Fire qouta is whacked, lane needs more stork-nozzle ASAP.Teoes said:Looking at this strip and the comments I feel like such a scrub. Y'all are speaking another language. I'm clearly not a real gamer!
One of the MOBA's, such as League of Legends, or DOTA. Some creeps give gold when killed. The joke's premise is that if that gold giving creep is killed by another creep, that creep gets the gold and is able to spend it on gear (normally something only the player does). The joke was a tiny bit obscure, and almost entirely unfunny.Johnny Novgorod said:-snip-
I prefer it to challenge both. Dota is about quick moment to moment decision making just as much as it's about long term planning and strategy. To master the game you need both and especially the ability to function in a team. You need the right strategy and the ability to utilize it to win, this makes the way more interesting.Tarfeather said:The "last attack gets the gold" mechanic is not such a letdown because it in itself is such a bad thing, but because it's one of the few bad decisions that ruin what could otherwise be a very enjoyable game that actually challenges your strategic mind, rather than your reflexes/blood sugar level.
I think above quotes did not provide satisfactory answer, so I will explain.UltimatheChosen said:The fact that something takes skill does not mean it adds to the gameplay. It would also take skill if you were required to run a partial circle of exactly 270 degrees around every enemy before they could die, but it still wouldn't be good design.BiH-Kira said:Proper last hitting takes skill, just auto attacking doesn't.rasputin0009 said:That's one of the simple rules of DOTA that turned me off. Why can't I just get gold if I hit the creep the most? The last hit thing is bullshit.
Denying is also an idiotic game mechanic. It should have been nixed when the bug that allowed it first popped up back in DotA, rather than becoming a supported part of the core gameplay.BiH-Kira said:Also, without the need to last hit, denying wouldn't have any purpose.
As it is now, denying will deny the enemy 100% of the gold they could have gotten and 50-75% of the experience.
Seriously awesome plays there.DaViller said:I prefer it to challenge both. Dota is about quick moment to moment decision making just as much as it's about long term planning and strategy. To master the game you need both and especially the ability to function in a team. You need the right strategy and the ability to utilize it to win, this makes the way more interesting.Tarfeather said:The "last attack gets the gold" mechanic is not such a letdown because it in itself is such a bad thing, but because it's one of the few bad decisions that ruin what could otherwise be a very enjoyable game that actually challenges your strategic mind, rather than your reflexes/blood sugar level.
Regarding the click crazyness and semingly erratic movement, thats a sign of how intense the game is and realy enjoy watching it. It shows that players are fighting for every little advantage they can get. Lasthit that creep or denie that one who wich one will give me the greater advantage? Try to bait the enemy into taking a miss step or hold my ground and be safe for now? I can see that going to players mind every second cause thats what I think when I play and I find it highly entertaining to watch.
As for controls, rts style movement fits the game well because it allows for the most precise positioning and is better suited for multitasking. I tryed smite and find it realy lacking in that regard because of the third person perspective and direct movement. Can't quickly check the course of a fight in the jungle while im farming if i don't have full controll over the camera.
To give you an example where all of this comes together. In a video i once watched a drow (the elf archer) player scores a kill in a 2v1 situation, uses the gold he gains to buy an item that allows controlling enemy units, and then kills himself with an enemy unit to prevent the second enemy from getting any gold or experience himself.
Noone I have ever shown the video (all long time dota players) guessed what drow was gonna do, best example of lighting fast thinking in a game I have ever seen. Also the best possible "fuck you!" to the enemy team there is in such a situation.
Everything i love about the game in one moment. Asses the situation(your dead), chose the most beneficial strategy within a split second(make sure these assholes get nothing) and execute it perfectly.
Edit: Video is here for anyone who wants to see(seriously if you play dota watch this).
http://www.youtube.com/watch?feature=player_detailpage&v=Vtn7WecvJ-8#t=256s
rhodo said:Woah, I don't have the slighest idea what is this comic about
Perhaps a is related to b?where is the joke.
