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Old 09-20-2012, 07:48 PM   #61
microlipse
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Default Test Client Patchnotes (with updates)!


Quote:
Originally Posted by DreamKnight View Post
Stop being ignorant, please... It's not something we should keep? really?
We had it forever until now, just stop killing dota2, if someone wants LoL then they go there, this is just sad.
You are the one who is ignorant. So like...add kill streaks => Dota 2 magically turns into LoL ? Wow.

LoL is a shit game (i dont want to bring up the argument here) but there are still things that they do good, and if the addition to dota 2 makes our game better, so why not ?

Some texts at the top to better announce kills don't kill the game, or affect the gameplay any slightly bit.

And they look good btw
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Old 09-20-2012, 08:07 PM   #62
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Default Re: Patch Online in Test Client!

Quote:
Originally Posted by microlipse View Post
You are the one who is ignorant. So like...add kill streaks => Dota 2 magically turns into LoL ? Wow.

LoL is a shit game (i dont want to bring up the argument here) but there are still things that they do good, and if the addition to dota 2 makes our game better, so why not ?

Some texts at the top to better announce kills don't kill the game, or affect the gameplay any slightly bit.

And they look good btw
You must be really blind to need something as near as that, your first sentence contradicts your second text, and yes it affects gameplay since those shiny effects will appear in your screen while 4 people in my team get 4 killing sprees.
Annoying and unneeded.
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Old 09-20-2012, 08:39 PM   #63
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Default Re: Test Client Patchnotes (with updates)!

Edited OP again for Update 4 Patchnotes.
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Old 09-20-2012, 08:49 PM   #64
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Default Re: Patch Online in Test Client!

Quote:
Originally Posted by DreamKnight View Post
Stop being ignorant, please... It's not something we should keep? really?
We had it forever until now, just stop killing dota2, if someone wants LoL then they go there, this is just sad.
How about you give a proper reason to keep the side-scrolling adventure other than "because we always had that"?
Of course we got used to kind of info-display but it is neither visually appealing nor efficient. Using the hero-icons instead of writing out the hero-names is a no-brainer when it comes to UI-design. Almost every FPS uses icons to convey what weapons were used. Imagine if they wrote:

xXxUberkillerxXx used the FAMAS Assault Rifle to shoot MW2FOREVA in the head and was rewarded with the "Headhunter" accolate
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Old 09-20-2012, 08:52 PM   #65
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Default Re: Test Client Patchnotes (with updates)!

Quote:
Originally Posted by Cymen View Post
Edited OP again for Update 4 Patchnotes.
Thank you for your edition.

I was like dafuq? When did i write this? :P

EDIT:
Quote:
Originally Posted by Cymen
I have edited the OP because it was the laziest thing I have ever seen. Invest at least a minimum of effort into your threads, people. If you have only one line, it is not worth a thread.
Lazy is my second name, but seriously i went to sleep after ChrisC posted the changelog.
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Last edited by scricK; 09-20-2012 at 09:16 PM.
Old 09-20-2012, 08:54 PM   #66
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Default Re: Patch Online in Test Client!

Quote:
Originally Posted by Cymen View Post
How about you give a proper reason to keep the side-scrolling adventure other than "because we always had that"?
Of course we got used to kind of info-display but it is neither visually appealing nor efficient. Using the hero-icons instead of writing out the hero-names is a no-brainer when it comes to UI-design. Almost every FPS uses icons to convey what weapons were used. Imagine if they wrote:

xXxUberkillerxXx used the FAMAS Assault Rifle to shoot MW2FOREVA in the head and was rewarded with the "Headhunter" accolate
Your missing the point of it, it is suposed to be informative, not visually appealling, i already gave the proper reason, it is just a misceallous feature which kinda fails into dota.
Writting the hero names is no-brainer? I don't even...
Next step is what? they will also call-out heroes names in voice so this really get's pumped LoL style i see...
Also your comparing this to FPS, pathetic.
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Old 09-20-2012, 09:31 PM   #67
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Default Re: Test Client Patchnotes (with updates)!

I like them, but what i don't understand is how are they distracting to you. Are you ADD?
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Old 09-20-2012, 09:38 PM   #68
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Default Re: Patch Online in Test Client!

Quote:
Originally Posted by Cymen View Post
xXxUberkillerxXx used the FAMAS Assault Rifle to shoot MW2FOREVA in the head and was rewarded with the "Headhunter" accolate
MW2FOREVA? SuPah-L33t-K1llaCaP-A-CoP sounds more like a CoD 4 nickname
On Topic:
IMO it was about time they updated this
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Old 09-20-2012, 10:50 PM   #69
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Default Re: Patch Online in Test Client!

Quote:
Originally Posted by DreamKnight View Post
Your missing the point of it, it is suposed to be informative, not visually appealling, i already gave the proper reason, it is just a misceallous feature which kinda fails into dota.
Writting the hero names is no-brainer? I don't even...
Next step is what? they will also call-out heroes names in voice so this really get's pumped LoL style i see...
Also your comparing this to FPS, pathetic.
I said it is not efficient. Meaning it uses way too much text to convey little information. I did not compare the game to FPS, I compared how the UI handles something as common as a kill. One line with icons is better than 3 lines of text. Display methods don't transform this game into League of Legends. You need to get over your nostalgia for antiquated display methods.

Just a comparison. Try to see which method blocks the screen more. And keep in mind that the top UI in Dota 2 does not stack when the same person increases the killstreak:

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Last edited by Cymen; 09-20-2012 at 11:06 PM.
Old 09-20-2012, 11:07 PM   #70
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Default Re: Test Client Patchnotes (with updates)!

Quote:
Originally Posted by scricK View Post
- Reduced opposing-team pause resume time down to 5 seconds (from 30 seconds).
ARE THEY FOR REAL? "- Reduced opposing-team pause resume time down to 5 seconds (from 30 seconds)."

