What do you mean by "online shooters"? FPS? And again, if someone is leaving the game to avoid defeat, then they are in effect conceding. Where's the problem?
db0
Some good arguments from both sides here and I thought I'd put my two cents forward. First of all, I'm certain that the Devs of the game have and do take a lot of attention at DotA mostly because this is a game which has evolved for over 4 years now through a very open environment. Good ideas were kept and bad were discarded organically (that is, simply by people's preferences). The result is a game with a lot of interesting gameplay and diversity from which to get an wealth of ideas.
[quote who="TheBigOne" reply="2" id="2008369"] 3) will lead to more people leaving because people will think "oh well I'm not a bad guy when I leave because someone else can jump in instead of me so no harm is done":[/quote] Why would people want to leave the game in the first place? If they have a good reason they would have left anyway. If they don't have a good reason (say because they're losing) then they might as well have conceded.
Option 1 already happens Options 2 and 3 would be really nice if they could be implemented. What would be with in option 3 is that multiplayer could be arranged without a "waiting period". Simply 2 (or even 1) people start with a number of open "bot" slots. They can start playing instead of waiting in the lobby. People in the lobby will be able to see which games have open slots and able to join those as well. The time the game has been in progress should be also shown so that
What I'd like to add is that if you give enough number information with which people who have the best mathematical skill have an advantage you should then make the acting of that information easy for those who don't have this skill. This is the actuall "Red button for the kill" feature. If someone who can do quick calculations in his head can see this "red button" then it should be visible for everyone to make it fair and indipendent of external random abilities. It's
Currently we have the Light and Dark sides which basically only affect the colours and design of your buildings. I'd like to suggest to make their presence a bit more active and to give players a chance to belong so to speak. I'd like to suggest side specific achievements These should be some kind of achievement that you can get by playing a lot from one specific side or doing something else while playing that size. Options could be: Play # games on light/dark side. The
Although I am not a fan of cold-hard numbers as it simply makes the person who has the best memory and ability to quick calculations win, I think it would be beneficial to have some kind of "balance" mode (a execution flag perhaps?) in the beta period where people can activate and see a much larger wealth of information. This would help people figure out what is unbalanced through some number crunching. PS: I wanted to note that games wich have little randomness and all information av
Man, it's a beta and it is the holidays. What do you expect?
Another feature that would be useful in this task is a capability to allow bug reporters and other user to track issues they've posted. Currently the forum only provides a capability to get an rss feed for the whole forum. I'd love to have email notifications for new replies and/or rss subscriptions for each topic. Forum software should be able to do this as well through thread subscriptions and the like but it seems this capability is not available here :-/ And search is defi
just... sickening... Even...beastly? Sorry sorry, I couldn't resist :)
Kryo, I think you'd be surprised at what users will do sometimes. Filling a bug report is not much more difficult than making a forum post. This is how most free software development happens anyway. I think that without trying it, it's not fair to judge that it will be a failure. Crowdsourcing has been a tremendous success both in Software and other stuff like Wikipedia (honestly, who would have though 10 years ago that people would put in their time for free to something as immense as that?)
Yeah, I think the problem may be the display of health. What looked to me like an almost dead DG had in reality upwards of 500 health or someting. It's really difficult to tell. I was convinced it was not working because I was firing the snipe at maximum and I didn't seem to be able to do anything. Playing a bit more I noticed that most of the time I totally misjudge the amount of health they have left. I'm left to firing only when I cannot discern any more "red" just to be sure
I don't know. It seems very weird because I've had enemies with just a sliver of health run away form me and snipe didn't finish the job. I distinctly remember cases where I was absolutely certain I would kill them and yet they never died. If someone enterred the fog, the shot didn't seem to even scrape them I'll do more tests and try to grab a replay or something. Perhaps this will shed some light. EDIT: Gah, replays are disabled :(
Not exactly a recommendation for the game but for the actual bug reporting. We're currently using a standard forum which makes it very difficult to organize bugs, leading to the need of external webpages with the list of bugs, no ability to mark duplicates etc. Especially with the search function apparently not working (I tried searching for "regulus" and god 0 results every time), it makes it difficut to do a good reporting. Why aren't we using a bu
Sorry if this has been posted by searching didn't bring me any results This is the most annoying thing. When playing with regulus, very usually I will manage to bring a DG down to low enough HP who then attempts to flee. What better opportunity to use the long range snipe attack to finish them. However due to the time the snipe takes to load and since regulus needs to remain static, by the time it has fired, the target has already moved into the FoW and then the snipe _always_ misses.