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7.00 - Update 4

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  • 7.00 - Update 4

    - Fixed tooltips
    - Fixed Mana Drain break behavior with multiple targets at level 25
    - Fixed some bugs with Doom devouring Ancients
    - Fixed Fiery Soul indicator
    - Fixed Medusa's Split Shot lifestealing from all attacks
    - Fixed Cleave area being incorrect when procced by Stifling Dagger
    - Fixed various bugs with control groups
    - Fixed some client crashes

  • #2
    If our game in progress freezes and times out, does that necessarily mean the server crashed or do you guys reset active game servers when you patch the test client?

    Also if the servers do crash, are there any logs or anything on our side that we should submit or can you guys detect and diagnose that without our assistance?

    Comment


    • #3
      test.jpg

      Comment


      • #4
        Originally posted by IceFrog View Post
        - Fixed various bugs with control groups
        Hey IF + Valve,

        Thanks for looking into fixing control groups. It looks like there was a regression defect introduced, which I've made a follow up post in:
        http://dev.dota2.com/showthread.php?...=1#post1409584

        More details on the repro in the above link.

        Comment


        • #5
          Please add some option to scale up the hud because at a glance I can't just instantly look at some information on the ui because it's very tiny and at the bottom of my screen. The damage I have, armor and movement speed is not only out of place but hard to read because it blends in with the map scenery. Same thing with the name. Could there be an option to either have some sort of ui background appear specifically behind the damage / armor / movement speed or at least revert to the older UI?

          mockup-for-ui.png

          Please add some sort of option to do something like that it will actually harm my gameplay if it stays how it is.

          edit - Also I don't like the fact that most of the information is hidden and you need to press alt to see it.

          hold_alt-ui.png

          I'm sorry but the new ui in-game is bad aside from the shop. The shop part of the ui is actually good and it's the only thing I like so far. The rest of the ui is lacking crucial information being easily viewed at all times.
          Last edited by ThomsonR; 12-12-2016, 01:28 AM.

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          • #6
            A UI mockup with some of the more common UI requests:

            newUIsuggestions.jpg

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            • #7
              Originally posted by Aphotic View Post
              A UI mockup with some of the more common UI requests:

              [ATTACH=CONFIG]45560[/ATTACH]
              I actually like this but I still feel like even with suggested changes everyone is making the ui needs to be scaled up.

              Where is the cs counter or am I missing it? That's a really good suggestion otherwise though.

              Comment


              • #8
                when does the update roll for european +2 clock?

                Comment


                • #9
                  Please fix these two bugs:
                  Quickcasting on portraits
                  Unified order attack-move
                  James "2GD" Harding's career as a Dota 2 host on Valve events
                  * 25.02.16 - † 26.02.16
                  Spoiler: 


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                  • #10
                    The bug with the time of the day element was gone during the update 3 and it's back in the update 4
                    http://dev.dota2.com/showthread.php?...=1#post1409390

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                    • #11
                      Please consider the camera issue which gives the Radiant a great advantage to the Dire. Dotabuff shows the Radiant side has a overall 5% win rate than the Dire.
                      The attached image shows the view of focusing on a certain hero. The radius of the green circle is 800, which is the night vision range. It's evident that players can get upper information more than lower information on the screen. Take the 800 radius circle for example, the upper information can be accessed 100% while the lower only 70%.
                      In most circumstances when the Radiant team and the Dire team encounter with each other, the Radiant is at left-bottom and the Dire is at right-above, which means in light of accessible screen information and initiation chance, the Radiant prevails the Dire.
                      I think there are three main ways to solve the problem. The first is to allow the Dire to rotate 180 degrees of the camera, maybe the best way. The second is to elevate the camera distance, which can narrow the difference of accessible screen information between both sides (because the closer the information is to the hero, the more important it is). The third is to give terrain advantage to the Dire. It seems that this issue has existed for several versions. Hope 7.00 can solve it.

                      Thanks.
                      tmp.jpg
                      Last edited by litianren01; 12-12-2016, 08:59 AM.

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                      • #12
                        Originally posted by litianren01 View Post
                        Please consider the camera issue which gives the Radiant a great advantage to the Dire. Dotabuff shows the Radiant side has a overall 5% win rate than the Dire.
                        The attached image shows the view of focusing on a certain hero. The radius of the green circle is 800, which is the night vision range. It's evident that players can get upper information more than lower information on the screen. Take the 800 radius circle for example, the upper information can be accessed 100% while the lower only 70%.
                        In most circumstances when the Radiant team and the Dire team encounter with each other, the Radiant is at left-bottom and the Dire is at right-above, which means in light of accessible screen information and initiation chance, the Radiant prevails the Dire.
                        I think there are three main ways to solve the problem. The first is to allow the Dire to rotate 180 degrees of the camera, may be the best way. The second is to elevate the camera distance, which can narrow the difference of accessible screen information between both sides (because the closer the information is to the hero, the more important it is). The third is to give terrain advantage to the Dire. It seems that this issue has existed for several versions. Hope 7.00 can solve it.

                        Thanks.
                        [ATTACH=CONFIG]45577[/ATTACH]
                        This is a psychological issue that we have been aware of since forever. Maps are balanced with that knowledge in mind.

                        Comment


                        • #13
                          Originally posted by Aphotic View Post
                          A UI mockup with some of the more common UI requests:

                          [ATTACH=CONFIG]45560[/ATTACH]
                          I rather like this. Hopefully we get some of these things changed.

                          Comment


                          • #14
                            Originally posted by Kazzymodus View Post
                            This is a psychological issue that we have been aware of since forever. Maps are balanced with that knowledge in mind.
                            The truth is the Radiant do have higher win rate than the Dire, and my opinion is reasonable, whether the psychological effect is considered or not.
                            Last edited by litianren01; 12-12-2016, 08:59 AM.

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