Showing posts with label Dota. Show all posts
Showing posts with label Dota. Show all posts

Thursday, April 5, 2012

DotA 2 Beta!

I finally got my grubby hands on a DotA 2 Beta key, and I've been playing it for the past two weeks.

Simply put, I can't wait for the full launch.


For the purpose of this post, I'm going to write from the perspective of a longtime DotA player making the transition to DotA 2.

Alrighty then, lets do this.

So, one major change is that there is no lobby per say, unlike in Battle.net. Instead, you go to the Play tab on the top toolbar and simply choose your region, game types and click search.

This will automatically help you find a game according to your criteria, and when Steam has found a game, you can then choose to accept or decline.

Yes I know I have more losses than wins. So sue me.
I've always liked Steam, it's seamless, smooth and fast. And it has that little overlay where you can find your friends and integrated browser for surfing Facebook and other websites while waiting for games.

It's still miles ahead of, say, Origin in its user-friendliness.

You might have also noticed that there's a create lobby button there, but it's only for private games for some reason. I have yet to try that function out.

Also, the curious thing is that for the time being, the All-random game type is not available. Possibly they're still coding the "swap heroes with other players" command.

So far, I've not have any connection nor lag issues with DotA 2, which may be attributed to Steam. On the other hand, it could be my connection is just stronger. In fact, loading only take seconds. The only thing that would delay a match starting is the amount of players available in the pool. However, currently there are a few thousand players, so so far I haven't had much of a problem with that.

One of the most important features that the team has added is the ability to reconnect to the game after you have disconnected from the game. Very useful feature for people that have shaky connections, and better for the game overall.

So, even if you have disconnected, DESPAIR NOT!! Rejoin and continue the fight!!

Unless you're a leaver.

In which case. FUCK YOU.

I hope Santa Pudge visits you for Christmas, ye damn leavers.
You can also report other players for offences such as verbal abuse, intentional feeding, and ability abuse. You can also commend other players for being forgiving, good leadership skills, friendly and for teaching other players.

I can understand the reporting players bit, the commending one seems somewhat unnecessary, 'cause at the moment seems to serve not much purpose other than having a few points on your profile.


Though I admit, having a few points on my profile does give a certain amount of gratification.

But enough about the lobby/Steam etc etc. To GAMEPLAY!!

The first thing that you will notice when you start a game is that you now get to actually see ALL the heroes in a single menu, as compared to Warcraft III (shortened to W3 for the rest of the post) DotA, where Icefrog had to distribute the heroes between several taverns to choose from.

You get about 1 minute to pick your hero then the game switches to the main map and another 30 seconds or so will pass before the game starts.

Dibs.
For the time being, not all the heroes are implemented in the game, new heroes get implemented every few weeks or so.

One of the best things about DotA 2 is that the developers are free from the restrictions of the Warcraft III engine, and have full reign of the game, thus letting them put in custom models, special effects and dialogues.

Each hero is beautifully rendered, and are detailed, right down to their animation. Take for example, the Alchemist: in W3 DotA, when he uses his Chemical Rage ultimate skill, he is basically replaced by a slightly different model; in DotA 2, you can see him change color and draw out his swords from the back. It all happens within a fraction of a second, but it's always the little details that bring life to a game.

I'm the brains. And I'm the Brawns.
They have added functions that would be limited by the W3 engine, or be too buggy of any use. For instance, items can now be dissembled from the inventory itself, as compared to W3 DotA, where you have to be back at the fountain, drop the item into the circle then press the "Dissemble" button. There are even dedicated buttons for the Courier and the Fortify Tower functions, so you don't have to, again, click on the circle at the fountain.

By the way, notice the little boxes on top of the heroes? Each small box represents 250 hitpoints. So just by looking at it, you can judge how much (or how little) hit points your enemies or allies have. Obviously, the more boxes, the more hitpoints they have. Which actually helps making the judgement of your relative damage output easier to comprehend.

A different approach has been given to the UI panel at the bottom of the screen, which is an inversion of the W3 version.

Dibs on her as well.
As you can see, the Skills take up most of the screen now, while the stats take up a much smaller screen between the loving detailed Hero portrait and Skills.

