Is there a way to stop feeding or at least make it so it's impossible unless you intentionally do it? Serious, when you get some player who always runs head strong with a nontank(even a tank sometimes) it's so annoying.
Is there a way to stop feeding or at least make it so it's impossible unless you intentionally do it? Serious, when you get some player who always runs head strong with a nontank(even a tank sometimes) it's so annoying.
make the bounty of kill declining on death streak. 300-200-100-50 if death 4 times in a row.
Or dont give money penalty on death. Revive time is already a big big penalty. no need to punish on the money too.
Oh and those who got fed with like 5 kill streak will have higher bounty if he die.
Been playing league of legends and the feeding is just killing me. Also what about the xp, that's where it's a big problem. It's xp from a hero and the mobs so it's a lot of xp if they keep feeding. Should I give the xp decline for multiple kills of the same person in a row?
btw would anyone play a league of legends remake on sc2? I don't see the point as it's already free but just wondering if some people are really that devoted to a dota using starcraft units. Really with league of legends I see no reason to play any other dota.
The only way I see it will work is if the hero is in starcraft universe.
Heck, I would love to play Barrackling, "the first black zerg that promises change"
And that is exactly why I think that Blizzard saying "premium map = original content, artwork, asset" is very stupid. If we can create original content, might as well publish the game under XBOX Live, or other entertainment publishers.
Btw, Well, xp decline could help too. 1st death - original xp, 2nd deathstreak - original xp * .8, 3rd *.6, etc etc. But LoL feeding prevention system is already way way better than DotA. in DotA, u die, u lose money, enemy got money = hard to turn things around.
I would definitely play a League of Legends remake, it has a lot of room for improvement.
League of Legends has huge penalties for dying that cause the game to snowball ridiculously fast. I personally don't like spending 15-45 minutes in a game I know I'm going to lose. (I've played about 450 matches so this comes from personal experience) Although once in a while you find a great back and forth, but its about 1 out of 10 games in my experience.
Not trying to bash or anything but lets say you remake LoL to the letter, here are some thing I think would drastically improve balance. . .
No First Blood bonus - If teams trade evenly k/d/a wise before minions spawn, its unfair for one team to get a gold bonus
No Gold on Champ Kill - Giving the killer a gold bonus is a double whammy combined with the respawn time. Prevents feeding to an extent.
Exp on Champ Kill - Maknyuzz's Idea of decrease in exp based on death streaks
Last Hit Options - A. Last hit enemy & friendly creeps B. Last hit enemy creeps only
Suggestions:
Skills - More skill choices with limited slots (Ex. 8 abilities on a champ, but only 4 can be used)
Upgrade - Instead of creeps upgrading over time, they could have player bought upgrades that increase their dmg, atk spd, hp, and arm.
Rating System - System to decrease player rating when leaving before a match is over.
Dota, LoL, Hon etc are team games. That is why you are raging.
Garena is a piece of shit in Australia, filled with noob chinese inhouse teams, who solely exist to take out as many "pubs" as possible - but these asses will never be seen in a real tournament.
If you find yourself raging at feeders, don't play it. The standard for the most part on the Australian Garena servers is pretty high, a few might feed here and there, but for the most part its high, because it is mainly Chinese and Vietnamese players who do nothing but play Dota. They never go out, never fuck girls, they come to our country to study, stay in their rooms and play Dota all day.
Now, when we move onto the Singaporean Server, that is another story. Every single team picks every single hero, a pure all stun and disable team. That is not fun, we took one look at the games and we were literally fuck that, Imma head back to the AU servers. At least on the AU servers they random heroes as a majority, if a Inhouse team picks an all stun team, people are literally fuck that, and leave, without even playing. Then you get those same noob inhouse fks who call you out on being scared? It is one thing where it is AT against AT, if you go AT against Pub solely to kill and dominate you have no penis indeed.
Each region and game has a different category of people, and different types of gameplay. For LoL - I presume because I have never played LoL - that the fact that it is a 'free' game, it is filled with stupid noob kids who were still in diapers when Dota was invented, and comparing that to HoN where you have to pay before you can get in the door, I presume the standard on HoN is a lot higher - having actually played HoN.
