Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You could also say its to make pro games more exciting, since mistakes are punished so hard at higher ranks and snowballed on.
When you make advantageous build-up of game-control early game, you don't actually INCREASE ADVANTAGE but actually INCREASE RISK by raising the bounty you give them from less death.
The game itself is killing it's own skill generated design, into more of a casino-like risk-generated design, with the current bounty system & other RNG related out-comes like Neutral Items.
I believe this trend is coming from those who were working on DOTA Underlords, maybe shifting their opinions into the mainstream DOTA2.
You might have a different opinion, but this feels unhealthy for the game, as a game.
Feels unhealthy because what seemed to be a RTS (Real-Time-Strategy), is actually eating elements of more gambling as the updates re-new annually.
Those who should of been allocated and working at CASINO or gambling sectors of the world, is getting hired by gaming companies more than ever before?
The grand scale of this comment is broadening it's boarders outside of DOTA2, but seeing other games creators of Shadow Hearts (Created by ARUZE) shifting into gambling industries for more "theoretical" profit & revenue, might have had rippling effects on the hiring trends which can be seen in current DOTA2 right now.
Sorry in advance for those who do not know what Shadow Hearts is, it's like a FF (Final Fantasy) game that didn't shine under the lights of major titles back in the day.
So the opinion I hold that contradicts with the current trend is this.
If the industry doesn't want titles like DOTA2 to become identified as gambling in the future, there's a hunger for better work ethics to protect titles to be a work of arts.
If Movies & Acting is a product of Theatrical Arts, something like DOTA2 still has the road to proceed in that path, before it becomes too late to be identified as high-risk gambling.
Just because the gaming/gamers (digital gaming/gamers) population is aging as a whole, doesn't necessarily mean the producers of these games have the rights to milk their users to become potential gamblers under the veil of disguise.
I hope those who read my message isn't side-tracked from my original intent.
My original intent is this, IS IT LEGIT TO GET 1300 GOLD from 1 KILL.
I think that is not true, because it has tipped into the realm of over-rewarding from excessive come-back mechanism, killing the meaning of early phase than before.
(Let's say, before 2022)
Why are you dying?
It's funny to see people whine about bounties taking the skill out the game when the complaint is "I positioned like trash and my level 11 hero died to three level 7's"
Anyone can die.
But why is the team that died 10 times early game, rewarded with a come-back by like 1~3 kills?
The point of the game is that people die.
I'm stating the stakes of risk is game-breaking.
It's like Othello with the way it flips.
This might be a bad example, but think of it like boxing.
If someone takes 10 body-blows, and that someone manages to make a clean right-hook punch 1~3 times, the one who took 10 body-blows should still be in a disadvantage.
But with the current DOTA2 system, 1~3 kills seems to rejuvenate their body blows by a far margin, as if they only took 3~5 body blows instead of 10.
What you mean, why are you dying, if the enemy died 10 times early phase, that's supposed to slow them down, not get some kind of nitro-boost sprinting for 1~3 lucky shot into quick high-tier items like Heart-of-Tarassque and quick-buy BKB.
When you say "Why are you dying" it gives me the impression of this.
"You're supposed to play a flawless game from minute 1 to Minute X (20~60 minutes)"
My message is, it's tremendously hard to comeback "A comeback" (turning the tide twice) when this happens.
Here's a different question.
Do you have any idea or ideals for game design for skillful RTS, or do you think everything is perfect the way they are, the way it is.
If you have an idea or ideal, I would like to know in rich detail.
Another take on this.
"I positioned like trash and my level 11 hero died to three level 7"
So from a Solo Queue perspective, the game is even more 1-vs-9 than the actual 5-vs-5?
You could talk about the "level 11" hero that's out of position, but the same could be said about the other 4 allies right.
Carries need to farm, especially in solitude for efficiency, and if your support is not keeping an eye on you for protection and/or potential threat, it means both roles of carry/support have obligations and responsibilities, instead of 1 player OR 1 role, unless someone is excessively griefing to be alone.
I don't believe most players grief, a small portion will but not all, and your statement is just telling us a fact that this is a team-game instead of a solo-game.
Let's try talking about 3v3 instead of 1v3.
If the team with more kills die, that will still benefit the come-back team by that big margin.
We should talk in the prospect that the numbers are equal on each sides, 5v5, instead of niche situations like 1v3 or 4v5 where someone eternally disconnects.
Niche situations, and intended 5v5 brawling is different.
Focus on the 3v3 with what I said about risk & bounties.
As reward for outplaying your opponent at some time of the game you don't get instant win, because otherwise all other stages of the game wouldn't make any sense or use.
However what you get is ADVANTAGE. And you use this advantage to more easily win every next encounter. So you ARE rewarded for good play.
As for losing player game isn't finishing for them and if they can outplay you enough with DISADVANTAGE they get corresponding reward reducing your advantage.
This is true for both of sides and keep game exciting untill the very end. Unless you give up of course.
This is why the Sports Industry (not e-Sports) is far more superior than the stupid e-Sports adrenaline fanatics ruining the art of rules.
I wonder why Tennis doesn't give you extra points for having a big disadvantage for losing consecutive sets.
Blast me with a bunch of omnipotent knowledge in the realm of games, sports and rules if you have anything to snap back.
It would be a lot of optimization and you'd have to have a lineup that could secure kills against that hero when they have an advantage.
Best way to get them to change it would be to repeatedly exploit it