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Thread: Known bugs

  1. #11
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    Minor

    GetLeagueListing api name and description are the same value .

    replay_salt doesn't exist in matchDetails ! is it removed from api ?
    Last edited by roozbeh360; 02-03-2013 at 03:40 AM.
    open source : dota 2 api frame work

  2. #12
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    Quote Originally Posted by roozbeh360 View Post
    Minor

    GetLeagueListing api name and description are the same value .

    replay_salt doesn't exist in matchDetails ! is it removed from api ?
    I believe the downloading of replays is unavailable at this time

  3. #13
    Basic Member MuppetMaster42's Avatar
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    Quote Originally Posted by Wyrm View Post
    [*]league_id is used in matchDetails, but GetLeagueListing uses leagueid instead
    this has been fixed in the test client

  4. #14
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    A few feature requests:

    - A way to determine whether statistics from a match counted (if it was safe to leave / no stats recorded), or a documented way to accurately determine whether a player received a win, loss or no lifetime statistic change from the result of their match.

    - An API endpoint for Players who made their profiles public that exposes fun things like level, xp, etc.

    Thanks!

  5. #15
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    Quote Originally Posted by roozbeh360 View Post
    GetLeagueListing api name and description are the same value .
    Actually the description has an extra _DESC in it, but more importantly if you append &language=en_uk to the end they suddenly become very different and considerably more usable!

    Quote Originally Posted by roozbeh360 View Post
    replay_salt doesn't exist in matchDetails ! is it removed from api ?
    Replay salt has been removed from the API.

  6. #16
    Basic Member jimmydorry's Avatar
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    Here are some controversially large stats I would have liked to have mined out of replays. As they are no longer available...

    Request:
    - APM (Actions per minute)
    - Damage received
    - Total damage to creeps
    - Total hits (not missed)
    - Total hits on creeps (to compare LH to total hits trying to last hit)
    - Breakdown of spell usage per hero (number of spells used, time used, etc. -- same as items and skill build)
    - Number of wards placed in recommended zones (maximum one increment while ward is placed to prevent spamming) (The recommended basic places to put wards have eyes on them. Why not keep track of who actually places wards there?)
    - Breakdown of which hero killed which, and by doing how much damage? (Would be cool to actually find out which hero counters which, instead of relying on win%)

  7. #17
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    Quote Originally Posted by jimmydorry View Post
    Here are some controversially large stats I would have liked to have mined out of replays. As they are no longer available...

    Request:
    - APM (Actions per minute)
    - Damage received
    - Total damage to creeps
    - Total hits (not missed)
    - Total hits on creeps (to compare LH to total hits trying to last hit)
    - Breakdown of spell usage per hero (number of spells used, time used, etc. -- same as items and skill build)
    - Number of wards placed in recommended zones (maximum one increment while ward is placed to prevent spamming) (The recommended basic places to put wards have eyes on them. Why not keep track of who actually places wards there?)
    - Breakdown of which hero killed which, and by doing how much damage? (Would be cool to actually find out which hero counters which, instead of relying on win%)
    Put most of those in; wards being restricted to suggested only isn't too useful because a lot of good spots aren't suggested (inside enemy base, up hill generally, any creep blocking point, etc). I think "wards where there are no wards of that kind" would be good enough to be spam free but indicative of warding initiative.

    Total hits to last hit ratio would be useful for laning phase, but is going to be skewed really heavily by game duration, type of hero (carry TS will have a lot of CS but little auto attack, PL will have huge autoattack numbers, and do you count summons/illusions at all?)

  8. #18
    Basic Member jimmydorry's Avatar
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    Quote Originally Posted by Wyrm View Post
    Put most of those in; wards being restricted to suggested only isn't too useful because a lot of good spots aren't suggested (inside enemy base, up hill generally, any creep blocking point, etc). I think "wards where there are no wards of that kind" would be good enough to be spam free but indicative of warding initiative.