The declining XP + Gold idea is a good idea, but after the 1st death? a 2nd death streak isnt a feed. At three and over is better IMO.
As been said numerous times, Dota/Hon/LoL already exists, abiet shittily, in the form of Sotis. The Sc2 engine is not suited to AoS maps, due to a difference in mechanics. If you want to play LoL go play LoL :)
Blizzard saying Premium Map = Original Content, Artwork and Assets ... as you said, if you are going to put that much money into something, you are better off on a different platform, ie iOS. Would Tofu not be considered a Premium Map because we still use their 'assets' in the form of 3D models, when all the other art is custom? tk tk tk.
@Maknyuzz: Go
League of Legends has huge penalties for dying that cause the game to snowball ridiculously fast. I personally don't like spending 15-45 minutes in a game I know I'm going to lose. (I've played about 450 matches so this comes from personal experience) Although once in a while you find a great back and forth, but its about 1 out of 10 games in my experience.
It is the same as Starcraft II Melee, every little minute action in the beginning of the game snowballs towards the late game. Choosing to make 1 pair of Lings compared to 1 Drone at the start can cost you a game at the very highest level. This is why it is addictive, but if a game is say 2-10 in the first 10 minutes, then you can kindly leave.
It is something that I and Dryeyece have discussed extensively for Tofu, and the way we are implementing the mechanics of the game, for respawning, loot, etc, we are moving away from the Dota/Hon/LoL system of a huge snowballing effect, and are going to try a different way of handling respawn and bonuses. Will it work? Meh, who knows. A lot of people like the snowballing effect when they are behind it, building the snowball, you put the same people in front of it and they are the leaving noob fucks.
After 8 years of playing Dota, I still have my off games and get called a noob, and I am like lolwut? At one time I was at the very pinnicle of Dota in AU, but I am only as good as my team is, do I feed? Maybe one or two out of a hundred games, but that is usually down to a bad hero lineup, or someone stuffing me up early game, ie - denying every single creep, and not letting me get any exp. A week ago I went against a host, he was ranged I was melee, he denied every single creep until I was level 3 against his level 6, I said GG, and he said yeah it is pretty messed up and we remade the game.
People never care to remember the times you carry everyone, the times where it was your pro decision making that won the game, but they will remember if you feed once. In the end, the team needs a leader. In Dota the best Chinese teams have a leader and the rest follow, you need someone to make decisions, if everyone is doing their own thing then you arn't going to get anywhere, because it is a team game.
@Maknyuzz: Go
Suggestions:
Skills - More skill choices with limited slots (Ex. 8 abilities on a champ, but only 4 can be used)
Upgrade - Instead of creeps upgrading over time, they could have player bought upgrades that increase their dmg, atk spd, hp, and arm.
Rating System - System to decrease player rating when leaving before a match is over.
Too many abilities ... there use to exist in the early days, IE - 2003/2004, a Create your Own Dota. Where you could choose from numerous skills, the hero, etc. And it was fun, it was awesome, but it didn't live for long. If it got to the stage where Dota is, there would only be one single hero, with one single lineup of abilities, if you didn't get that then GTFOFKENNOOBCAKE, <insert.small.epenor.rage.here>. I cannot stand the chinese kids who think they are pro in Dota and tell me I buy a wrong item for a hero. It is like ... wtf get fked asshole ... and I go on to pwn. People have become so obsessed over numbers, the fact that there exists a "Chinese Cookie Cutter Template" for every hero, and it you don't do that you're noob, is completely and utterly stupid. There are of course some items that are better on others, but it comes down to your skill level and the way you play.
I personally have no issue running into their fountain to get the kill and dying myself, because I am a dick like that. People are like wtf ... but, when I do make it to the fountain, get the kill, and get out of their base alive, people are speechless because they never see that gameplay before. Having moulded hero designs, tutorials etc, stiffle innovation. The same with the pro Sc2 circuit, the best players are the ones who adapt and wing it, the ones who think outside the box, and try new things. If it doesn't work, alright you know for next time.
Bought upgrades existed in most other AoS maps other than Dota - remember, the secret to Dota is people are selfish assholes (TM). In Dota, you don't care about anything other than your hero, you don't ugprade creeps etc. All these ideas have been done before and Dota came out on top. Feel free to add them to an AoS, but as I said, it had been done before, it had a small following, but the masses are assholes, and they play Dota.
