URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       [R.I.P] Forum
  HTML https://ripclan.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: General Discussion
       *****************************************************
       #Post#: 61--------------------------------------------------
       IceFrog Q&A Session #4
       By: [R.I.P]^FlyZzz Date: May 15, 2010, 9:33 pm
       ---------------------------------------------------------
       Q: When will we hear more about you and Valve? Some people say
       it will take 2-3 years, can you give us any clues? (from Zeyall)
       A: It certainly won't take that long. There are a lot of very
       talented people here at Valve that are working hard on it every
       day to ensure high quality in a timely manner. We'll be making
       an announcement soon actually, and based on the feedback I've
       been getting since the last mention, I'm sure you all will be as
       excited as I am.
       Q: Can you tell us how you first met Valve and how you like it
       so far? (from Sodoes)
       A: It started off with an email from Valve where they mentioned
       that they were big fans of DotA wanted to fly me out to spend
       some time with them and visit their studio. I wasn't quite sure
       what to expect from the trip. After arriving and chatting with
       them, the first thing I noticed was how much of their decision
       making process was like mine. They shared the same aspirations
       towards building a long term and sustainable community without
       having short sighted business goals that end up hurting the
       quality of the game. One of the most important things for me
       though was that there wasn't going to be anyone standing above
       telling me how I should be doing things. They trust the
       developers that have experience to make the best decisions for
       their playerbase. The atmosphere at Valve allows everyone to be
       very comfortable and able to focus on what they love doing. It
       also doesn't hurt that they are huge DotA fans.. until their
       favorite heroes are nerfed, then I'm the bad guy for a week!
       Q: How popular is DotA these days? (from china_white)
       A: I can only give estimates based on getdota.com usage, because
       I can't track ingame downloads or fansites or downloads from
       China. It is roughly estimated (based on the statistics from
       popular Chinese sites) that the Chinese DotA audience is about
       40-50% of the worldwide audience. Not counting China, the
       playerbase is estimated to be somewhere between 7-11 million. I
       expect the audience to grow even more in the not too distant
       future.
       Q: Is your goal to make everything picked the same amount of
       times? (from j.walsh)
       A: I don't think about it that way exactly. Sure it's good if
       there is a nice distribution and that is something to work
       towards, but really the goal in DotA's development is, first and
       foremost, to make the gameplay quality the best it can be. It is
       the combination of all the heroes, items and mechanics together
       that makes DotA what it is and not the individual elements
       alone. Sometimes that means certain things are carefully
       adjusted to be more frequent than others, sometimes it doesn't,
       but ultimately the main judge of a game's quality is not in some
       artificial balance metric, but in the overall gameplay quality
       and depth that it has.
       Q: Can you tell us something about 6.68? (from Carlos)
       A: It is still a work in progress and needs some time, but it
       will have new heroes, more balance improvements, and some new
       features as well. Here is one of the new heroes in development:
       Icarus, the Phoenix
       Q: What do you think about DotA's future, will it continue to
       grow? (from Amir)
       A: Definitely. I think players like to spend their time on
       something they both enjoy and trust. While DotA has a lot to
       offer now in terms of content and gameplay quality, I will
       always be working hard to improve it and all that work will be
       maintained when it matures to something that solves all the
       other non-gameplay elements that it needs to go to the next
       level. I think it is a good option for players that want to
       spend time on a game that will grow with them. It also has a
       very bright future in the competitive scene. In addition to the
       already announced SMM ($32,000), ESWC ($24,500), a soon to be
       announced online ($30,000) event and another huge offline event
       that will be revealed soon, there will also be an even bigger
       set of opportunities in the future for players that are
       dedicating their time and energy into DotA. I think players on
       all levels of play will be satisfied with their choice and
       experience with the game.
       Q:Why are some heroes unavailable in -CM mode? (from Brandom
       Lim)
       A: It is a largely experimental idea so it may or may not remain
       for the future. There are a lot of different reasons for it
       though. In some cases it's balance or bug-potential related.
