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DOTA2 blog goes online. Q&A with Icefrog.

Archie

Second-rate Anihawk
http://www.dota2.com/

Q: Is there reconnect support for DotA 2? (by Vanes-UT)
A: This was actually one of the very first things we added early on, before the game was stable, in order to help with testing. You’ll also be able to have a friend of similar skill level substitute for you in case you have to leave. Players that want to improve their reputation in the game and community will also be able to help out by joining ongoing games that are missing players.

Q: Can I still play with my friends from America even though I am European? (by Adam Mosley)
A: Yes, a lot of people have friends in different regions and we want to allow them to easily interact. One of the things that makes DotA special is how big the community is, so we will do our best to make it easy to connect and communicate with one another.

Q: How are you going to handle delay and lag between players? (by Alex)
A: This is something we are putting a lot of time and resources into. Minimizing delay to servers, along with optimizing networking code, is very important to being able to enjoy DotA on both a casual and competitive level. We’re expanding the Steam infrastructure around the world so the matchmaking service for DotA 2 is able to provide the lowest possible ping wherever you are playing. There will also be some uniquely located servers that are optimized regionally for handling longer distance matches.

Q: What kind of hardware requirements will the game have? (by S.Hong)
A: We don’t have an official minimum spec just yet. The goal is to make sure that people with older computers and the PCs at LAN centers will be able to support the game, while also allowing for newer computers to scale well.

Q: I heard there was going to be an AI feature for when a player leaves. Is there going to be an option to take direct control of the hero? (by Stephen)
A: The AI features will be optional to the players in the game. You can have teammates use it, send it to the base, or give it AI modes and behaviors to follow.

Q: Will there be anything like the AI maps in DotA or a “training mode” with difficulty levels? (by L.Pham)
A: Yes there will be bot support if you just want to play by yourself, or you can create a party of friends and fill the rest of the slots with bots. There are a variety of different settings you can use in order to configure the bots, ranging from selectable difficulty levels to specific behaviors that you want to practice against. For example, if you want to practice your lane control, you could configure the bots to be stronger at denying, last hitting, and harassing. We’ll also have some specially crafted challenge scenarios, similar to things like Pudge Wars, which I’ll elaborate on in the future.

Q: Will the replay system allow me to move freely backwards and forwards in time rather than having to watch a whole replay? (by Luciando)
A: You’ll be able to jump around to any point in the replay, add bookmarks for easy referencing, view detailed stats and graphs while the game is going, and watch through a specific player’s view (with regards to their camera movement). You’ll also be able to watch replays with friends if you want to review a game or learn from your mistakes. To aid videomakers, the replay system will have flexible camera angle and speed controls. There will also be a bunch of commentating and editing features you can add to your replays.

Q: Don’t you think you should make a lot of changes to the gameplay? (by Robert)
A: Significant changes would not necessarily make it a better game. There are countless features we are building around the game that will make the experience a much better one. The gameplay itself, though, has always evolved step by step, and it will continue with that methodology. We consider this a long term project, in the same way DotA has always been. We want to provide a quality experience and not just change for the sake of change. You’ll naturally see additions and improvements to the game as time passes, but it would be a natural progression aimed at improving the game for the players and not for other arbitrary reasons. Valve and I strongly believe that the player focused development process the game has gone through is what will allow us to continue making the best decisions with regards to where we spend our development time.

Q: Can you spectate an already ongoing DotA 2 game? (by Valo)
A: A lot of the game will be built around spectating and shoutcasting support. You will be able to join most ongoing games (unless the players marked it as private) and just watch them. You can join a game your friend is in, see what your favorite clan is doing, or simply pick a skill level and a hero you like and it will find you one to watch. We also have a system in place that automatically distributes the load to multiple servers so that the game itself won’t be affected by users joining to spectate. Our distribution network will allow us to support any number of users that want to watch, by dynamically assigning more servers to the task. There will also be special tags and search options to help you find live or old shoutcasted games. Shoutcasters will be able to operate as directors, so anyone watching will have his camera looking at the same things the shoutcaster is viewing. There is also an optional anti-cheat mechanism built in so that the game you are spectating can be time delayed by any amount of time to reduce potential abuse.