Dude just go read a book and quit gaming if you think game mechanics like those are a bore; next we'll hear you say something like "stopped playing COD because sniper required too much skills". lolzkurupt87 said:Skilled things always add to gameplay, it's whether or not they'd be worthwhile additions to gameplay. In this case they are worthwhile additions. You can choose to disagree, but you'd be wrong.UltimatheChosen said:The fact that something takes skill does not mean it adds to the gameplay.BiH-Kira said:Proper last hitting takes skill, just auto attacking doesn't.rasputin0009 said:That's one of the simple rules of DOTA that turned me off. Why can't I just get gold if I hit the creep the most? The last hit thing is bullshit.
Denying I can take or leave, but it too adds depth that LoL just doesn't have. I don't even play DOTA2, I play LoL. But I watch DOTA2.Denying is also an idiotic game mechanic. It should have been nixed when the bug that allowed it first popped up back in DotA, rather than becoming a supported part of the core gameplay.BiH-Kira said:Also, without the need to last hit, denying wouldn't have any purpose.
As it is now, denying will deny the enemy 100% of the gold they could have gotten and 50-75% of the experience.
I think you quoted the wrong person mate, I am pro last hits and denials.relic626 said:Dude just go read a book and quit gaming if you think game mechanics like those are a bore; next we'll hear you say something like "stopped playing COD because sniper required too much skills". lolzkurupt87 said:Skilled things always add to gameplay, it's whether or not they'd be worthwhile additions to gameplay. In this case they are worthwhile additions. You can choose to disagree, but you'd be wrong.UltimatheChosen said:The fact that something takes skill does not mean it adds to the gameplay.BiH-Kira said:Proper last hitting takes skill, just auto attacking doesn't.rasputin0009 said:That's one of the simple rules of DOTA that turned me off. Why can't I just get gold if I hit the creep the most? The last hit thing is bullshit.
Denying I can take or leave, but it too adds depth that LoL just doesn't have. I don't even play DOTA2, I play LoL. But I watch DOTA2.Denying is also an idiotic game mechanic. It should have been nixed when the bug that allowed it first popped up back in DotA, rather than becoming a supported part of the core gameplay.BiH-Kira said:Also, without the need to last hit, denying wouldn't have any purpose.
As it is now, denying will deny the enemy 100% of the gold they could have gotten and 50-75% of the experience.
I'm pretty sure that in LoL it's completely down to the auto-targeting whether blue minions or purple minions gain the advantage. I could be wrong, and I can't be arsed to check, but I seem to remember someone saying that top and bot lanes tend to come out in favour of the blue minions, but mid lane tends to favour purple.NightHawk21 said:Can't remember how it was in LoL, but in Dota 2 one wave will come out on top (at least initially). I can't remember if anyone has actually tested to see if without any outside influence one team of creeps continuously wins over another, since the games would go hours, but at the start of the game the two don't just meet in the middle and kill each other simultaneously. This is probably due to differences in how hitting works (I think damage is applied over a range), and later terrain bonuses.kailus13 said:I'm not a real gamer too in that case. Let's hide in our MOBA-proof bunker together, away from such terms as "carry" and "ward".Teoes said:Looking at this strip and the comments I feel like such a scrub. Y'all are speaking another language. I'm clearly not a real gamer!
Presumably, if you actually let two exactly equal minions fight, they'd kill each other at exactly the same time.
I know, right? It'd be much better if, say, Shadow Fiend could just raze every wave once and literally get all the farm. No need for focus, timing, risk assessment, awareness, or skill. I think that'd really make the game better.ThreeWords said:I agree; it's really stupid how they use game mechanics to promote a need for tactics, timing and understanding of whats going on around the character. Totally unnecessary, especially since it rewards skilled players, who are clearly not the target audience in a gaming genre that is in the process of turning into sport.rasputin0009 said:That's one of the simple rules of DOTA that turned me off. Why can't I just get gold if I hit the creep the most? The last hit thing is bullshit.