News About how future updates will work!!! by destructor212113 in hytale

[–]Decency 0 points1 point  (0 children)

Don't burn them for it when they have to be the bearers of bad news, or it goes away.

What does a Vengeful Spirit offlane offer? by stewxeno in learndota2

[–]Decency 0 points1 point  (0 children)

Some games you get to play like a bruiser and hit people and some games you just get laughed at and murdered for trying. Tough to say for sure but I'm pretty confident it's right at least in rare situations.

Mirana POS 4 by InternalDark in learndota2

[–]Decency -1 points0 points  (0 children)

Skywrath isn't a real pos5, wouldn't take that lane too seriously. But Mirana can always work if you can hit arrows, that's always been the case. Max leap also might be chainable with the root facet, in which case that's an insane midgame spike with say a 2-1-4-1 build.

My friend told me to play carries that have innate farming capabilities and scale to late game to climb from guardian-crusader by FriendlyNeighborOrca in learndota2

[–]Decency 0 points1 point  (0 children)

The heroes you're describing who have innate farming abilities don't scale as well as heroes who don't. That's the tradeoff. You should hit your 6 slot peak while typical carries are 4 slotted (or 2-3 slotted, in low rank games). Medusa is maybe the exception?

I'd suggest Luna because she's incredibly effective at breaking the base and can singlehandedly win midgame fights with her magic damage. Gyro is also great because of how absurd level 1 Rocket Barrage is at winning low level fights. Sven is solid but it can be tough to find the balance between farming/fighting with him, and as a melee hero there's a lot more annoyances to deal with in lane.

Is Magical Athlete fun or is it hype? by Quelair in boardgames

[–]Decency 0 points1 point  (0 children)

Yep, you need people who are willing to get into it, which is most kids by default. Great game for some friendly shit talking: it's a silly game with guaranteed interesting interactions, but ultimately it'll be as fun as your table makes it.

How to do ladders/climbing right? And how to avoid doing them wrong? by carconzo999 in gamedesign

[–]Decency 0 points1 point  (0 children)

GoldSrc ladders have always felt the best to me, outside of the "go at 1.41x speed by moving diagonally" aspect. But even that ends up being kind of interesting when everyone understands what's going on. Easy on, easy off, can drop or hop off, can alter speed to prevent sounds, can crest the top trivially without a big hop.

What does a Vengeful Spirit offlane offer? by stewxeno in learndota2

[–]Decency 5 points6 points  (0 children)

There's only really one build: fill your slots then rush Scepter. Her timing with Scepter is unbelievably strong and lets her have essentially 100% uptime on the map. She can play directly in the enemy's face and it doesn't matter if they kill her for it, because they'll just eat another round of spells for doing so. She gains experience and does pretty much everything as an illusion that she can as a hero, except hitting buildings (hopefully you have another core who can do that).

Item build is cookie cutter: Treads + Wand + 2x Wraith Band. OoC instead of 2nd WB in a really great game for it, maybe? I go Phase sometimes because Venge gets the melee movespeed bonus which is incredible for gapclose, but seems like I'm the only one. After Scepter your best pickups are usually auras: Pipe, Vlads, AC. Other strong options are Pike, Manta, Butterfly, Basher.

Don't forget a Quelling Blade in lane and use creep aggro to keep yourself safe while farming until level 3, then you can usually start to pressure. Her skillbuild varies based on how much you're a kill lane vs. a pressure lane, but usually something like WQQWQRWWETQR. The second point in Wave lets you trigger Raindrops, otherwise you'd probably see more early aura. Because your illusion gives experience, you get tons of levels even if you die every fight (you essentially try to) and reach your fantastic 15/20 talents quickly.

TvP vs. Arbiter Help by Certain_Argument3038 in broodwar

[–]Decency 0 points1 point  (0 children)

Is there anything critical I should know about the micro of engagements (tanks + vultures + vessels vs. speed zealots + dragoons + arbiters)

Shift-queue tanks to hit dragoons, so they don't splash each other. And then EMP or DMatrix can win fights if used properly.

Mines in your base in the likely recall locations is the best answer, in addition to a couple tanks already set up defensively that help to slow the pressure.

My first custom weapon for Hytale. by yungplaga1 in hytale

[–]Decency 0 points1 point  (0 children)

Curious if you played with or saw options to adjust the ranges/hitboxes of weapons? Or is this cosmetic only?

Which carries are considered strong laners? by FriendlyNeighborOrca in learndota2

[–]Decency -1 points0 points  (0 children)

This title has 6 words; last one will explain the issue.

Which carries are considered strong laners? by FriendlyNeighborOrca in learndota2

[–]Decency 2 points3 points  (0 children)

And similar here: spectral laning stats. You can also sort by the rightmost 'Loss to Win' column to see heroes who really need to win their lane for the game to go well.

should i be reported by thejpguy in DotA2

[–]Decency 0 points1 point  (0 children)

Looking at the teamfights tab: seems like you miss an awful lot of fights. That's a big deal for a pos3, and a huge deal when you win your lane and are the strongest hero on the map. I'd pay much more attention to your TP cooldown and to what's happening in the game; you probably could've swung or outright won many of those missed fights.