Q: Will you keep loyal to casting times like Torrent and will it still be possible to do the advanced tricks, like animation canceling, fog of war tricks we’ve learned, etc? (by Lycan)
A: Yes, those mechanics are implemented. They are a very integral part of the game and it wouldn’t feel the same without them.

Q: How will we manage replay files? (by Nikos)
A: They will be automatically saved with your identity online utilizing the Steam Cloud storage system, so you don’t have to worry about losing them. You’ll be able to use the replay browser tools to search, sort, tag, rank, and favorite them.

Q: Are you going to work on DotA after DotA 2 is released? (by Jack Lee)
A: I plan to keep DotA updated for as long as the community wants. That being said though, I think that DotA 2 represents the long term future for the game.

Q: How will development change with regards to your role, current beta testers, community feedback, etc? (by Basel)
A: All that stuff will remain the same, except that now I also get to work with the developers at Valve. All of our current playtesters and even contributors like Kunkka are helping. One of the most important things for me has always been getting input from the community. There will be a lot of opportunities, throughout the next year, to give your feedback on all the things we are working on, ranging from features to visuals.

Q: Are the upgraded graphics going to be distracting? New graphics are great, but when there’s too much, you can’t see what’s going on anymore. (by Lycan)
A: Gameplay is definitely the most important aspect, everyone on the team understands this concern. The number one priority is making sure players can quickly and easily tell what’s happening on the screen at all times. Fine tuning the right visual balance with each ability, effect, hero, etc., will be an ongoing process as the game is playtested and we get your feedback. A clean and understandable visual representation of the action is important to everyone from experienced players, spectators, to new players.

Q: Will I be able to help test DotA 2? (by Sing Liu)
A: There will certainly be an opportunity to get involved with beta testing DotA 2 and help us with your feedback. We’ll release more information about how to sign up in the future.

Q: Are you going to do anything to make it easier for new players to get into the game and feel welcome? (by Arvin)
A: Some of what makes it hard, in current DotA, stems from the lack of services around the game that can help foster a better relationship between players and that it’s hard for players to be matched up with equally skilled allies and opponents. Things like tutorials, matchmaking, AI bots, identity, coaching, and community contribution will go a long way to making it easier for new players to fit in.

Q: What hotkey setup will exist in DotA 2? (by Stany Kaff)
A: We have a few default templates that cover the most popular configurations, but you’ll also be able to fully customize them to your liking. You can customize it on a global level or on a per hero basis if you choose. The hotkey configuration will include everything, not just heroes and items, but also how you navigate in the game, control the camera, autocast, set control groups, etc. Your settings are saved to your identity online, so if you go to a LAN center you will not have to reconfigure your keys.
 
Q: Can you spectate an already ongoing DotA 2 game? (by Valo)
A: A lot of the game will be built around spectating and shoutcasting support. You will be able to join most ongoing games (unless the players marked it as private) and just watch them. You can join a game your friend is in, see what your favorite clan is doing, or simply pick a skill level and a hero you like and it will find you one to watch. We also have a system in place that automatically distributes the load to multiple servers so that the game itself won’t be affected by users joining to spectate. Our distribution network will allow us to support any number of users that want to watch, by dynamically assigning more servers to the task. There will also be special tags and search options to help you find live or old shoutcasted games. Shoutcasters will be able to operate as directors, so anyone watching will have his camera looking at the same things the shoutcaster is viewing. There is also an optional anti-cheat mechanism built in so that the game you are spectating can be time delayed by any amount of time to reduce potential abuse.

This sounds really good. Blizzard should've put that into the Starcraft 2 spectator mode so people playing casted online tournaments can't load up the stream and cheat by listening.
 
