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» Dota 2 beta version download
Mon Dec 12, 2011 4:25 pm by Soul-Eater

» New Game Announced, Detailed: Dota 2
Mon Dec 12, 2011 4:24 pm by Soul-Eater

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    New Game Announced, Detailed: Dota 2

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    Soul-Eater
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    New Game Announced, Detailed: Dota 2

    Post  Soul-Eater on Mon Dec 12, 2011 4:24 pm

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    The
    rumors and speculation can cease. Valve is making Dota 2, we've played
    it, and it's already amazing even though it's not coming out until next
    year. And we haven't yet laid eyes on Dota 2's biggest innovation: a
    radical approach to integrating the game's community back into the
    gameplay itself.


    What's a Dota?

    Dota
    2 takes its name from the Warcraft III mod Defense of the Ancients, a
    drastic change to that stock real-time strategy title, which pits two
    teams of five players against each other in highly competitive,
    40-minute or longer matches. Unlike most RTSes, DotA has each player
    controlling a single hero who levels up and stockpiles gold to purchase
    powerful equipment and consumables. As computer-controlled armies
    continually spawn and rush the enemy's base, players are responsible for
    using their powerful heroes to turn the tide of the battle in their
    favor.

    DotA quickly gained massive popularity on Blizzard's
    Battle.net service, with the growing community utilizing user-created
    channels and the rudimentary custom game browser to connect players. As
    mods tend to do, it branched into several variations as time passed.
    Eventually, one rose to the top: DotA-Allstars, originally created by Steve "Guinsoo" Feak (now employed with Riot Games designing League of Legends). Allstars is currently maintained and updated by IceFrog (who declined to give his real name), who was hired by Valve in 2009 and is now working on Dota 2.


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    DotA
    enjoys such unprecedented popularity for a number of interconnected
    reasons. The game has a skill curve as long and as wide as
    Counter-Strike or StarCraft; expert players dominate matches with
    lesser-skilled individuals solely through manual dexterity and hard-won
    knowledge. Extensive upgrade paths allow players to combine items into
    more powerful versions, gaining thousands of hit points or powerful
    life-stealing attacks. Team play is hugely rewarded; though the map is
    large enough for all ten players to spread out and fight creeps on their
    own without anyone engaging anyone else directly, late-game play is
    almost invariably centered around giant 3v3 or even 5v5 team fights.

    The
    mod has benefited from excellent, long-running support in the form of
    constant updates that add new content or address balance issues. Said
    balance is good enough that no dominant team composition or strategy has
    ever taken hold for long. The heroes are varied enough that a match
    featuring different team rosters can take on an entirely different
    character from the last.

    The enormous following generated by
    DotA's deep gameplay is unprecedented. Today, years after its release, a
    third-party site hosting an update can get hammered by more than six
    million downloads in a day. The mod spawned a new subgenre, commonly
    referred to as "action-RTS," that contains two successful commercial
    games in League of Legends and Heroes of Newerth (and the unfortunate
    flop Demigod) as well as DotA-Allstars itself. Valve Corporation, the
    company beloved for its Half-Life, Counter-Strike, Team Fortress, and
    Left 4 Dead series as well as its outstanding Steam digital distribution
    and matchmaking platform, is making its entry into this still-growing
    genre next year with Dota 2.


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    What Does Valve Bring?

    Valve's
    approach to Dota 2 is unusual in that the gameplay itself is remaining
    almost entirely untouched. "Our first reaction is to assume that [design
    elements are] there for a reason," project lead Erik Johnson explains.
    "IceFrog is one of the smartest designers we've ever met. He's made so
    many good decisions over the years in building the product. He virtually
    never makes a decision that doesn't have some reasoning behind it and a
    way to pick apart the logic behind it." This approach means that Dota 2
    basically is DotA-Allstars with new technology.

    DotA-Allstars'
    roster of 100+ heroes is being brought over in its entirety. The single
    map games take place on is functionally identical to the one that you
    can download for free today in the Warcraft III mod. Items, skills, and
    upgrade paths are unchanged. Some hero skills work slightly better due
    to being freed from the now-ancient Warcraft III engine, but Dota 2 will
    be instantly familiar to any DotA player.

    A few things will make
    significant differences to players making the transition. Dota 2 uses
    Valve's Source engine, so the game is much prettier. Source itself is
    getting a few upgrades, including improved global lighting and true
    cloth simulation. Dota 2's integrated voice chat is a huge step up from
    having to set up your own Ventrilo server, and the speed of voice
    communication is very nearly a requirement for a game as team-focused as
    DotA.

    AI bots will take over for disconnected players, and will
    be available to play against in unranked training matches as well.
    However, don't get your hopes up for a full-fledged single-player game,
    though. Johnson says, "Our goal with the AI is just that their
    experience isn't destroyed just because one person couldn't finish the
    game."

    The visual style is remarkable for retaining the somewhat
    cartoony feel that the Warcraft III version of DotA-Allstars is built
    around, while going in a few different directions. "I think there are
    functional aspects to the art that are pretty significant to the
    players," Johnson muses. The environment, particularly in the forests
    that fill in the map between the three lanes that the NPC armies follow,
    uses a desaturated color scheme to give the colorful heroes and
    abilities some visual pop. The sizable art team is putting a lot of work
    into making the shapes and animations of each hero distinct to the
    point that players will be able to instantly identify any hero they see
    and quickly gauge the threat level of any situation.

    The game
    will also feature a ton of custom voice work. You'll get amusing lines
    from heroes as they deny the enemy team last hits on creeps, and
    champions who have backstory connections will trade quips when nearby.

