LordWildMan, on 21 March 2012 - 01:43 PM, said:
Now, on topic. I am a big DOTA 1 and 2 vet, so I could be biased here, but I don't want any sort of leveling at all. I have played LoL, and the most frustrating thing about the game for me is that I have to grind for a very long time to unlock all the masteries and rune slots. I know how to play the game, so why does the game refuse to allow me to make my decisions about masteries now? Also, those who say that these things add in extra level of meta-game or whatever to the game are, in my opinion, wrong. In LoL, there are only a few best choices for masteries and runes for a particular hero. It doesn't change the game that much when everyone s using the same masteries for the same hero.
Im a longtime vet as well as many of us here are. The problem is I am also a vet of many MMOs, RTS, and online gaming in general. So my opinion is not set. Secondaly, it has been said it will not be a grind which again has been stated in at least ten post in this topic. Thirdly, this is not a MOBA, removing of any system that would unlock would casue the many problems mentioned in this topic. .Thirdly DoTa 2 WILL feature a leveling system too unlock things, is however is currently not inplemented. Finnaly on the compeitive level every stat regardless of that 1% or 1 damage counts, and such in the higher ELo of LoL you will find for a fact that everyone uses the same runes/mastries for a set build rather then a set hero.
LordWildMan, on 21 March 2012 - 01:43 PM, said:
Also, what if you are new to the game and you want to play with some friends who are experienced, and have lots of levels? This is my biggest problem with League, as I am a level 8 or something, playing with friends who are 500+ game level 30s, who have all the runes and mastery slots, so they have a significant advantage over me. Never mind that I am equal in skill (arguably), they have an advantage simply because they have payed more. I don't think that is very fair to players at all, that the more you play the better you become, simply through 'leveling.'
This system will be corrected the same way LoL did it, you tier on average of the groups level. So even if I pick up LoL as a level 1 and queue with a group of all 30s I am mostly going too play with level 15 players. Where as I can point out you said runes and such make no difference, I will not draw upon that point but instead. I will point out, that those runes, mastries and more or not meant too be used in a"pubber" game, where you are not expected too be competitive or work for the team rather then ones own stats. The inpact upon the game is so small in those kind of games that it is almost sad. All it would require is for one person too adapt their game play. However more too the point, should we adjust a game too be a pick up and go without any learning curve? That would reuiqre a game without depth and thus a game without diversify.
LordWildMan, on 21 March 2012 - 01:43 PM, said:
I don't believe that locking some items, abilities, or units out for new players is helping them out at all either. If they are confused by all the choices, they can do tutorials, read guides, and play bot games. I do that all the time when I am trying out a new strategy. For me personally, locking things out causes me to become frustrated, as I know how the stuff works, but I have to spend 10+ hours to unlock it so I can use it.
Like I pointed out, a five hour tuttiral will give no practical experience and one will learn so little that it will have no impact upon the real learning curve of the game play rather then the sterile system of the game. Rather then hand a child a nuclear bomb, lets hand him a sling shot and let him learn, you must take note this game has a major RTS element as such a system is required else you will be overwhelmed and many people will outright quit rather then try too figure it out. This is not about the experience or abilities of one person but of the base of players who might play
LordWildMan, on 21 March 2012 - 01:43 PM, said:
This is one of the things that I think all of the dota clones, besides HoN, get wrong. They have a meta-game progression system that rewards players for time spent in game, separate from their skills learned while playing. When I play dota, I know the only difference between me and the other team is pure skill. No meta game, no masteries, no runes, no summoner spells. Just pure skill. If they get away or beat me, I know it was that player out played me, and not due to some outside force that he has unlocked and that I don't have. When I land that amazing Pudge hook on a leaping Mirana, I know that was due to skill, and not any sort of bonus I have that he may not.
"Pure skill" I would like you too go over too LoL or HoN communties or even the more harder DoTa 2 community and tell them, your game makes it about less skill because you require too mange more and deal with more variables. The fact is those are more competitive tools, and the very reason LoL and HoN both have a larger community then DoTa and an even larger competitive element. The very reason that DoTa itself attempted too add such a system back in 2006 but failed too due too scripting limitations of world edit.
Edited by Thanatological, 21 March 2012 - 02:19 PM.