A lot of people seemed to assume in the announcement thread that DOTA2 wouldn't use dedicated servers and some other features (reconnecting) and this Q&A puts that to rest.

Really seems like they're putting a lot of thought into this and not just slapping the heroes and map into Source and calling it a day like some people seemed to imply.
 
So far this game sounds like perfection.

Long Term: This game is a great stepping stone for a future Valve RTS title.

Short Term: The DOTA 2 update to Steamworks is going to enable Relic (with Dawn of War 3) and other RTS developers to compete toe-to-toe feature wise with Blizzard's Battlenet.
 
I know this is Valve and all, but damn, they really do have everything handled.
 
Q: Can I still play with my friends from America even though I am European? (by Adam Mosley)
A: Yes, a lot of people have friends in different regions and we want to allow them to easily interact. One of the things that makes DotA special is how big the community is, so we will do our best to make it easy to connect and communicate with one another.

Valve does what Blizzardont?
 
Hopefully like hon it uses a similar ranking system to weed the unwanted LOL has nothing like it and it's annoying in comparison.
 
Negator said:
Valve does what Blizzardont?

Valve adds NA/EU cross region play to DOTA2 while Blizzard makes cross region play impossible with Battle.net2. Ya, I'm glad Valve is the one making DOTA2.
 
Zzoram said:
Valve adds NA/EU cross region play to DOTA2 while Blizzard makes cross region play impossible with Battle.net2. Ya, I'm glad Valve is the one making DOTA2.
In B.net 2.0 if you are in the SEA region you can also choose to play in the American region.

In Hon you can play against anyone, though i don't know why you would want to because lag becomes a big issue.
 
Pikelet said:
Sounds like Hon but with a few more features

meh i think LoL and HoN will see a decline if this game still has the dota feel to it with steam underpinnings. I wonder what they're gonna do about music and voice work though. Even though the tech will be better, the creativity in art and sound in the wc3 engine was already a given for Dota allstars now they have to emulate that too.
 
"In Hon you can play against anyone, though i don't know why you would want to because lag becomes a big issue."

Some people *gasp* have friends they prefer to play with across the pond. GAF in the HoN beta was split almost evenly between US and Euro players.
 
DonasaurusRex said:
meh i think LoL and HoN will see a decline if this game still has the dota feel to it with steam underpinnings. I wonder what they're gonna do about music and voice work though. Even though the tech will be better, the creativity in art and sound in the wc3 engine was already a given for Dota allstars now they have to emulate that too.

Oh, there is no doubt about that.

I am just disappointed that they haven't really shown any ambition with this.
 
DonasaurusRex said:
meh i think LoL and HoN will see a decline if this game still has the dota feel to it with steam underpinnings. I wonder what they're gonna do about music and voice work though. Even though the tech will be better, the creativity in art and sound in the wc3 engine was already a given for Dota allstars now they have to emulate that too.

HoN is dead. LoL will live by virtue of being free (and probably have a larger userbase than DOTA2 tbqh). And looking at the feature set, there is no way this is Valve's F2P project.
 
Teknopathetic said:
"In Hon you can play against anyone, though i don't know why you would want to because lag becomes a big issue."

Some people *gasp* have friends they prefer to play with across the pond. GAF in the HoN beta was split almost evenly between US and Euro players.

Fair enough
 
This sounds really great, I'm not much of a pre-made person for these games though so I'm curious to hear about that community stuff they hinted at before too.
 
Im guessing this game will make lots of use of the Steam Wallet >.>?

Seems like the perfect game for micro transactions and whatnotses.

Hopefully they build a system that really rewards popular community content. They managed to give 10s of thousands to people for making hat models!

Blizz seems to have half assed their Bnet stuff with all the restrictions and stupid limits. Hopefully this stuff from valve forces them to open up and make their system better.
 
markot said:
Im guessing this game will make lots of use of the Steam Wallet >.>?