Rating system is obvious and should be implemented in any map, but it is subject to a huge amount of abuse, a huge amount of abuse.
Say you completely own the other team, they rate you down because of that ... go figure.
That's why I kind of shy away from ratings since they can be abused so easily. But if you have only your team vote for your teammates then it shouldn't be as bad, you would hope. I think the k/d ratio and disconnects would be a lot better to show than a rating.
But I also like the idea of multiple skill sets for one hero. But majority of Dota focus on 4 spells with one being an ult. But if you do a 8 or more skills for each hero than that becomes more of a PvP arena similar to an MMO, which isn't too bad as long as it's balanced.
Is there a way to stop feeding or at least make it so it's impossible unless you intentionally do it? Serious, when you get some player who always runs head strong with a nontank(even a tank sometimes) it's so annoying.
make the bounty of kill declining on death streak. 300-200-100-50 if death 4 times in a row. Or dont give money penalty on death. Revive time is already a big big penalty. no need to punish on the money too.
Oh and those who got fed with like 5 kill streak will have higher bounty if he die.
Been playing league of legends and the feeding is just killing me. Also what about the xp, that's where it's a big problem. It's xp from a hero and the mobs so it's a lot of xp if they keep feeding. Should I give the xp decline for multiple kills of the same person in a row?
btw would anyone play a league of legends remake on sc2? I don't see the point as it's already free but just wondering if some people are really that devoted to a dota using starcraft units. Really with league of legends I see no reason to play any other dota.
@Keyeszx: Go
The only way I see it will work is if the hero is in starcraft universe.
Heck, I would love to play Barrackling, "the first black zerg that promises change"
And that is exactly why I think that Blizzard saying "premium map = original content, artwork, asset" is very stupid. If we can create original content, might as well publish the game under XBOX Live, or other entertainment publishers.
Btw, Well, xp decline could help too. 1st death - original xp, 2nd deathstreak - original xp * .8, 3rd *.6, etc etc. But LoL feeding prevention system is already way way better than DotA. in DotA, u die, u lose money, enemy got money = hard to turn things around.
@Maknyuzz: Go
I would definitely play a League of Legends remake, it has a lot of room for improvement.
League of Legends has huge penalties for dying that cause the game to snowball ridiculously fast. I personally don't like spending 15-45 minutes in a game I know I'm going to lose. (I've played about 450 matches so this comes from personal experience) Although once in a while you find a great back and forth, but its about 1 out of 10 games in my experience.
Not trying to bash or anything but lets say you remake LoL to the letter, here are some thing I think would drastically improve balance. . .
Suggestions:
Dota, LoL, Hon etc are team games. That is why you are raging.
Garena is a piece of shit in Australia, filled with noob chinese inhouse teams, who solely exist to take out as many "pubs" as possible - but these asses will never be seen in a real tournament.
If you find yourself raging at feeders, don't play it. The standard for the most part on the Australian Garena servers is pretty high, a few might feed here and there, but for the most part its high, because it is mainly Chinese and Vietnamese players who do nothing but play Dota. They never go out, never fuck girls, they come to our country to study, stay in their rooms and play Dota all day.
Now, when we move onto the Singaporean Server, that is another story. Every single team picks every single hero, a pure all stun and disable team. That is not fun, we took one look at the games and we were literally fuck that, Imma head back to the AU servers. At least on the AU servers they random heroes as a majority, if a Inhouse team picks an all stun team, people are literally fuck that, and leave, without even playing. Then you get those same noob inhouse fks who call you out on being scared? It is one thing where it is AT against AT, if you go AT against Pub solely to kill and dominate you have no penis indeed.
Each region and game has a different category of people, and different types of gameplay. For LoL - I presume because I have never played LoL - that the fact that it is a 'free' game, it is filled with stupid noob kids who were still in diapers when Dota was invented, and comparing that to HoN where you have to pay before you can get in the door, I presume the standard on HoN is a lot higher - having actually played HoN.
The declining XP + Gold idea is a good idea, but after the 1st death? a 2nd death streak isnt a feed. At three and over is better IMO.