       Other times it is done to limit the number of simultaneous
       changes so that certain changes can be more easily measured. In
       a lot of cases where the above aren't a factor, it is actually
       done to give enough opportunity for players to understand how to
       play with and against them and understand the strengths and
       weaknesses better. This also makes new versions less
       destabalizing for competitive gaming while still providing a
       continuous stream of fresh content. That being said though, I've
       gotten a lot of requests from players that use the mode for
       casual or semi-competitive play and miss omitted heroes, so I
       may add a subcommand to unlock all.
       Q: What do you think about the fan support of competitive teams?
       (from Mooseman)
       A: Fan support is, for the most part, very good. I think it's
       great how passionate many of them are about competitive DotA. At
       times, though, some of them can be a little too judgmental
       towards teams based on their last few consecutive wins or
       losses. They have a lot of pressure on them and sometimes they
       make mistakes or just want to relax and try something different.
       I don't think it is always fair to judge them for that. They
       also face top competition regularly, so its hard to win every
       time. Teams have a lot of pride and spend a lot of time
       practicing, so it can be demoralizing to them when some fans
       change their attitudes towards them so fast.
       Q: Are we going to see more visual effects in the future? (from
       Zikaro)
       A: Visual upgrades can be a good thing (and they will come in
       the future) but is extremely important to not add too much
       visual noise. You want a scene that has a nice atmosphere and
       theme but isn't too cluttered or shiny that it negatively
       affects gameplay by making it hard to tell what is going on.
       Q: Should we expect to see any more loadscreens by Kunkka? (from
       27302)
       A: Yes, he is planning a new one now, but I can't tell you when
       it will be done since it depends on his free time.
       Q: Do you use WC3 Editor by itself or other things as well?
       (from Sasha200)
       A: Most of the map development is done outside of the editor
       actually. There are a lot of separate script files and program
       tools that are used together to create the map file.
       Q: Any interesting bugs or features that were in beta maps?
       (from OpyyuRDs)
       A: We once had a different ability for Techies that used the
       same visual art and sound effects from starcraft one for the
       ghost nuke. When he used it, a red indicator would appear on the
       ground like in Starcraft and then it would play the classic
       "Nuclear Launch Detected" audio. It sounded a lot cooler than it
       played out in practice and it was near the end of a beta cycle
       and had some balancing and design issues, so we decided to
       remove it instead of rush it in. As far as bugs go, Chaos Knight
       could pull towers in one beta version, so you were able to have
       a line of towers pushing on the enemy side!
       Q: Will more heroes get an Aghanim upgrade to their ultimate?
       (from Akder)
       A: Yea, I usually try to add some more every version or two. I
       think it's a good idea to add them in slowly though, instead of
       too many at once. I've also gotten more requests for extra
       graphic animations for the ones that already have, so I'll try
       to find suitable ones for those as well.
       Q: What is the hardest part when developing dota? What risks are
       there? (from Bannion)
       A: The hardest part is actually not the development itself, but
       in how to measure success. The thing I always try to work on the
       most is increasing the measurability/prediction of a successful
       patch. The goal is to be able to improve the development process
       and feedback systems for better accuracy to what reasonates best
       with players. The riskiest thing is making a change where it
       might take too long to discover its true impacts on the game
       where it becomes hard to reverse. We work really hard to
       eliminate that stuff early on in the theory phase with either
       careful analysis or specific beta testing.
       Q: How do you decide when to release a new patch? (from VinceX)
       A: There are two separate considerations for this. The first is
       frequency. If you update too frequently players do not get a
       chance to settle into the previous changes and learn the game,
       if you update too slowly then you aren't providing enough fresh
       content. It is a balance between the two that I'm always trying
       to find a happy medium between as I get more feedback from
       players. The second is when it's "ready". I usually release it
       as soon as I feel that the value we get out of more internal
       testing is too low compared to external feedback we'd get from
       the larger community. If we are still in the experimenting phase
       where we are trying out ideas then it's not ready. Once it feels
       like it needs external testing to be able to make more good
       decisions, then it is released. From my perspective, the game is
       in constant development and improvement regardless, it just
       becomes a matter of what is the most effective way to improve
       something.