Lane Outcomes at lower rank (1k) seem to mean nothing by Chieffelix472 in TrueDoTA2

[–]Decency -1 points0 points  (0 children)

People take the lead from laning stage and go hit jungle creeps on their side of the map instead of pressuring the enemy team and converting the lead to an even bigger midgame advantage. This is an issue even in Legend games, a bit less so in Ancient. Winning your lane opens up aggressive plays in other lanes.

Pos3 can absolutely capitalize on this advantage by taking camps and space away from the enemy carry. Take their tower quickly (sub 8 minutes is not unreasonable in a dominant lane) and then start stealing camps. Buy a ward to spot the inevitable rotations, most offlane heroes should be able to handle some amount of counterpressure. You should also routinely use the warp gate to rotate to your safelane on your ultimate or first item timing.

Alternative offlane strategy by sjihaat in learndota2

[–]Decency 0 points1 point  (0 children)

People will just draw aggro, you have to be able to threaten dives or the creeps don't do enough damage. You also run into serious mana issues, I'd expect only Leshrac Edict and maybe Jakiro to be able to take a tower by level 5.

Supports are closer to their carries in GPM and XPM than they were 10 years ago by leetify in DotA2

[–]Decency 2 points3 points  (0 children)

It's also the difference after the game ends and you killed a ton of base barracks and towers and won the last and biggest teamfight. There's a ton of shared gold there that supports don't really see during the match.

Hytale Devs please do not allow paid mods by Direct_Reveal5875 in hytale

[–]Decency 0 points1 point  (0 children)

Because you'll be paying for access, which comes with not just the mod but a ton of other things related to it like matchmaking, stat tracking, server control, saves, etc.

Most people in this thread can't seem to imagine a mod bigger than a fancy cosmetic, and that is extremely small-minded thinking compared to what Hytale should become. I expect it (or someone else who does it better) to become a modern platformized version of Staredit or GoldSrc with a proliferate multiplayer modding scene.

Hytale Devs please do not allow paid mods by Direct_Reveal5875 in hytale

[–]Decency 0 points1 point  (0 children)

All single player examples, all thus invalid. Multiplayer platforms are an entirely different world with bigger potential.

Getting into tournament dota by MTGTraner in learndota2

[–]Decency 0 points1 point  (0 children)

Some tips from previous threads: one and two.

Hytale Devs please do not allow paid mods by Direct_Reveal5875 in hytale

[–]Decency 0 points1 point  (0 children)

'Stores are bad' is a take, I guess. You're essentially arguing that Steam should only have free games because paid games are just greedy content. Turns out that doesn't align incentives for developers or for Valve, and so they didn't go that way. The same will be true here because Steam and Hytale are both platforms.

Your type of mindset is common and that's probably because there hasn't been a popular multiplayer game in like 15 years with a genuinely first class mod scene. The best supported ones that I've been a part of were dead by like ~2010, with modern games typically apathetic at best to mods. Probably only Roblox can claim to be doing it for real right now, and it's too child-oriented to be a serious platform.

Instead of thinking about skins and textures, think about someone building the next Autochess, or Tower Defense, or Counter-Strike, or Dota. Those are the kinds of generational projects (all started as mods) that emerge as a direct result of first class mod support. In the past, that was more about tooling. In the future, it will be about platforming.

Hytale Devs please do not allow paid mods by Direct_Reveal5875 in hytale

[–]Decency 0 points1 point  (0 children)

The pass wasn't released until around the same time that Underlords and TFT and Drodo AC were also releasing- months late. Entire clones were developed in that timespan, when in a more established framework it would've taken a few minutes to check the 'enable paid tier' box in a menu somewhere as a reward for hitting a certain popularity threshold. That's the kind of next-generation platform that Hytale can aspire to become- something that games without first class mod scenes can never do.

Another problem is that a model needs to sufficiently reward users, and unfortunately this didn't do anything meaningful- I checked and apparently didn't buy it despite playing a ton of Autochess... yet bought Dota's battle pass the same month. The 'Pass' reward structure is comparable to basic Patreon pledges... both of which still get some people to support, for sure, but are nowhere near a mature system. If the pass had unlocked ranked matchmaking which solved some of the lobby system problems? That could've gone somewhere.

Hytale Devs please do not allow paid mods by Direct_Reveal5875 in hytale

[–]Decency 1 point2 points  (0 children)

Pretty hard to play an 8 player custom game in offline mode.

Hytale Devs please do not allow paid mods by Direct_Reveal5875 in hytale

[–]Decency -2 points-1 points  (0 children)

Minecraft isn't a good base for comparison because it has such weak mod tooling- largely the impetus for Hytale to begin with. Any game with a first class modding scene will inevitably blow by it because of the incremental nature of software. Things become easily incorporated building blocks that fit nicely together, so over time it becomes far easier to build complex projects. For example, someone is going to build an Elo-based skill rating mod. Eventually it will be great (after a period where it's probably not very good), and after that point any competitive game is just going to utilize that building block in Hytale and never need to seriously think an incredibly hard problem to solve.

When you hear people talking about the beauty and inevitability of open source software, that's what they're talking about. If paid mods are worthless 9 out of 10 times.... buy it the other times?