Announcement

Collapse

Forum Rules

  • No flaming or derogatory remarks, directly or through insinuation.
  • No discussion, sharing or referencing illegal software such as hacks, keygen, cracks and pirated software.
  • No offensive contents, including but not limited to, racism, gore or pornography.
  • No excessive spam/meme, i.e. copious one liners in a short period of time, typing with all caps or posting meme responses (text/image).
  • No trolling, including but not limited to, flame incitation, user provocation or false information distribution.
  • No link spamming or signature advertisements for content not specific to Dota 2.
  • No Dota 2 key requests, sell, trade etc.
  • You may not create multiple accounts for any purpose, including ban evasion, unless expressly permitted by a moderator.

  • Please search before posting. One thread per issue. Do not create another thread if there is an existing one already.
  • Before posting anything, make sure you check out all sticky threads (e.g., this). Do not create new threads about closed ones.
  • It is extremely important that you post in correct forum section.

  • Balance discussion only in Misc.
  • All art related (such as hero model) feedbacks go to Art Feedback Forum.
  • All matchmaking feedback should go here: Matchmaking Feedback
  • All report/low priority issues should go here: Commend/Report/Ban Feedback
  • No specific workshop item feedback. These should go to workshop page of that item.
  • When posting in non-bugs section (such as this), use [Bugs], [Discussion] or [Suggestion] prefix in your thread name.



In case you object some action by a moderator, please contact him directly through PM and explain your concerns politely. If you are still unable to resolve the issue, contact an administrator. Do not drag these issues in public.



All rules are meant to augment common sense, please use them when not conflicted with aforementioned policies.
See more
See less

Can we get a Creep Camp size indicator?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Kemofarfar
    replied
    http://www.playdota.com/mechanics/neutralcreeps (I think there has been minor changes. For instance 11th spot.)

    Well not sure if this should be done. It's like having a rosh timer. I think it's an essential part of dota, that some things just are undefined, or sort of.
    Last edited by Kemofarfar; 04-19-2013, 01:03 PM.

    Leave a comment:


  • doomfish
    replied
    Originally posted by FoxCharge View Post
    I do think it's a good idea to show them somewhere in the tutorial, that way new players would learn how neutral stacking/pulling works. Putting them in regular games is overkill, though. Yeah, it's pretty easy for new players to screw up stacks and pulls, and there's not much room for mistakes in an match, but that's just one of the game's risk-reward dynamics. You can greatly reduce the risk by looking at guides or practicing in a lobby.



    How much "figuring out" would it actually take to stack or pull a camp if there were big spawnbox borders painted on the ground?

    Should FPS games start giving little graphics to show you what a gun's recoil pattern is like? So you can instantly know how the gun behaves before you ever actually put any effort into learning it?

    It would be extremely easy to teach players about neutral camp behavior in future tutorials. Putting indicators in-game would be dumbing it down to ridiculous levels.
    Hm, I see, most parts of the community is probably afraid of casualizing the game.
    I think keeping things so secret from the players is a weird way to make a game difficult.
    Even after 7 years of playing I get frustrated with the complexity of DotA every now and then and I feel like this game is already difficult enough without having to conceal basic mechanics.

    Pulling is a lot more about timing and then getting the creeps as far as you can. There's a time indicator in the game. That helps a lot with judging when to pull.
    Nobody'd ever think about removing the seconds on it, so people have to count in their heads, to ramp up the difficulty.

    Originally posted by Equal View Post
    I would also like a symbol over their head , somthing like a Star or something.

    This star only displays when i can pull them out of the displayed camp box, in time before the new min.

    I mean, one can not be burden as a causal.
    You can keep your sarcasm to yourself, damn clown.

    Leave a comment:


  • Equal
    replied
    I would also like a symbol over their head , somthing like a Star or something.

    This star only displays when i can pull them out of the displayed camp box, in time before the new min.

    I mean, one can not be burden as a causal.

    Leave a comment:


  • FoxCharge
    replied
    I do think it's a good idea to show them somewhere in the tutorial, that way new players would learn how neutral stacking/pulling works. Putting them in regular games is overkill, though. Yeah, it's pretty easy for new players to screw up stacks and pulls, and there's not much room for mistakes in an match, but that's just one of the game's risk-reward dynamics. You can greatly reduce the risk by looking at guides or practicing in a lobby.

    Originally posted by doomfish View Post
    Also, if you haven't noticed: many games have glowing weakspots on their bosses. You still have to figure out how to hit them though. That's what it should be all about.
    How much "figuring out" would it actually take to stack or pull a camp if there were big spawnbox borders painted on the ground?

    Should FPS games start giving little graphics to show you what a gun's recoil pattern is like? So you can instantly know how the gun behaves before you ever actually put any effort into learning it?

    It would be extremely easy to teach players about neutral camp behavior in future tutorials. Putting indicators in-game would be dumbing it down to ridiculous levels.

    Leave a comment:


  • doomfish
    replied
    Originally posted by knightsljx View Post
    showing the spawn boxes during tutorial is a good idea. showing spawn boxes during an actual game is not needed
    Because?
    Originally posted by EpharGy View Post
    Hold Alt or CTRL, whatever the key that shows hero icons, and it displays the camp boxes would be good.
    It would be customizable, like any other hotkey, but nice to see that someone agrees.
    Originally posted by callizer View Post
    I believe this discussion goes to www.playdota.com since this affects balance
    This is my no means a balance issue, as it only makes an already existing mechanic more accessible.
    Originally posted by Shabutaro View Post
    nay. There are things that should stay the way they are.. It's like telling someone in which way he has to attack an endboss to deal max damage to him.. Some things should just stay in the 'try' section.
    I see your point, but in a multiplayer game is very little room for trial and error, as it quickly loses you the game.
    Spending 200 gold and risking to actually block the camp longer than the obs would have done it isn't worth it for me most of the time.
    And pausing to pull up a guide and trying to compare landmarks takes too long.
    Also, if you haven't noticed: many games have glowing weakspots on their bosses. You still have to figure out how to hit them though. That's what it should be all about.
    Dewarding still takes the skill to figure out where the enemy ward was placed, even with a visual indicator.

    Leave a comment:


  • Shabutaro
    replied
    nay. There are things that should stay the way they are.. It's like telling someone in which way he has to attack an endboss to deal max damage to him.. Some things should just stay in the 'try' section.

    Leave a comment:


  • callizer
    replied
    I believe this discussion goes to www.playdota.com since this affects balance

    Leave a comment:


  • EpharGy
    replied
    Hold Alt or CTRL, whatever the key that shows hero icons, and it displays the camp boxes would be good.

    Leave a comment:


  • knightsljx
    replied
    showing the spawn boxes during tutorial is a good idea. showing spawn boxes during an actual game is not needed

    Leave a comment:


  • doomfish
    started a topic Can we get a Creep Camp size indicator?

    Can we get a Creep Camp size indicator?

    I find it unnecessarily difficult to judge the area borders of all the creep camps.
    So I'm proposing an option in the menu or a command for the console that can toggle a transparent indicator.
    Something like a blue or red area.

    Sure, there are landmarks you can remember and guides that tried it by moving a unit along the map,
    but I just want to be able to get a Sentry into position without having to worry about blocking my own camp.

    There's already so much random stuff in this game that you just can't know and is never said in the game itself, it's time things get more accessible.

    How is the tutorial on this going to look? "There are random areas you can block creep camps in. About dewarding.. uhm, good luck."
Working...
X