The basic 4 skills are now universally represented by the Q, W, E and R keys (with exceptions for a few heroes with more than 4 skills), this does get some getting used to as well, especially for this player who had to sorta fight against 7-8 years worth of DotA muscle memory. However, after 2-3 games, I got used to and liked the new shortcut keys.

A mouse-over reveals what the skills are and the stats. Each small orange box underneath the skill represents one skill point invested into it, other players can see what skills you have invested in as well.

On the far right is the inventory system, which is now reworked into a 2-row, 3-column grid; as compared to the 3-row, 2-column grid of W3 DotA. The reason for this change I believe is to accommodate the current gold display and the quick buy box right above the inventory.

I like that quick buy box, by default you can buy the Town Portal scrolls by just right clicking on it whenever you are near any shops, instead of scrolling through the tabs trying to find the scrolls within mountains of items.

A nice little touch there.

Speaking of shops...

At any one location, the shop is now represented by ONE vendor. As a result....

Oh crud

Yea...That's just one page of basic items, separated into four tabs of different categories. That's not even touching the Upgrades/Recipes page. The picture above is actually showing the full list of items without descriptions nor names. The other view mode shows the name and costs.

The first time can be very confusing, even for someone who made the jump from W3 DotA, especially since the icons are now very different. The system works very well actually, it's just that it will take time to get used to it, mostly to remember the icon for the items.

Once you get the hang of it, the UI is actually pretty good.

In fact, the development team have thought ahead and added very useful features to the interface. First and foremost is the search bar on top, which was very helpful in finding items, and even more so as it displays results AS you type the name, so its all very quick.

As you might have noticed, there is a suggested items bar right next to it, which is a very useful hero-specific guide. Another time-saving measure implemented is that you can simply right click on the upgraded items (which consists of several items and sometimes a recipe), and buy the whole thing immediately!

I seriously love that feature. Back in W3 DotA, you had to buy everything individually and had to make sure you had every component on your hero to be able to combine it properly, which can be time consuming if said item requires 3-4 items (remember: you only have six slots, not counting the other items you already have).

However, this won't work with items that require the Recipe (if you're not at the fountain) or if one of the components is something that can only be bought at the Secret Shop (if you're at the fountain or the side shops).

So far, I do have an issue with DotA 2.

All the girls in DotA 2 look hot. Definitely not an issue here.

Most of the special effects are a bit underwhelming I feel, which makes it hard to pick out the spells during battles. Mind you, I could pick out exactly what was going on and what spells were used during a full scale 5 on 5 fight on W3 DotA.

In DotA 2, however, not so much. And it's not because I'm not used to the graphics either. The graphics for the special effects just feel a little flat, or blends into the surroundings too much.

Take for instance, the item Mjolnir (Yes, it is based on Thor's Hammer): it has a chance to proc a chain lightning with every attack; in W3 DotA, when the chain lightning comes out, it feels and looks like raw blue electrical energy striking the targets, and you can feel that holy crap, THAT IS LIGHTNING STRIKING MY ENEMIES; in DotA 2, the chain lightning erm....well for lack of a better word, looks a bit pathetic.

Still, it's just a graphical thing that I can get used to, it's just that I feel that some of the special effects need to be flashier.



_____________________________________________________________________________________________________________________________________ 

So, overall, I have to say, I'm very impressed with the game. Quite simply put, it IS the game that definitely trumps the current W3 DotA by far. Like, lightyears. No shit.

And to make the transition was a bit difficult at first, because everything looked different, it took me some time to learn to identify the items, the heroes, the spells, and even learn how to last hit properly again.

But in just 2-3 games, I was back on track, having loads of fun and working together with random people, with the sole goal of taking down the other teams Ancient.

At the moment, it's still in Beta testing, though I think more and more people will be selected for it.

Try your luck here.

DotA 2. I await your official launch.

Excuse me, I have to go on a killing spree.

Yessssssss

Wednesday, October 26, 2011

DotA: Why is it so popular? Part 2

And we're back again, on the topic of the popularity of DotA and the reasons behind it.

From my last post, I covered two points: the sheer variety and intensity of the game itself; and the fact that there are a lot of people playing it, which would probably include a few of your gamer friends.

But, somehow, I feel that was just scratching the surface of the issue.

