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Has there been any mention of a new rts game or a rts sequel to Warcraft/Starcraft?
Has there been any mention of a new rts game or a rts sequel to Warcraft/Starcraft?
Sooooooo is this everything? Just the two expansions? Maybe they should just make a blog post next time.
it was pretty underwhelming for a blizzcon but i suspect that's because nobody gives a fuck about three of their five big titles (overwatch/hearthstone/rumble)Sooooooo is this everything? Just the two expansions? Maybe they should just make a blog post next time.
He's right. Objectives may change based on the map, but they're ultimately superficial. The only map I can think of that lends itself to a different style of play is Blackheart's Bay, the rest are just about contesting a certain point (but even Blackheart's Bay has that in the form of the turn in location). So regardless of the map, the gameplay flows the same: push & soak, contest the objective, repeat. Any options outside the first two can only serve the first two and even those are limited in the form of mercs. Maybe ganking if the enemy is out of position, but the nature of forts makes that difficult compared to other games.Looks like you didn't play the game much.They were just visually different, the core mechanics didn't change between them.
They'll have an event about it at least.ironic cuz if they put sexy korean dancers in any of their games HR would have a fit and half the team would be fired
This is like claiming the wider ice surface in international hockey has a superficial effect on the game and the same strategies apply because you ultimately still shoot a puck in a net.He's right. Objectives may change based on the map, but they're ultimately superficial. The only map I can think of that lends itself to a different style of play is Blackheart's Bay, the rest are just about contesting a certain point (but even Blackheart's Bay has that in the form of the turn in location). So regardless of the map, the gameplay flows the same: push & soak, contest the objective, repeat. Any options outside the first two can only serve the first two and even those are limited in the form of mercs. Maybe ganking if the enemy is out of position, but the nature of forts makes that difficult compared to other games.Looks like you didn't play the game much.They were just visually different, the core mechanics didn't change between them.
The only thing that makes the gameplay stand out, imo, is its relatively casual approach. Shorter matches, fewer choices to make, less mechanics to master. Although I played it fairly consistently from beta until earlier this year, I'm fairly certain the game's lack of depth was its greatest shortcoming. It is the mashed potatoes of mobas, baby's first moba, etc.
If that was the only difference then you'd be right, but I'm speaking holistically and comparatively.This is like claiming the wider ice surface in international hockey has a superficial effect on the game and the ultimately the same strategies apply because you ultimately still shoot a puck in a net.
Given the evolution of other games, I don't think it had enough competitive pressure on it long enough to make any definitive statements about how important map differences are.If that was the only difference then you'd be right, but I'm speaking holistically and comparatively.This is like claiming the wider ice surface in international hockey has a superficial effect on the game and the ultimately the same strategies apply because you ultimately still shoot a puck in a net.
Hots is a relatively simplistic game, compared to its competition. Making the maps less superficial would require more complicated mechanics. A map in Dota with different secret/side shop locations, jungle layouts, warding positions, lane length and safety, tree layout, etc would be impactful because each change would have to be considered in light of the many new options it offers. Different maps in Hots means, at most, a change in lane numbers or where you fight the enemy for the objective and how it might help you win. On larger maps you may want to grab a siege camp earlier than normal before the objective pops, but each phase plays out more or less the same.
Which is my point, the game is uncompetitive by design. And of course nothing about what I say is definitive, but just based on my experiences with hots/dota/hon.Given the evolution of other games, I don't think it had enough competitive pressure on it long enough to make any definitive statements about how important map differences are.If that was the only difference then you'd be right, but I'm speaking holistically and comparatively.This is like claiming the wider ice surface in international hockey has a superficial effect on the game and the ultimately the same strategies apply because you ultimately still shoot a puck in a net.
Hots is a relatively simplistic game, compared to its competition. Making the maps less superficial would require more complicated mechanics. A map in Dota with different secret/side shop locations, jungle layouts, warding positions, lane length and safety, tree layout, etc would be impactful because each change would have to be considered in light of the many new options it offers. Different maps in Hots means, at most, a change in lane numbers or where you fight the enemy for the objective and how it might help you win. On larger maps you may want to grab a siege camp earlier than normal before the objective pops, but each phase plays out more or less the same.
Well DotA has to balance the heroes with the items in the store. HOTS doesn't have to do that as there are no items. I don't think it would have been that easy for Blizz to just keep the rights to DotA. Valve is a force to be reckoned with after all.HOTS is understated in a lot of areas. I stopped playing LoL around the time Lee Sin was out, and I've played DotA so I've a taste of their character design, and IMO Heroes' character design blows them out of the water so hard. There's so many interesting designs that really take things to the extremes it feels like an actual evolution of gameplay instead of fancy ways of bubbling-moving-attacking. But, so late to the race, HOTS never stood a chance. Blizzard letting DOTA walk out the door is by far the dumbest decision they ever made and is, in a broader sense, easily one of the worst business moves ever made in the industry.
Pretty sure they never had any rights to DotA at all, apart from the hero designs, item drawings and some item names. It's why people got annoyed that Stracraft II's ToS said that everything created with the editor belongs to Blizzard. And Valve had always had a knack for securing other people's work (CS, TF, L4D, Portal etc) to make them fat money.I don't think it would have been that easy for Blizz to just keep the rights to DotA.HOTS is understated in a lot of areas. I stopped playing LoL around the time Lee Sin was out, and I've played DotA so I've a taste of their character design, and IMO Heroes' character design blows them out of the water so hard. There's so many interesting designs that really take things to the extremes it feels like an actual evolution of gameplay instead of fancy ways of bubbling-moving-attacking. But, so late to the race, HOTS never stood a chance. Blizzard letting DOTA walk out the door is by far the dumbest decision they ever made and is, in a broader sense, easily one of the worst business moves ever made in the industry.
Waste of money? Probably way cheaper considering exposure and hype than paying off journos or buying ads for each announcement individually, especially that the convention center rental and preparation cost probably pays for itself from the selling of tickets to fanboys.Why did they even spend money on such a Blizzcon is beyond me. So many wasted work hours and money.
HOTS is understated in a lot of areas. I stopped playing LoL around the time Lee Sin was out, and I've played DotA so I've a taste of their character design, and IMO Heroes' character design blows them out of the water so hard. There's so many interesting designs that really take things to the extremes it feels like an actual evolution of gameplay instead of fancy ways of bubbling-moving-attacking. But, so late to the race, HOTS never stood a chance. Blizzard letting DOTA walk out the door is by far the dumbest decision they ever made and is, in a broader sense, easily one of the worst business moves ever made in the industry.
HOTS is understated in a lot of areas. I stopped playing LoL around the time Lee Sin was out, and I've played DotA so I've a taste of their character design, and IMO Heroes' character design blows them out of the water so hard. There's so many interesting designs that really take things to the extremes it feels like an actual evolution of gameplay instead of fancy ways of bubbling-moving-attacking. But, so late to the race, HOTS never stood a chance. Blizzard letting DOTA walk out the door is by far the dumbest decision they ever made and is, in a broader sense, easily one of the worst business moves ever made in the industry.
Evolution of gameplay? How? Removing mechanics and making everything slow as fuck? Lmfao.
Well, yeah but it still had a lot of things going for it. At the very least there aren't any 50min+ games in HOTS. That's a really good thing that not a lot of developers do if you think about it.HOTS is quite literally the most dumbed down version of the genre(not counting some obscure ones that were never even semi-popular) somehow even worse than LoL. Evolution in true Blizzturd fashion, indeed.
My prediction: Diablo 1: Resurrected
oh yuck. Phone only of course… right?My prediction: Diablo 1: Resurrected