DOESN'T THIS MEAN THAT YOU COULD ONLY PAUSE FOR 30 SECONDS? NOW, YOU CAN ONLY PAUSE FOR 5? THAT'S FUCKING WORTHLESS! THEY NEED TO REVERT THIS, ASAP.

IF THEY DON'T, PEOPLE ARE GOING TO FUCKING GO PLAY STARCRAFT 2 OR SOME SHIT. NOBODY WILL PLAY FAIRLY, IT'S GOING TO BE UNPAUSE ABUSE ALL OVER STEAM.
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Old 09-20-2012, 11:11 PM   #71
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Default Re: Patch Online in Test Client!

Quote:
Originally Posted by ralje View Post
Oh, man I can't wait to destroy noobs who play meepo. I'm gonna laugh at them for waiting him so long, everywhere I look I see "MEEPO" "MEEPO" "MEEPO" wtf. I'm picking shaker all the way retards.
Listen to dis man

---------- Post added at 05:11 PM ---------- Previous post was at 05:11 PM ----------

Quote:
Originally Posted by SanKakU View Post
ARE THEY FOR REAL? "- Reduced opposing-team pause resume time down to 5 seconds (from 30 seconds)."

DOESN'T THIS MEAN THAT YOU COULD ONLY PAUSE FOR 30 SECONDS? NOW, YOU CAN ONLY PAUSE FOR 5? THAT'S FUCKING WORTHLESS! THEY NEED TO REVERT THIS, ASAP.

IF THEY DON'T, PEOPLE ARE GOING TO FUCKING GO PLAY STARCRAFT 2 OR SOME SHIT. NOBODY WILL PLAY FAIRLY, IT'S GOING TO BE UNPAUSE ABUSE ALL OVER STEAM.
I just did that. My bronze league macro would blow your mind too.
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what i need to do in order to get a new version? sit on the roof of a building near valve and start sniping randome people who comes out until a new version is released? cause i am seriously doing this if nothing is happening.
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Old 09-21-2012, 12:59 AM   #72
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Default Re: Test Client Patchnotes (with updates)!

how many hours until new patch guys?
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Old 09-21-2012, 01:59 AM   #73
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Default Re: Test Client Patchnotes (with updates)!

Quote:
Originally Posted by desislaf View Post
how many hours until new patch guys?
Less than 1.
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Old 09-21-2012, 02:47 AM   #74
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Default Re: Patch Online in Test Client!

Quote:
Originally Posted by Cymen View Post
I said it is not efficient. Meaning it uses way too much text to convey little information. I did not compare the game to FPS, I compared how the UI handles something as common as a kill. One line with icons is better than 3 lines of text. Display methods don't transform this game into League of Legends. You need to get over your nostalgia for antiquated display methods.

Just a comparison. Try to see which method blocks the screen more. And keep in mind that the top UI in Dota 2 does not stack when the same person increases the killstreak:

Yes, thank you for the screenshots

We get used to dota 1's screenclusters...now in dota 2 valve innovates it a lil bit to make it more clear and visually appealing...and some people just call it "LoL style" and it's "killing the game"

@DreamKnight: Admit it, you just don't want changes...we had many changes in dota 2 before...and we all get used to them...changes that actually harm the game will be rejected by majority of the community, and therefore Valve will have to remove them...but if the majority agrees on the changes, it is YOU who need to adapt and get used to it..and these changes in this patch are good changes for me, and for many other people out there, too

You can call me blind or anything you want...i just point out the truth
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Old 09-21-2012, 12:40 PM   #75
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Default Re: Test Client Patchnotes (with updates)!

Nice to see that this was updated. Do you people understand now why they "only" released Meepo? Another hero would have broken the game for a week at least. They can't release too many heroes at once. Especially ones with unique mechanics.
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Old 09-21-2012, 12:45 PM   #76
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Default Re: Test Client Patchnotes (with updates)!

Quote:
Originally Posted by Cymen View Post
Nice to see that this was updated. Do you people understand now why they "only" released Meepo? Another hero would have broken the game for a week at least. They can't release too many heroes at once. Especially ones with unique mechanics.
Look like we can't expect a hero release next week
Valve is already working overtime fixing meepo, doubt they'll manage to finish another hero in 5 days
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Old 09-21-2012, 12:49 PM   #77
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Default Re: Test Client Patchnotes (with updates)!

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Originally Posted by Sentry_ward View Post
Look like we can't expect a hero release next week
Valve is already working overtime fixing meepo, doubt they'll manage to finish another hero in 5 days
I wouldn't say that. They are working on several heroes at the same time. There is not a single hero that took only a week. Every hero is the result of a much larger time-span. Remember when we saw the first Meepo materials?
I think CyborgMatt might be right with his Magnataur prediction but we'll see.
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Old 09-21-2012, 12:51 PM   #78
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Default Re: Test Client Patchnotes (with updates)!

Quote:
Originally Posted by Cymen View Post
I wouldn't say that. They are working on several heroes at the same time. There is not a single hero that took only a week. Every hero is the result of a much larger time-span. Remember when we saw the first Meepo materials?
I think CyborgMatt might be right with his Magnataur prediction but we'll see.
usually they release one hero and work on getting the next hero ready
But they have already been working on meepo for 2 days
I doubt they'll have time to finish a hero

Plus centaur is closer than magnataur
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Old 09-21-2012, 01:08 PM   #79
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Default Re: Test Client Patchnotes (with updates)!

No, centaur isnt closer than magnataur.
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Old 09-21-2012, 01:37 PM   #80
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Default Re: Test Client Patchnotes (with updates)!

Wait,why didnt the patch make it to the main client yet?
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