Fluffy kitteh interval!

I believe that to get to one of the core reasons for DotA's popularity, we need to go back to its early development history.

It is generally acknowledged that DotA is basically a spiritual successor to Aeon of Strife. Aeon of Strife started in Starcraft, and later made the jump to Warcraft III. But, Warcraft III's version was most likely much more popular, as Warcraft III itself has actual Hero units with RPG elements, which meant making an actual RPG would be easier. Who knew?

Now, this is the point where I believe made the game gain popularity.


The Jump

First, lets study the core games, in this case, Warcraft III. Players who play Warcraft III will no doubt realise that the one thing that will set the pros apart from the norm is Micromanagement, a gameplay skill imported from Starcraft.

Micromanagement in this case basically refers to a players ability to directly control the actions of your units, controlling their every movement, who they are attacking, when to use their abilities etc etc.

Starcraft is much more popular, or infamous depending on your opinion, for this actually (and ascends to godlike levels in competitive gaming, as much as 300-400 actions per minute), but they both require micromanagement if you wanna be truly skilled at playing it.


By the time you finish reading this sentence, JulyZerg has micromanaged
200 Zerglings to give you a heart transplant. And a haircut.


But, the fact is Micromanagement in the -craft series is. Not. Easy. It requires players to be very specific with a few group of units, while managing resources and base building. A lot of players can't handle that amount of detailed work, and some player dislike doing a lot of detailed work on such a minor level.

Then comes along Aeon of Strife made by Eul in Warcraft III.

Random Gamer: Wait, controlling only one hero? Hell, that's easy. Let's do it!!

Aeon of Strife gave players a chance to play the heroes from the Ladder matches without having to worry about Micromanagement, nor base building, and instead, just concentrate on using their heroes to kill other heroes.

This simplifying of the game eventually garnered enough followers to lead into the development of Defense of the Ancients by Steve Feak (Guinsoo), then later, its development was taken over by IceFrog.


IceFrog seen here interacting and exchanging ideas with the man with a plan, Sokka.

Of course, later on, this would lead to DotA actually requiring players to have a different set of skills altogether in order to be considered a good player. But during its early days, it proved to be appealing to players on both sides of the Micromanagement issue (whether they were good or bad at it).

It presented a whole new gameplay concept to a game where being able to order your own units to dance around the enemies (literally) can bring you defeat or victory. It was, for its time, a much simpler alternative to hardcore strategy gaming.


The Birth and Evolution of a genre

Moreover, under Guinsoo and IceFrog, the game received constant updates from the developers, it ensured that the DotA , with each new version, will have some changes from its previous editions. 

Seriously, if you can, boot up DotA Allstars v5.84c (the map version that I started playing DotA with), and compare it with the current map, DotA v.6.72f. The difference is astounding, its almost like two different games altogether.

Like how Katie Holmes transforms into Maggie Gyllenhaal in The Dark Knight.

As long as the updates kept coming at a steady rate, players always have something to look forward to. With that promise, this ensures that the game will not become stagnant and boring, something that a lot of games are unable to get out of and is a major threat to a game's longevity, especially those heavily focused on multiplayer elements.

Major changes come with every few versions, such as major hero revamps, new heroes/items/recipes and, new mechanics; and this can potentially changes the way DotA is played entirely. Players then have to come up with whole new strategies and gameplay styles to adjust to the new changes.

Furthermore, the game has a huge active community, where players can present new ideas and talk about strategies; at the same time, the development team can interact with their fanbase and deliver the things that fans want. This is a relationship that very few big name gaming companies (Valve, Blizzard to name a few) actually have.

That is how DotA survives and grows exponentially: with a decent starting community, word spreads, it brings in more players, and those new players bring in newer ones. It's a snowball effect. Heck, even non-gamers would have heard of DotA , thats how popular it is.

When Starcraft 2 came out with an even more advanced level editor, one of the top maps to be re-created using that engine is, you guessed it (If you didn't, dude, wtf do you think you've been reading up till now?): DotA . Everyone wants a piece of the glory, even Blizzard, eventhough Valve has already gotten IceFrog on board for DotA 2.




And with DotA 2 coming around the corner, the exposure to DotA will be greater than ever before.