    Total hits to last hit ratio would be useful for laning phase, but is going to be skewed really heavily by game duration, type of hero (carry TS will have a lot of CS but little auto attack, PL will have huge autoattack numbers, and do you count summons/illusions at all?)
    Good thoughts to add. For the aggregate stats (like total ...), you could break them down in 10min intervals with the final interval being the remainder (ie. 20 hits at 10mins, 40hits 20mins, 131hits at 28mins)

    You should keep all hero stats specific to hero, and add extra fields for summons (like how spirit bear inventory is handled separately to hero inventory in API)

    As for wards, getting co-ordinates is not particularly useful. Maybe the common spots + zones is better? (i.e. Lane X, radiant lane x ramp, radiant base, etc)

    And as to the skewness, we would expect this on a hero basis but have no way to currently quantify this. It should be up to the developer to use or miss-use the data... and the API should only be focusing on giving all data required.
    Last edited by jimmydorry; 02-03-2013 at 07:21 PM.

  9. #19
    Basic Member adrianlegg's Avatar
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    Let's separate use cases, from data which You need for it:

    Number of wards placed in recommended zones
    Far better would be to just have a per hero list : wards {is_obs_or_sentry, time, x,y,} and then You can parse it Yourself whether it was "recommended" by any means, or not. (Just do Your own work by finding "zones", no dev should do it for You)

    Breakdown of which hero killed which , and by doing how much damage? (Would be cool to actually find out which hero counters which, instead of relying on win%)
    I'd much more prefer this simple format: { hero_id; killed_by_player; time }
    Enough to track:
    - number of double/triple kills
    - longest streaks
    - ending someone streaks
    With perhaps 2 special values for neutrals/roshan perhaps instead of player. (denies would be other teammates so it fits)

    Having "dmg dealt", as in "Kill Cam" window, gives low quality of information (for statistic purposes). If You go into a fight, lose 70% hp go jungle, then 1min later, some invi guy deals 200dmg and takes the kill, You would have only 200dmg then.

    Breakdown of spell usage per hero
    While in theory this sounds nice, in practice without context those means little.
    How would You track did Echo Slam failed, or hit hero?
    What would You gain from non-dmg skills?
    On their own, they are poor information, which takes a lot of space.
    I took Dota Replay Manager and parsed example replay. Sum of all abilities used is 1251. Even with {ability_id, time} it's like 10-12 bytes => 12kB of almost-useless data.
    If You don't have hero position in time and/or combatlog, You might as well just have something like : echo_slam:5times. But then again what's the point. (if You want to answer please make another topic to discuss, Stickies Lists works better as 'changelog' style, not discussion)

    Those I find low priority (nothing personal, I just don't need them at all):
    - Damage received
    - Total damage to creeps
    - Total hits (not missed)

    ---

    My feature request would be:
    - filter MatchHistory by gamemode
    - filter MatchHistory by lobbytype

    if replays will be suspended forever:
    - list of items bought/sold same way skills are (endgame inventory gives low quality information about effective builds)
    - roshan {who_killed, time} aegis {who_took, time}, might be nice, low priority though

    //edit:
    With wards coordinates You can even track did they block early jungle, or not. Way more useful, then parsed limited data.
    Last edited by adrianlegg; 02-03-2013 at 08:24 PM.
    You gotta FIGHT!
    For Your RIGHT!
    To BUUUGFIX!

  10. #20
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    Quote Originally Posted by adrianlegg View Post
    Stuff
    In agreement with almost every point, updated feature list accordingly
    Quote Originally Posted by adrianlegg View Post
    My feature request would be:
    - filter MatchHistory by gamemode
    - filter MatchHistory by lobbytype
    Is it not possible to do both of those already? http://wiki.teamfortress.com/wiki/We...etMatchHistory is being overhauled at the moment but there is a game_mode parameter which seems to have appeared since the API returned.

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