step two : search for a (now tagged) premade game of the correct size before creating one yourself That or wait for an "arranged team" automatch which would do the exact same thing anyway.
I find it funny premades feel the need to hide the fact they are making a premade game cause it takes too long to fight (meaning there aren't enouth premade teams looking for games) when, on the other hand, PUGs complain of always falling in a ninja premade game which seems to suggest there are a lot of them. Maybe premade teams should spend more time looking for premade games before creating a new one. Oh, of course the problem is simple! Since they do not flag their g
[quote who="Jaradakar" reply="7" id="2230442"]Much like RTS games... The greater the disparity in skill level/coordination in teams the more likely that a comeback won't happen. For example: Lets say player skill is rated 1-10, with 10 being god like and 1 being noob. Game #1 Team A: Player Skill = 10 Team B: Player Skill = 1 No matter what team B does, the chances of a comeback are pretty much impossible. <br /
[quote who="Thrandiul" reply="15" id="2228078"]And what if it is an accident? It is rare, but sometimes ooze does suicide you without you trying. Same thing with poisoned blood, if I'm low health and see a potion and I decide to grab it and it's poisoned, the entire other team shouldn't get gold for it. [/quote] There's no such thing as an accident. Wwhy are you so low on health that a poisoned potion will kill you ? Right, that's because the other team did that to yo
Ooze isn't the only way to suicide yourself, there are the poison potions too. Worse, they can be used to "team kill" too. And it might not be the only way in the future to suicide yourself (new DG with new skills, new items that use your HP etc...) Better to change the rules attributing a kill now and be safe for any new way to suicide than to only change the way Ooze works.
No, this is contrary to the way the game was designed. No such stupidly artificial and hardcore deny mechanisms that has you killing your own to get any benefits. Suicides should not exist except for someone freshly spawned. When you kill yourself by any means, the kill should be given to the last opponent that damaged you or used any kind of skill on you : let's say you get stuned for no damage and during that time you take no damage from anywhere, if Ooze kills you, the stunner gets
[quote who="NeoVain" reply="2" id="2219237"]You are right, the pantheon exp is pretty retarded right now, since the exp it is based on for calculations is your overall rankings, so players who are high in the overall rankings will gain much less exp when they win and loose tons when they loose(yes even if they get a disc vs random n00b) so even if they manage to get flawless stats they will still be ranked like 2876 in the pantheon stats, while the players that are ranked low in the overall s
This can be solved easily by greatly increasing the yeti attack stock attack speed (thus, 4 yetis would do the same number of attacks in 10 as 12 nightcrawlers for example) since all the minion attack bonuses are either flat damge bonus or attack speed (which should scale correctly already)
Cleave stacks in a very weird and kinda OP way. If you play regulus which gets some AoE damage on regular attacks with Angelic Fury and buy the item with 100% chance to Cleave, it seems that everything around your target is hit twice for double your regular damage.
Ha HA! This explains why I though game would pause when pressing F10 when I was told it didn't work : the feature existed but has been removed. Well, give us back the pause in single player please, and put it on the Pause key this time.
ELO is perfectly fine as a system. Just don't show the player rating at all until he's done a few games. Or use the Glicko-2 rating which is a modified ELO trying to handle the fact that some player rating is plain bad (new players and long inactive players for example) and hide the rating for the uncertain ones. Trueskill is a ELO like system with different rules to compute the score and handles team games too it says. It takes a lot from Glicko btw.
You just need to validate once, but you'll have to do it.
Just try it and you'll see :)
Does the item system really needs to be more complex than : "if out of space, sell something"?
- first, the characters folder doesn't have any subfolder for any unit that isn't in the game - second, the subfolders in it are all empty: the files you ask are inside a zip file instead :) - and last, the zip file DOESN'T have any unit that isn't in the game either, or at least not in an obvious place
[quote who="kryo" reply="4" id="1906988"] when games are measured in Gigs rather than Megs, it matters. That may be so, but most users generally don't have multiple partitions.[/quote] Well, multiple partitions on the same drive, no. But multiple drives, and thus with 1 partition per drive, multiple partitions is probably much more common. What is the most annoying with those installers that assume C: is all you'll ever need, is when I'm at the point where my main di
Recipes in DotA do not only add depth to the game. They add a huge bottomless pit of despair and hell where many new players fall and are never seen again in the DotA scene. After a reasonable number of DotA games (like 40-50 I'd say) I still cannot remember where are all the items, what they are called, what they look like, how much they cost, what are their stat boosts and what are the hidden things about them (item A doesn't stack with item B, item C gives boosts to
Do it like Titan Quest: Square for actives and Circles for passives. Or the other way around if you want :)
I think the new flag lock version is fine. It just went from an item which was "preventive" to something which is "reactive". If you want to protect a flag, you have to be on the move and ready to jump on it and lock it to interrupt someone trying to cap it, buying you and your team enouth time to get back on the place and chase them.
Ok, look at it like that: while one team in GPG is working on improving balance for the next verson, another team is fixing the bugs and crashes. But since beta 1 is NOT about balance, the new version is released when team 2 decides and team 1 has nothing to say about it. The simple fact that they had to rip out a lot of items due to balance issues instead of delaying the release shows clearly that it's technical decisions that matter for the releases for the beta 1.