Blizzard DOTA is simplified, shorter, and friendlier

While Blizzard has good intentions, changes such as splitting kill gold between all players are a bit worrying. Common team strategy is to allow the highly item-dependent “carry” heroes to secure the kills, as the extra gold will allow them to carry the team to victory.

While I totally agree with this in organised / higher ranked games that the 'carry' should take more gold, in lower ranked / noob games you either get the Zues noob that KS with his ulti or the 'smurf' that saves all his abilities to get the kill even when he is not the carry. I don't necessarily think that the gold split is such a bad thing for public games, that will get people to be less upset when someone 'steals' kills, these SA players are a bunch of shit ragers.

I have gone horribly bad with HON mostly because of 3g and my frequent disconnects, but when I had better internet, I always ended up with alot of assists because if that was my role then I did that..... but for the most part you just get the D!@^ PSR smurf that thinks he is the only one that can play...camps mid until 30min, farming, then enter battles when his team mates needed a bit more help now and then earlier; stat whores. They should maybe split it into two modes, the classic mode and gold split evenly.

I dont like the towers made weaker, and 20-25min feels a bit short, maybe just because playing so many games @ 35-50min... this already makes the impact of 'carries' less, and the evenly split gold not that bad, for public games at least.
 
One has to wonder if it’s a good idea to make such drastic changes to a system that’s proven very successful for a number of developers.
Yeah that's probably what people told Valve when they first heard of Half-Life. Copying a 'winning' formula over and over again just because it's successful has been shown to be stupid over and over again. :)

While Blizzard has good intentions, changes such as splitting kill gold between all players are a bit worrying. Common team strategy is to allow the highly item-dependent “carry” heroes to secure the kills, as the extra gold will allow them to carry the team to victory.

I wonder if you actually watched the full Blizzard DOTA panel? :)
They clearly state that they are getting rid of carries because they completely dislike the idea of having a 'superstar' player in your team that everyone just has to play backup for. Also getting rid of kill shots and the focus on killing enemies yourself opens up roles for support characters to feel worthwhile and important.

The more interesting changes though I would say as the minions and neutral creep changes where they have removed last hitting minions (for gold) and instead added a flag carrier to each wave who drops health and mana orbs when he dies. Neutral monsters now instead of just giving xp and/or buffs they instead spawn monsters in your waves to fight for your side. So if you kill an ogre camp, those ogres will now join your minion waves and push your lane. This is the same for the boss monster/s, the example they showed was this giant stone Zealot which when defeated then joined a lane and walked down the lane killing everything in it's path which forces the enemy team to group up and take this thing down and conversely provides an incentive for the controlling team to keep it alive. That's a pretty cool way of forcing a team fight and should add a lot of depth to the game besides from just killing enemy players. :)

I must say I am quite looking forward to seeing how this turns out. My biggest concern is actually the out of game stuff. Games like LOL, HON and soon DOTA2 have pretty good ladder, ranking and match making systems as well as things like leaver protection/banning and the ability to rejoin games in progress. Not having a match making system in DOTA really killed it for most people since if you weren't already a pro and known by the 'group' you would be insta kicked out of just about every game, not to mention you really want to be playing players of similar skill. So I wonder will Blizzard DOTA have any of these systems in place, is it still just going to be a mod/custom map or a little more fully formed.
 
Yeah that's probably what people told Valve when they first heard of Half-Life. Copying a 'winning' formula over and over again just because it's successful has been shown to be stupid over and over again. :)



I wonder if you actually watched the full Blizzard DOTA panel? :)
They clearly state that they are getting rid of carries because they completely dislike the idea of having a 'superstar' player in your team that everyone just has to play backup for. Also getting rid of kill shots and the focus on killing enemies yourself opens up roles for support characters to feel worthwhile and important.

The more interesting changes though I would say as the minions and neutral creep changes where they have removed last hitting minions (for gold) and instead added a flag carrier to each wave who drops health and mana orbs when he dies. Neutral monsters now instead of just giving xp and/or buffs they instead spawn monsters in your waves to fight for your side. So if you kill an ogre camp, those ogres will now join your minion waves and push your lane. This is the same for the boss monster/s, the example they showed was this giant stone Zealot which when defeated then joined a lane and walked down the lane killing everything in it's path which forces the enemy team to group up and take this thing down and conversely provides an incentive for the controlling team to keep it alive. That's a pretty cool way of forcing a team fight and should add a lot of depth to the game besides from just killing enemy players. :)

I must say I am quite looking forward to seeing how this turns out. My biggest concern is actually the out of game stuff. Games like LOL, HON and soon DOTA2 have pretty good ladder, ranking and match making systems as well as things like leaver protection/banning and the ability to rejoin games in progress. Not having a match making system in DOTA really killed it for most people since if you weren't already a pro and known by the 'group' you would be insta kicked out of just about every game, not to mention you really want to be playing players of similar skill. So I wonder will Blizzard DOTA have any of these systems in place, is it still just going to be a mod/custom map or a little more fully formed.

now i am even more exited about this game but agree with match making system it would be a good thing. I would think the way blizzard do there games it would probably be there if not would be a big siprise or they ballanced it well that a noob wont be so bad of thing in the game(easy to learn thing)
 
It's free, and it will use match making.

It's actually going to form part of Blizzard's offering on the new SC2: Arcade which is what they are calling their custom game 'marketplace'. So you load up SC2 you go to the Arcade tab and you're presented with an 'app market' type of interface, similar to iTunes or android market, except for custom games. There you can find new, popular and trending custom games and see rankings for custom games and do a whole bunch of things.

The cool part is that the Arcade is available in any version of SC2 even the starter edition, which is free so you can play Blizzard DOTA without owning SC2.

As for Blizzard DOTA specifically they are using SC2's match making system to find games and have said they are looking into leaver protection stuff and have been looking at giving players the ability to rejoin games across SC2 so not just for DOTA.

On top of all this they are doing a HUGE revamp of all their mod making tools, the map editor, new ui editor (and the ability to completely change the UI), a new cut scene editor and are even providing import features to get models into the game from 3DS MAX. So now you can quite literally make just about ANY game you want using the SC2 engine and put it up on the marketplace/arcade. They have also stated they have plans to allow mod makers to charge for their mods which is interesting.

StarcraftArcade.jpg
 
It's free, and it will use match making.

It's actually going to form part of Blizzard's offering on the new SC2: Arcade which is what they are calling their custom game 'marketplace'. So you load up SC2 you go to the Arcade tab and you're presented with an 'app market' type of interface, similar to iTunes or android market, except for custom games. There you can find new, popular and trending custom games and see rankings for custom games and do a whole bunch of things.

The cool part is that the Arcade is available in any version of SC2 even the starter edition, which is free so you can play Blizzard DOTA without owning SC2.

As for Blizzard DOTA specifically they are using SC2's match making system to find games and have said they are looking into leaver protection stuff and have been looking at giving players the ability to rejoin games across SC2 so not just for DOTA.

On top of all this they are doing a HUGE revamp of all their mod making tools, the map editor, new ui editor (and the ability to completely change the UI), a new cut scene editor and are even providing import features to get models into the game from 3DS MAX. So now you can quite literally make just about ANY game you want using the SC2 engine and put it up on the marketplace/arcade. They have also stated they have plans to allow mod makers to charge for their mods which is interesting.

StarcraftArcade.jpg

Awesome SC2 might then be used to bring us new game type like portal did with the Half-life engine.
 
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