    The
    bulk of innovation in Dota 2, however, is ancillary to the gameplay
    itself. Valve is upgrading Steamworks (the company's backend
    technologies for matchmaking and other gameplay and community-related
    things) to allow them to create in-game rewards for participating in the
    Dota 2 community. The idea is to have everything a player does in or
    out of game tie back into their online identity. Like the improvements
    to Source, the Steamworks upgrades will be available to third-party
    developers who choose to use Valve's tools when Dota 2 launches in 2011.

    At
    a basic level, posting useful feedback or participating in constructive
    discussions on the forums will contribute to your standing in the
    community in a visible way. Valve doesn't have the specifics on how this
    will work nailed down yet. Will you get points that contribute to a
    visible ranking, like a Gamerscore? Will your posts need to be
    recommended by other community members to count for anything? What
    counts as a constructive discussion? These questions are all being
    actively explored at the moment. Valve assures us that the designers
    have a slew of awesome ideas for how to implement rewards in a way
    that’s visible to the rest of the community, but there are no details to
    announce yet. "When we talk about this identity that exists inside and
    outside the game, we don't think we're anywhere near it with what exists
    on Steam right now," Johnson admits.

    If this was just about
    getting points for posting comments, though, we wouldn't waste your time
    by telling you about it. Dota 2 goes much farther than that. Everything
    from unlocking new skins for your favorite hero to getting a unique
    title for writing a strategy guide is on the table. Valve has ambitious
    plans (for which, again, there are no specifics to share) to host
    everything themselves and provide the best framework for the community
    to interact with each other. The idea is to reduce the social friction
    inherent in having to dig around a bunch of different fansites and wikis
    to find what you're looking for.

    Ultimately, two things will make Dota 2 stand out: the coaching system and interactive guides. Read on to find out more.


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    Riding the Skill Curve

    Getting
    owned sucks. It doesn't matter if you're the victim of a headshot in
    Counter-Strike, corner trapped in Street Fighter, or swarmed under by
    Zerglings in StarCraft. Holding the short end of the skill stick in
    competitive games like these is rough. This problem is compounded in
    DotA and its clones by two factors. First, matches last around 40
    minutes – that's a long time to spend getting your face kicked in.
    Second, dying not only takes you out of the game while your respawn
    timer counts down but also directly benefits the other team by giving a
    big cash bounty to your killer.

    At intermediate and higher
    levels of play, having a poor player on your team who dies frequently is
    worse than fighting with a man down, as the opposite team gets gobs of
    gold for picking off the newbie. This has fostered a legendarily
    newbie-hostile attitude within large swaths of the DotA community. As
    fun and rewarding as the game is when you're in a match of appropriate
    skill level – and it can be one of the very best experiences in gaming,
    without exaggeration – finding those matches has always been a
    nightmare. It doesn't help that the game is so intense that Valve had to
    institute a "no talking about the match for an hour afterwards" rule
    for its internal playtests. The recent commercial titles that more or
    less cloned DotA have ameliorated this to some extent, but it is still
    often a huge problem.

    Valve believes that the solution to the
    huge barrier to entry is threefold. The first, obvious solution is to
    have excellent skill-based matchmaking for both individuals and teams.
    Valve believes that the work going into Steamworks for Dota 2's release
    meets that requirement. Second, interactive guides will allow players to
    do more than just read a guide for their favorite hero that has been
    deemed helpful by the community at large. Valve plans to allow
    guide-makers to tie their work back into the game by doing things like
    highlighting suggested item purchases or displaying useful information
    during a match.

    Finally, a coaching system is being deeply
    integrated into the game. By logging in as a coach, veteran players can
    do their part to help out newer folks. Valve hasn't entirely decided on
    the specifics of how newbies and coaches will be matched up, but once
    they're together a few things happen. The coach sees the pupil's screen,
    and gets private voice and chat channels to communicate with them. The
    coach probably won't be able to take control of anything directly (once
    again, the details are currently under discussion), but information is
    power in Dota 2 and having a mentor whispering in your ear can make all
    the difference in the world.


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    Of
    course, the pupil will be able to rate the coach's helpfulness. Being a
    well-regarded coach will have explicit in-game rewards, just like
    writing useful guides, posting constructive feedback, or engaging in
    interesting strategy discussions. If the overwhelming response to
    Battle.net achievements is any indication, vanity rewards like these
    will be extremely effective in channeling the community's energies
    toward positive contributions.

    Valve founder and boss Gabe Newell
    thinks that ongoing service and value creation over a game's lifespan
    is the new reality of game development. "IceFrog was one of the smartest
    people we've ever met about doing that, and he was doing it with both
    hands tied behind his back, so to speak," Newell says. The company plans
    on approaching Dota 2 with the same dedication that won it the
    fanatical devotion of the Team Fortress 2 community, pushing out dozens
    of updates that do everything from adding new hats to fixing balance
    issues to introducing entire new match types for free.

    "I think
    the interesting thing is us adding a second layer where the community is
    a service to each other. That's the real shift that we're trying to
    build here. Valve is going to keep building software around Dota and
    around the community and around Steamworks for Dota, but we're also
    going to build this system where the community can bring service to each
    other and be recognized for it," Johnson proclaims. With a solid
    backbone of community-enabling systems and Valve's legendary support and
    technology behind it, Dota 2 has a chance to turn one of the most
    popular mods of all time into a full game on PC and Mac that compares
    favorably to any eight-figure-budget console blockbuster.

    Trailer Dota 2 :



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