As been said numerous times, Dota/Hon/LoL already exists, abiet shittily, in the form of Sotis. The Sc2 engine is not suited to AoS maps, due to a difference in mechanics. If you want to play LoL go play LoL :)
@Maknyuzz: Go
Blizzard saying Premium Map = Original Content, Artwork and Assets ... as you said, if you are going to put that much money into something, you are better off on a different platform, ie iOS. Would Tofu not be considered a Premium Map because we still use their 'assets' in the form of 3D models, when all the other art is custom? tk tk tk.
It is the same as Starcraft II Melee, every little minute action in the beginning of the game snowballs towards the late game. Choosing to make 1 pair of Lings compared to 1 Drone at the start can cost you a game at the very highest level. This is why it is addictive, but if a game is say 2-10 in the first 10 minutes, then you can kindly leave.
It is something that I and Dryeyece have discussed extensively for Tofu, and the way we are implementing the mechanics of the game, for respawning, loot, etc, we are moving away from the Dota/Hon/LoL system of a huge snowballing effect, and are going to try a different way of handling respawn and bonuses. Will it work? Meh, who knows. A lot of people like the snowballing effect when they are behind it, building the snowball, you put the same people in front of it and they are the leaving noob fucks.
After 8 years of playing Dota, I still have my off games and get called a noob, and I am like lolwut? At one time I was at the very pinnicle of Dota in AU, but I am only as good as my team is, do I feed? Maybe one or two out of a hundred games, but that is usually down to a bad hero lineup, or someone stuffing me up early game, ie - denying every single creep, and not letting me get any exp. A week ago I went against a host, he was ranged I was melee, he denied every single creep until I was level 3 against his level 6, I said GG, and he said yeah it is pretty messed up and we remade the game.
People never care to remember the times you carry everyone, the times where it was your pro decision making that won the game, but they will remember if you feed once. In the end, the team needs a leader. In Dota the best Chinese teams have a leader and the rest follow, you need someone to make decisions, if everyone is doing their own thing then you arn't going to get anywhere, because it is a team game.
Too many abilities ... there use to exist in the early days, IE - 2003/2004, a Create your Own Dota. Where you could choose from numerous skills, the hero, etc. And it was fun, it was awesome, but it didn't live for long. If it got to the stage where Dota is, there would only be one single hero, with one single lineup of abilities, if you didn't get that then GTFOFKENNOOBCAKE, <insert.small.epenor.rage.here>. I cannot stand the chinese kids who think they are pro in Dota and tell me I buy a wrong item for a hero. It is like ... wtf get fked asshole ... and I go on to pwn. People have become so obsessed over numbers, the fact that there exists a "Chinese Cookie Cutter Template" for every hero, and it you don't do that you're noob, is completely and utterly stupid. There are of course some items that are better on others, but it comes down to your skill level and the way you play.
I personally have no issue running into their fountain to get the kill and dying myself, because I am a dick like that. People are like wtf ... but, when I do make it to the fountain, get the kill, and get out of their base alive, people are speechless because they never see that gameplay before. Having moulded hero designs, tutorials etc, stiffle innovation. The same with the pro Sc2 circuit, the best players are the ones who adapt and wing it, the ones who think outside the box, and try new things. If it doesn't work, alright you know for next time.
Bought upgrades existed in most other AoS maps other than Dota - remember, the secret to Dota is people are selfish assholes (TM). In Dota, you don't care about anything other than your hero, you don't ugprade creeps etc. All these ideas have been done before and Dota came out on top. Feel free to add them to an AoS, but as I said, it had been done before, it had a small following, but the masses are assholes, and they play Dota.
Rating system is obvious and should be implemented in any map, but it is subject to a huge amount of abuse, a huge amount of abuse.
Say you completely own the other team, they rate you down because of that ... go figure.
That's why I kind of shy away from ratings since they can be abused so easily. But if you have only your team vote for your teammates then it shouldn't be as bad, you would hope. I think the k/d ratio and disconnects would be a lot better to show than a rating.
But I also like the idea of multiple skill sets for one hero. But majority of Dota focus on 4 spells with one being an ult. But if you do a 8 or more skills for each hero than that becomes more of a PvP arena similar to an MMO, which isn't too bad as long as it's balanced.