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What Dota2 needs in my opinion is Dota2 outside the main domain of ranking up, in particular if at the same time the chance to rank up is limited by the skill based mm system. I have my ideas about it phrased in a thread about Valve‘s possible new years resolutions for new event types.
Everybody wants to stay forever in the steeply increasing part of the mmr curve but more of half of the player base are already at the asymptotic branch of the curve, which means stagnation. A wanted stagnation given by the paradigm of total balance. Because what people like about Dota2, balanced games also mean stagnation, what they don‘t like.
The game urgently needs events that reward good and positive gaming besides or even irrespective of a win, which is for a lot of players very close to 50% chance. And this is the same for the biggest noobs and the top players. You are absolutely right with your words on that the game, driven by the community is much too much focused on negativity and punishments instead of positivity and rewards. It‘s because people learned or at least have the feeling that a good personal gaming experience only comes from other people getting punished, banned, sent to LP and such. Sad. No win-win situations. A detrimental mind set.
Thanks for your response. Sorry for the language barrier, I am not a native english speaker. Sometimes a word represents something in a country, and sometimes a different context in another. Allow me to proper clarity myself:
Wasted for my culture, means "Lived. Enjoyed. Experienced". Not waste as in "threw away, pointlessly.
You should, definetly, expose your ideas here. I know you are a regular, and I really believe you will make a great input to Valve. This forum has it's problems with spammers and people that just vent out or spam, but we have a solid group of community moderators that works very well to fix this solutions. This forum can be a place of great discussions and feedback, not "a problem for Valve to deal with".
On the topic of constrantly increasing MMR, maybe a safe fail could create a net of protection. I don't know how I feel about "Medals" having some sort of "Level 0" so you get another chance to keep it, I need to reflect about the idea. Such as uping medals, for instance. It's much easier to have a conversation about matters of "medals" instead of "numbers". It's much more easy for an outsider to understand what Immortal means, instead of what 7200 in some regions means.
About Role Queues and Solo Strickted, it is a must have, sadly. It forces a ratio of +30-30 instead of +20-20, and give the matchmaking more data to work on making it about "top player with randoms A plus top player 2 with random players from B - where is B is A+B = 8 other players. Random drafts made it clear what we knew for years. That is why people don't understand why they are matched with "Very Strong players after a spree": you start facing people that shows the same level of progression you do, the top of said game_MatchMakeRoom.
Strickted Solo, to be perfect honest, coult have it's own MMR NUMBER. That would solve things, perhaps; it's not that I am in doubt, it's how players would react. To add a "Strickly Solo Matchmaking - "HARDCORE SOLO" and regular MMR, that counts both team and regular play.
And about the positive side of mindset, as in many other things, I agree with you totally. It's a 50-50, that after consecutive wins, hardens the team you are facing, but that by no means, in the slow variance of mmr, make it less than a few percent. Teams are composed by humans being, with moments of fails and success, frustration, joy, pride, shame, envy, anger. That is why I believe, not only as a display but a mindset, that commends should be more detailed: I remember as a kid choosing to be forgiving before the game started, teaching, and that would lead to indirectly, leading. It was great to recieve commendations and not just some random, MVP, data. We got MVP in tournament games because there is time to analyze the plays - we don't really that in Dota.
We just need a revamped version of the commendation system, a way to make so that people get to watch what kind of people they are dealing with before the game start. If someone is forgiving, or friendly, you know that person is a nice guy in general so you think before acting towards him. If you see someone with leadership high, teaching high, you know that guy could make a huge difference when it comes to "avoiding small fires".
It's about percepction and reception. We see the world with more positive lens, we recept a world where more people are like that. We create a world where punishment is pleasure, and recept a world where more people are like that.
And I have to say on the cosmetics, to just add one paragraph:
I think that it's the Blizzard Dilema with Pharah Skin: the skin itself, for overwatch 2, sold more and made more money than the Blizzard Game "Starcraft 2: Wings of Liberty". We reached a pointed in gaming community that we rather EARN WITH monetized customizations instead of RISKYNG in Content Creation. Creating an event being spending developing time and art creation into making a mode that not everyone would appreciate anyway. Monetizing with Skins? That is something everyone would get in. Done in a shady gambling mode, it's probably less risky than developing a mode, and it's definetly more rewarding when it comes to safe earning.
ps. If you are interested in some "crazy" ideas about how to play Dota2 differently, you may have a look here: https://steamcommunity.com/app/570/discussions/0/4039230885218371008/
Strickly Solo Matchmaking is for a "different" breed of people.
Going meta a bit: LOL tried to remove Solo Ranked - there was an uprising; back in 2004, wow became a phenomena both for it's online social experience, but also the first MMO to really allow you to Solo, just fine.
I really think there must be a easier way to prematch people before the queue, so they would queue as 5. You know, you still can solo queue, or team queue, but you have a "lobby system", like the "dota+ tournament every weeekend", so it pre-builds a team so they can chat roles before queing.
"A Looking for Group" assistance.
It's a social quality of life that could enhance.
But you can't deny the reality that some people enjoy randomly solo queueing and believe that is a form of Dota.
I love this game.
I really, really do love this game.
And it saddens me to see such a community drive project go to this amazing game that is today, with all the features. It's okay to fell bad about bad things in the game. Gambling is awful, Valve would "Break the Mold" if they finally be done with lootbox, and that is Free Pass, that will spread like Wild Greek Fire, in a world where people abhores loootbox and gambling, but are okay with shopping directly from the game store skins and bundles.
The gambling mode is an illusion, a classic "get quick rich scheme". It's predatory.
I don't love gambling.
I really, really do not love gambling.
So yeah, I guess it is okay to both ove and hate the game for real.
Game is in a horrible state,matchmaking is garbage,you can't strict solo queue in unranked,smurfs and game ruiners everywhere,and to top it all off it's rigged but events require winning games to progress.
dota allstars was my childhood but this is just trash,sorry not sorry.
The whole community making a game? That was a gem that historians will praise someday.
Agreed with 100% things you said. Game is awesome - it's just in a bad state, and it's been for a long time.
Thanks for the feedback.
The title alone doesn't mean much. The whole OP is about both the things we like, and hate, about the game.
Gotta get ready for New Year family reunion. Peace out!
Happy 2024!