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some map inconsistencies
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The juke spot with the statue could be in part due to models not being created to reproduce it. Other inconsistencies is the lack of Dragonspawn and Jungle Stalkers Ancients. Though they're in the game files, I wonder what's holding them back.
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Perhaps people have already mentioned it but I really dislike how shelled out this map feels. The trees that were around the edges in Dota1 added a lot of cool elements to the game and allowed particular heroes to do a lot of interesting things. By removing the trees in the fountain you encourage fountain camping, which I don't really care about. However by removing a lot of the trees in the top lane you greatly reduce the amount of fun, tree based interaction.
I would very much like to see the terrain in Dota2 actually mirror the Dota1 map completely, because the missing elements are rather disappointing.
Thanks a lot for your consideration,
Kris
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mods and devs have posted numerous times already that the devs try to read all the threads on this forum.
so you already got what you asked for.
concerning mapissues:
not having a very unfrequent wardspot is not gamebreaking. stuff like that can easily be added at any point of the beta or after the release. there isnt much that can go wrong with a thing like that.
other tasks however need manpower, time and testing. finishing those tasks is the purpose of a beta.
there are thousands of todo lists compiled throughout this beta. and you can be sure that most of the map issues are on at least one of them.
they just need to queue behind more important tasks in the current state of the beta.
and as i already posted above. gamebreaking stuff such as only 1 hero can fit through the gap between raxes got fixed already.
the rest is more a comfort thing.Last edited by blash365; 08-19-2012, 05:17 AM.
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Originally posted by blash365 View Postdo you have any idea how many threads would demand that "2 seconds"?
also the (primary) purpose of the developement forum is not for valve to hand out information to the users (there is a blog for that purpose), but for users to hand information to valve.
you will find enough examples where there is dialog between developers and players but in other situations they prefer to let the community to discuss amongst themselves.
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Originally posted by Simspidey View PostIt's not that hard to at least give a little recognition and say "We'll look into it" if it's a legitimate suggestion (like everyone in this thread has confirmed so far). Like really, it's 2 seconds >_>
also the (primary) purpose of the development forum is not for valve to hand out information to the users (there is a blog for that purpose), but for users to hand information to valve.
you will find enough examples where there is dialog between developers and players but in other situations they prefer to let the community to discuss amongst themselves.Last edited by blash365; 10-30-2012, 09:57 PM.
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These are clear inconsistencies that affect gameplay, especially the difference at the rune spot. The shadows are supposed to start before the rune - in dota 1 its possible to confuse the hell out of someone by running back and forth across this boundary, and it forced heroes to wade into the river to check the rune, as opposed to standing safely up on the hill. Checking the rune is supposed to be risky, and it makes for interesting gameplay.
Also, I honestly don't care about claims that IF wanted it this way. This section is called "Map Issues" for a reason. These things are inconsistent with the original dota map, and as such, should be fixed.
I think its entirely possible to scale the map correctly - the original map has been measured out very accurately, and some simple calculations using distance/time will easily allow these things to be corrected. For instance, suppose it takes hero X a duration of Y seconds to run between points A and B on the original map, then this should be the same in the dota 2 map.
Overall, I think the map may need to be scaled up slightly. It is somewhat cluttered.
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Originally posted by blash365 View Posti think you missunderstand the definition of "volunteer".
i raised the issue almost a year ago already (thread) and it was fixed shortly afterwards (with no response) to the current state.
i wonder how you would have reacted to the map layout back then...
missing response from the devs doesnt mean that they dont follow the thread, it simply means that they are happy with the feedback.
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i think you missunderstand the definition of "volunteer".
i raised the issue almost a year ago already (thread) and it was fixed shortly afterwards (with no response) to the current state.
i wonder how you would have reacted to the map layout back then...
missing response from the devs doesnt mean that they dont follow the thread, it simply means that they are happy with the feedback.Last edited by blash365; 08-15-2012, 02:53 PM.
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^Still none. It's kinda funny how developers and moderators are so fast to jump on threads that are incorrect or flaming, yet when people have legitimate suggestions or issues with the game, they seem mysteriously absent.
(Scared of doing some more work?)
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