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But one lane is shorter than the other (Duo was longer, Solo was Shorter). Not sure if this is still the case this season.
Long and Short lane are the same lane regardless of what side you start on. Solo will always be the Short side (fire giant). Duo lane is the long side (Gold Fury).
I'm not sure if the terms used to be used in older tutorials. But as other Mobas use it, it probably seems ok to do, especially with Paragon players losing their game (did they call it long and short?).
It might seem okay to do, but in the end it's just confusing for when the new players will end up playing with the older players. Not only are they gonna end up not understanding eachother. As for the difference you can actually see in seize, I'm afraid we'd need one of those inspector glasses they pull out in movies to see the difference. I don't even think it's still the case this season, but the tutorials are new so this shouldn't be in them I'm afraid.
EDIT: Now that I think about it, firegiant and gold fury could be regarded as buffs too, surely firegiant. So it's basically repeating what I stated before about "depending on which side of the map you start (aka for the buffs).
https://i.ytimg.com/vi/8WciC4RMPqU/maxresdefault.jpg
You can see the size differences very easily here. RIght side lane is solo lane, left is duo.
Left image is Season 5, Right is Season 4.
The solo side is defeinitely shorter in both maps.
Just looked it up, it's true. I didn't think about it personally about the towers being slightly closer for solo lane than for dual lane, I'll admit having omitted that point. I still think it'd be a fairly bad idea as to suddenly change names for the lanes after 4 to (now) 5 seasons.
Maybe that's what HiRez have always called it in-house, but players called them something else?
I see your concerns about people being confused, but veteran players will likely understand long/short anyway - either from a previous background in DOTA/LoL, or just from 2nd hand exposure to those terms (i.e. other players with that background asking about it).
That's true, but those were never player choices. The fact the lanes are called what they are called were player choices to call them that, it isn't something Hi-Rez came up with themselves.
If a customer (because let's face it, all of us players are their customers) call something a certain way, a company shouldn't go against it an try to change it if it has no legal nor community issues. It's just a poor decision on their part, or total obliviousness about it, which in both cases isn't a good thing. Granted, it's their product, but as far as to change things that the customer decided that don't change anything for them isn't a good thing.
Perhaps I'm overthinking this, or perhaps I'm just angry at them for doing this for no apparent reason, but I still think I'm not the only one thinking this. It'd be largely easier for them to fix a small mistake (aka change a line in a tutorial which shouldn't take longer than at most ten minutes) than to have to relearn certain things. Also, as for the item names and god change, if I remember correctly, the item names were changed as to make them have more sense for the branch they came from, and the god got changed because of it's kit and not being lore friendly, which are understandable.
The lane change name however, isn't as understandable. Sure, you can see it on the map (even though I missed it personally and I've been playing for a long while), but in the end, dual lane is called dual lane because of it being supposed to have two people there. Solo lane is also called solo lane because of it having only one person there. Imo, it's less confusing, not only because I've been taught it due to many games, but also because that way new players know exactly how many gods should be in which lane (because I often had 2 people "top and bot" and no jungler in my smurf games).
Calling it solo lane when you have the Warrior and Assassin in lane would also be confusing wouldn't it? Especially if you had no prior knowledge on it?
Then that is another issue with the tutorial. Personally I think it's badly done in the first place. Perhaps that instead of having them play a badly coded AI/sequence, they should be shown a video which explains those things and calls (the true calls) to the newer players.
Not only would that be alot easier for them to make, but it'd be so much better too. The video doesn't even have to be longer than 2 minutes. Drop some basic knowledge in those two minutes using the amazing voice of Lore Lady, and it'd beat those awfully made tutorials that teach you to build the worst items possible for a god.
Those new players can then always play a game against other players that start with the game too (and hope they don't play against any smurf like me or another) and actually try to use that knowledge they recently got in the last few minutes. That is, untill Hi-Rez codes their maps a little bit better for their AI.
As for the god builds, new players can always look them up on youtube and start up with a build that's actually better than what the game tells you to build, because (forgive me for my language) some of those items give me AIDS .
EDIT: Added the spoiler code for the word and changed a few mistakes.
The game has been out for several years, with many, many videos on the game. It just wouldn't be worth their time doing it.
I agree that the tutorials are bad., but if they did that instead of the playable tutorial, that hurts the people who learn better by doing. Someone might not have the patience to sit through and listen to a video, but they will sit there and learn by doing. On top of having the videos on youtube available, not much reason to change it (imo).
It's got nothing to do with coding the maps for the AI (or vice versa). It's that coding an AI that is good against a player is difficult for games like this. There will always be something you can exploit. Currently, it's that they will ignore minions - so take some damage, let minions do the work for you, then finish them off.
Changing the AI so they focus on minions, then focus you opens up another exploit - you purposefully get hit by them whilst they attack minions. Same thing happens.
People will always find something they could exploit (intentionally or not). You can't really code an AI well enough for a game that is worth the time and effort unless that is the main focus of the game.
Again, the question is "Is it cost effective to do this?"
The problem is, the tutorial isn't supposed to be unexploitable. That doesn't matter if it is, those people won't be able to use that exploit for the "real" game as people generally aren't that stupid. The tutorial is just there to teach them how the "real" game works, which it apparently fails to do right now, which needs to be adressed and changed.
As for cost effective, I doubt that having the lady that did the voices change one line is gonna cost them more than at most 40 bucks. add the team to it to change it and let's say it comes around 500 bucks. 500 bucks is nothing for a company like Hi-Rez. I mean, they let their teams do useless patches like nerfing gods that don't need to be nerfed and vise versa, so this change would actually be usefull for once.
So yes, I do think it'd be rather cost effective. A good tutorial lays the foundation for newer players, a bad tutorial condamns those players, which ends up in them leaving because they get utterly bashed (having your jungle in the solo lane isn't good for the balance of teams, and understanding eachother is an important part too, surely knowing how incosiderate some players are for others).
It uses the same AI as the Coop modes.
It isnt' worth it for them to make a new one for the tutorials.
I disagree on it being cost effective.
And for the jungler comment, there isn't really anything they can do about that. They cans ay the jungler is meant to clear the jungle, but they can't really teach you hwo to do that, as the opinions on that change too often. There are also too many other variables to consider - such as ganking and invading opportunities.
You using one doesn't mean it is the only or best. If you proved anything that's your own partial knowledge of mobas in general.
That's why I think that an ingame video would benefit them more. Perhaps having a video pop up and explain how things work would work better, and for those that learn doing it, they perhaps could still use that tutorial afterwards for it, seeing the mistakes and how not to do it (because they'll have been taught it beforehand).
We strayed quite far from the original topic though, all I'm honestly interested in is in them using the propper calls for it instead of coming up with new ones. But yea, the tutorials are bad, we both agree on it, and I doubt that even if we came up with the perfect tutorial, Hi-Rez would use it. We obviously have different opinions on the matter, but I'm glad we got to talk about it in a civilized way.