       Q: What takes the most time each patch? Researching, Balancing,
       Implementing or Bug Hunting? (from Enders)
       A: The two most time consuming are usually research and
       experimentation. Research involves more than just playing the
       game, it's also watching replays, reading a wide range of
       feedback and talking with players. Experimentation is the other
       time consuming part. It would be fast to just reproduce a patch
       if I already knew exactly what to do, but the hard part is
       usually figuring out what you want to do and doing the proper
       testing before making changes.
       Q: What are you most happy about with regards to DotA? (from
       Artem)
       A: I am really thankful for all the support players have given
       this game, it is more than I could ask for. I see a vibrant
       community that, despite the very hard learning curve DotA has,
       grows through the dedication and passion of its players. That
       shows me how much more potential the game has and encourages me
       to work harder
       #Post#: 62--------------------------------------------------
       Re: IceFrog Q&A Session #4
       By: limzihao Date: May 15, 2010, 10:43 pm
       ---------------------------------------------------------
       Hey dun Copy Paste From Other Forum =.=
       #Post#: 68--------------------------------------------------
       Re: IceFrog Q&A Session #4
       By: TheRaveZ Date: May 15, 2010, 11:04 pm
       ---------------------------------------------------------
       i got see this at forum getdota.com .. i also hear IceFrog want
       kick some DotA hero ..
       #Post#: 71--------------------------------------------------
       Re: IceFrog Q&A Session #4
       By: [R.I.P]^FlyZzz Date: May 15, 2010, 11:06 pm
       ---------------------------------------------------------
       [quote author=TheRaveZ link=topic=14.msg68#msg68
       date=1273982692]
       i got see this at forum getdota.com .. i also hear IceFrog want
       kick some DotA hero ..
       [/quote]
       dont kik leh==
       #Post#: 150--------------------------------------------------
       Re: IceFrog Q&A Session #4
       By: TheRaveZ Date: May 16, 2010, 1:16 am
       ---------------------------------------------------------
       he say he will hehe
       #Post#: 159--------------------------------------------------
       Re: IceFrog Q&A Session #4
       By: [R.I.P]^FlyZzz Date: May 16, 2010, 1:23 am
       ---------------------------------------------------------
       [quote author=TheRaveZ link=topic=14.msg150#msg150
       date=1273990612]
       he say he will hehe
       [/quote]
       so bad==
       #Post#: 193--------------------------------------------------
       Re: IceFrog Q&A Session #4
       By: TheRaveZ Date: May 16, 2010, 2:37 am
       ---------------------------------------------------------
       some people like to remove slark and void funny ...
       #Post#: 194--------------------------------------------------
       Re: IceFrog Q&A Session #4
       By: [R.I.P]^FlyZzz Date: May 16, 2010, 2:38 am
       ---------------------------------------------------------
       [quote author=TheRaveZ link=topic=14.msg193#msg193
       date=1273995445]
       some people like to remove slark and void funny ...
       [/quote]
       ravez jr member n i full member d^^
       #Post#: 200--------------------------------------------------
       Re: IceFrog Q&A Session #4
       By: TheRaveZ Date: May 16, 2010, 2:43 am
       ---------------------------------------------------------
       later i edit hehe ... Full member i edit to 300 post  ;D
       #Post#: 202--------------------------------------------------
       Re: IceFrog Q&A Session #4
       By: [R.I.P]^FlyZzz Date: May 16, 2010, 2:44 am
       ---------------------------------------------------------
       [quote author=TheRaveZ link=topic=14.msg200#msg200
       date=1273995801]
       later i edit hehe ... Full member i edit to 300 post  ;D
       [/quote]
       lol
       *****************************************************
   DIR Next Page