Im not a dota noob. I'm pretty decent at it . Have been at it since 2006 and I know some heros like chen and some of the more complicated abilities can need something a bit further than the regular four button prompt like say using mercurials teleport or some of the other minimap abilities etc. But the vast majority of heros can be shifted over easily. And on a pub or actually competitive level unless the metagame has changed a lot over the past 5 months i've not followed it heros like chen missing wont spoil the balance.
Also if anything a new console gen is the best place to start out . F2p lots of new ppl will try it ... it might even end up with a non super anti noob community because most of the console players will be new . The pc regulars wont shift until later etc.
VS
Okay more seriously. Valve wants to keep people and money in an ecosystem where it gets 100% rather than having to pay a middleman (Microsoft or Sony). This reminds me, TF2 on PS3/XB360...they're still pre-hats, right? If so that is another reason, they will not provide the same level of support.
Guardians of Middle Earth was designed to be played on consoles, and that was a contributor to it being crappy. DotA requires way too many buttons, as well as customization to be playable. For Chen - among others - things like controlling or grouping multiple units would be ridiculously hard if not impossible. Then there's item management + assigning hotkeys. Etc, etc. If you're actually a decent DotA player, just take a look at how many keys you actually use when playing, and then try and figure out how that'd work on a controller.Im not a dota noob. I'm pretty decent at it . Have been at it since 2006 and I know some heros like chen
circle, partol, hold stop I dont use at all. I know some ppl use stop to while waiting to last hit . I just move somewhere close to where i am. (just constantly clicking near my hero) ... inventory hotkeys are useful yes. However how many of dota items are active and how many are passive. Even many a times hero abilities are atleast one passive. With a little effort I feel it can be ported. Plus the ps4 has the touchpad ... And this is not even getting into using the dpad . Which gives a whole new 4 buttons .
VS
shift queue, pings and other things that makes controller not practical enoughThat doesn't prove anything. There are 16 buttons on that diagram, and there are 16 buttons on a 360 pad. between that and radial menus it could be made to work.
basically it needs thatM/KB support = problem solved.
Well not all will be using that, but its a start.
No it doesn't, it creates entirely new problems of people with controllers being unable to compete and too frustrated to keep playing, and the age-old issue of getting a KB/M set-up working comfortably in a living room.M/KB support = problem solved.
Well not all will be using that, but its a start.
Also there are there can be a maximum of 5 skills and 1 ultimate on a hero (eg Doom after devouring a dark troll). Add to that buttons to manage your hero as well as summoned units, buttons to select and do stuff on your courier, buttons to use glyph, att move stop buttons, 6 item slots all of which must be capable of being used in split seconds.
Basically it means you don't have enough buttons, and if you chose to force players to scroll through items/skills/movement, you will never be able to achieve even medium-level play. It basically makes the game nigh unplayable.
Guardians of middle Earth
Awesomenauts
MNC
Rachet and Clank Full Frontal Assault
If you console owners don't show interest then why should pubs?
Maybe they could do it UT3 style. Where you can select what type of players you want to play against.
Hmm, I'll pay attention the next time i play it. Possibly I am using a bunch more inherently without noticing. But I just see quite a bit of potential for a port. Havent seen guardians of middle earth . Will read up on it.Guardians of Middle Earth was designed to be played on consoles, and that was a contributor to it being crappy. DotA requires way too many buttons, as well as customization to be playable. For Chen - among others - things like controlling or grouping multiple units would be ridiculously hard if not impossible. Then there's item management + assigning hotkeys. Etc, etc. If you're actually a decent DotA player, just take a look at how many keys you actually use when playing, and then try and figure out how that'd work on a controller.
Also Someone also posted precision is important. Yes here I agree. But I personally felt console fps's couldnt be precise enough because the mouse was way more accurate for aiming and look what halo and cod ushered in.
Middle Earth failed because it was a paid product in a genre that's expected to be F2P and it got very little support compared to other games in the genre. It's almost foolish to think that someone isn't going to try a F2P Console MOBA this generation, and I think they have a great chance of taking advantage of the hole in the marketplace.
Agree. I'm not saying a console player with a ps4 controller will be able to que up full on combos or take on navi. What I am saying it for most casuals / someone decent players who aren't relying on clan level coordination it can be an option valve should explore.shift queue, pings and other things that makes controller not practical enough
basically it needs that
I thought League of Legends would be first on console.
if the demand was there i'm sure they could make it work though
There would still need to be separate servers but I think it would be great.
There are 17 buttons on that diagram, and there are 6 more that aren't shown on the mouse (left-click, right click, the other four item slots).That doesn't prove anything. There are 16 buttons on that diagram, and there are 16 buttons on a 360 pad. between that and radial menus it could be made to work.
That's not to say that every one of those buttons is absolutely necessary, or that a simplified MOBA is unworkable. But Dota 2 isn't coming to consoles for a good reason.
I don't think it's possible to play this game effectively without m/kb.
They'd know, there's a reason why that console RTS push bombed last generation.You could design a moba to be played with a gamepad, but it either wouldn't be Dota or it would be a very crappy version of it. I guess console gamers who refuse to ever play PC games wouldn't know that they are playing a crappy version so maybe it would still be possible like with console RTS games.
Basically the problem is the analog stick.
Edit: now that I think about it, the Wii U gamepad has the best chance of working out of the new consoles. Using the gamepad screen almost like a mouse and have a second peripheral for using abilities and items. Buying out of the shop, courier, etc could all be done via touchscreen.
That said, Guardians of Middle Earth tried putting an almost-proper moba on consoles, only with some mechanics dumbed down and many of the intricacies gone (basically making it more League of Legends than Dota). I don't know how well it did financially, but I don't think it's a particularly good game.
Yup. There are a handful of heroes who will give you additional minions to control, but for the majority, we're talking one character.Originally Posted by Chuck Norris
I haven't played much DOTA, you mainly control one character right?
why are you linking this, it has no relevance to dota... mmos are much slower and less precise games, and this control scheme isn't even good enough for that
dota2/lol can't be ported to consoles, they would have to be completely reworked to fit console limitations. anyone who has played these games understands that.
Not good enough. You must be able to look at different areas of the map independent of your hero and perhaps check enemy heroes' items. Example of application is to take creep aggro with axe. Simply att click on an enemy hero on any spot on the map and immediately hit stops. Creeps will aggro to you.Originally Posted by Ploid 3.0
As for this style of game it works well also, move your character with the analog and attack.
Heres a list of buttons needed:
Select your hero - 1
Select all units, only summoned units - 2 (possibly more to include control groups)
Skills - 5
Items - 6
Attack, Move, Stop - 3 (there are others but not really used)
Scoreboard etc - minimum 2 (1 to bring up or close, another to cycle through)
Courier (select, take item, return item, speed boost, deliver item, go to secret shop) - 6 (minimum 5)
Queueing actions - 1
Auto buy - 1
1 analog stick for moving your vision around, another to move your selector around? If not you need dedicated buttons for shop, glyph, buy queue up
Conclusion: at least 26 buttons and 2 sticks
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