tooltiperror
Super Moderator
- Reaction score
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We should have a new tag for this.*
I believe you're taking his article the wrong way. He's not saying that a team should have to spend a lot of time to get the win after nailing a decisive, irreversable advantage. In fact, that's precisely what he's against. He's saying that, once a team does get a clear decisive advantage, the game should end quickly.Well, I think that DotAs system is really good. You grow stronger by killing, but being killed with a streak results in extra gold. The point is, that mostly the noobs leave because they don't pwn and try their luck in another game. DotAs key to turn-over the game is to kill the one 'imba' dominating hero via a gangbang and rush into the enemies base => team-play. This happens all the time, if the game lasts long enough and only one "killer hero" gets feeded.
Okey, if the whole enemy team is feeded and plays in a team it is hard.. yes. But real game-goal of DotA is to PREVENT the enemy team growing to strong via tactical movement.
Such methods as you suggested (one team gets nearly defeated => creep spawn increases) will annoy the most people. For example: You fight 20 min to get nearly to the enemy base, one ultimate and the game ends up again in the middle ....
I believe you're taking his article the wrong way. He's not saying that a team should have to spend a lot of time to get the win after nailing a decisive, irreversable advantage. In fact, that's precisely what he's against. He's saying that, once a team does get a clear decisive advantage, the game should end quickly.
I believe your confusion is caused by your assumption that he's recommending the "more creeps when a push is strong" mechanic for all maps, when he isn't; he's saying that, in the context of Blizzards map, which, by the way, is not a typical aos at all, it is a mechanic that works.
Actually, snowball effect usually makes games last longer, because you need that big snowball to win the game, and its something that can only have in the late game, even if its the early game that determines the team that gets the snowball.
Its the moment when you know you have lost for sure, but you still gotta wait for enemies to finish you off.
The thing is, how easy is it to get that snowball growing? O_O
No. You do not need the that big snowball to win the game. You are not supposed to need that big snowball to win the game. Because if you do, the game will be decided too soon and the remaining half an hour or whatever will not be pleasant, because one of the teams will have no hope of winning. The map won't be fun.
I think it's a bad idea if in a map you have to wait for enemies to finish you off. Playing during that period would be not fun and a waste of time.
Dude, I didnt say anything about map being fun or good or anything.
I simply said that snowball effect usually makes games that last longer, and told you why it is like that.
Right, but given the difficulty in determining exactly when that moment of toppling is, the idea that there should be NO time whatsoever in the icky snowballed state is a fairly idealized one.To be honest, I'm saying that there should NOT exist in a map such a thing as a decisive, irreversible advantage in the first place. I'm saying that such a thing is bad and if it exists in a map, then the games will be fun only part of the time.
Ioannes, perhaps you should add in more information about how to achieve this, for all different genres of games.
game duration != the duration of real competition between players
It doesnt matter what you think.
Game duration is the time between game start and game end. Your opinion is not required.