__________________________________________________________________________________________________________________________________________


There is no doubt, that DotA is and will remain an influential factor in gaming history. It brought upon a whole new genre and helped to push the importance of a community-centered game to the gaming industry.

This is a short analysis of what I believe to be the reason for DotA 's rise to fame, it's a bit short I know, but hey, it's something no? This is mostly speaking from analysing my personal experience as a fellow DotA fan and a hardcore gamer.

DotA 2 is coming out sometime next year, I can't wait for it. Afterall, its the sequel to one of my most loved games of all time! There are other reasons too of course.


I wonder what it could be...


Till then, I take my leave, I hope my blog has entertained you. I have some n00bs to pawn.

Adios, kids.


Tuesday, October 25, 2011

DotA: Why is it so popular?

Well, this is something I've been meaning to do for quite some time. Finally gotten around to actually doing it.

Yay *confetti*

I've been scratching my head and wondering, what would be an appropriate game to have the honor of gracing the first ever post in this blog?

And finally, I got it. The one game that I've been playing almost continuously since 2004.


DotA!! Aka Defense of the Ancients.

Ignore the 2. And the Valve sign. And it says DOTA!

Now I won't bore you with the details of the history of DotA. So here's a link instead:

DotA pretty much started an entire genre by itself: Hero Defense, Action RTS or something. I think most gamers haven't really gotten around to giving it an official genre name. Perhaps its name will suffice as a genre name?

It's hard to estimate how many DotA players there are out there. But frankly, it has to be at least in the MILLIONS. Hell, it's probably one of the main reason, if not the only, that Warcraft III is still being played today. Just. For. DotA. Can you imagine that?

So why is it so popular? What makes it so engaging that everyone (Blizzard, Valve, Heroes of Newerth etc) wants a piece of the glory that is DotA?

Well. It's fun. Duh. 

Ok, so its more than just that, but it is not easy to pinpoint the exact reasons that makes it one of the current top dogs in gaming. But lets try shall we?

Unpredictable, intense gameplay
104 heroes, hundreds of items, at least 400 different skills. Two teams of 10 players. In one game.

And one giant pissed-off purple golem.


No two matches will ever be the same. And the outcome, extremely unpredictable. If both teams are evenly matched, then it is even more intense. 

Find a small opening in their strategy and positioning...
Wait for one small mistake from the other team...
Setting a plan...

And when it all comes together, and BAM!! VICTORY!!

I love it when a plan comes together

Victory is especially the sweeter when you and your friends were on the losing end, and manage to flip the game around and emerge victorious instead. Oh yea...


All my friends play it!! :D
Ok, so this is more of a reason for myself. But, honestly, I won't be surprised that a large number of veteran players started off playing DotA for this reason. If you had a lot of friends playing the same game, and they're always talking about the games they had, won't you be tempted to try it too?

But, having experienced friends who play DotA as well is a major bonus in another unexpected way for new players: It lessens the pressure on you (assuming your friends aren't assholes)

DotA has a very high entry level and is very demanding when it comes to gameplay skills, which I admit, after years of playing, I just take for granted: Last hitting, Denying, Ganking, Jungling, Orb Walking, Warding. This is just a small list of miscellaneous skills that DotA players do in-game all the time, sometimes without even thinking about it. If you have no idea what I'm talking about, then this is your fellow veteran DotA players can help out with.

But help you I must. If win I want.

In-game, most people won't really teach you how to play the game. Hell, you'll be lucky enough that they have the time to teach you properly. If your friends are nice enough to bring you into the game, then they will be nice enough to actually give you a DotA 101 (once again, assuming your friends aren't assholes). It also makes teamwork a lot easier to coordinate and communicate as well.

And, after every game, you and your bunch of DotA buddies can talk excitedly, or depressingly depending on the performance, about the games you just had. This is another opportunity to learn as they point out what you could do better, or what mistakes you made during the game (assuming they are not asswipes, and if they didn't do any of the three for you, then you need new friends).

And with good memories, this actually helps to strengthen friendships. Heck, I actually made quite a number of friends through playing DotA, and with multiple sessions, actually became quite close with them. 

I think I went off-track somewhere there. *points to a random location in the southeastern direction*