Seems like the perfect game for micro transactions and whatnotses.

Hopefully they build a system that really rewards popular community content. They managed to give 10s of thousands to people for making hat models!

Blizz seems to have half assed their Bnet stuff with all the restrictions and stupid limits. Hopefully this stuff from valve forces them to open up and make their system better.
I doubt there will be many if any micro transactions. This is from valve who gave us The Orange Box among other things. Icefrog has never seemed like the type to whore out a franchise either.
 
eosos said:
I doubt there will be many if any micro transactions. This is from valve who gave us The Orange Box among other things. Icefrog has never seemed like the type to whore out a franchise either.

They also gave us the ability to buy a hat for $18.

I expect micro transactions in Dota2, pretty much on day 1 of release. It's going to happen, it's really just a question of when and i think they will do it early on.
 
Oh I am sure there will be lots of free content, but being able to sell extras, and give the community the ability to make money from popular add ons or custom crap...

Someone said Valve were working on a game that would make extensive use of the Steam Wallet >.< maybe they were wrong, forgot where I heard it.

It might even be 'free to play' I mean, valve isnt one to shy away from trying out new models for games, and Steam gives them the perfect platform for this.
 
evlcookie said:
They also gave us the ability to buy a hat for $18.

I expect micro transactions in Dota2, pretty much on day 1 of release. It's going to happen, it's really just a question of when and i think they will do it early on.
As long as their aesthetic and/or unlockable in game them I'm a-ok with them. And after the Mannconomy update Valve has actually changed some things about the MT system that there was the most outcry over, so I'm not worried.
 
eosos said:
I doubt there will be many if any micro transactions. This is from valve who gave us The Orange Box among other things. Icefrog has never seemed like the type to whore out a franchise either.

They also brought us tf2 micro transactions. Pretty much guaranteed to happen here too i think
 
Pretty impressed by all the support features that are getting baked into this right on the ground floor. If they deliver everything they say about spectating, AI, and jumping into live games, this game is going to represent the start of a whole new paradigm in terms of how people play these big competitive team games online. Pretty nifty stuff.
 
Pikelet said:
They also brought us tf2 micro transactions. Pretty much guaranteed to happen here too i think
So purely aesthetic stuff, 95% of which can be found just by playing the game normally?

TF2 is also a cheap game that thrives on its (free) extra content and how there's tons of items to find, craft, and trade. It's something of a different situation.
 
EmCeeGramr said:
So purely aesthetic stuff, 95% of which can be found just by playing the game normally?

I sure hope so. After going so far to bring back all the little quirks/strategies of dota i doubt they would destroy the balance by allowing you to buy anything that isn't aesthetic
 
I really hope the game isn't infected with microtransactions. Denying 1000 creeps to unlock a Sniper skin = ok. Paying $5 = fuck off
 
EmCeeGramr said:
Both = perfectly fine.

Not if there are exclusive skins that can be bought only via Valve funny money. If you pay real money to expedite the process then I wouldn't have any complaint.

I'd still spend real $$$ for DOTA 2 skins, but I would make angry posts about it!.
 
Rather there aren't skins anyway, keep character visuals distinct. People can do that stuff client-side instead of using it as a cash grab. Icefrog hopefully knows the audience he's making the game for and will stay away from the on the side stuff that made TF2 all clusterfucky.
 
Zaro said:
Rather there aren't skins anyway, keep character visuals distinct. People can do that stuff client-side instead of using it as a cash grab. Icefrog hopefully knows the audience he's making the game for and will stay away from the on the side stuff that made TF2 all clusterfucky.
Why? If people want to pay for new costumes or crap, why not let them? It doent interfer with the 'real audiences' enjoyment of the game at all. I dont see how it could, as long as they dont sell advantages in game or split the community with map packs or crap like that... whats the big deal?
 
markot said:
Why? If people want to pay for new costumes or crap, why not let them? It doent interfer with the 'real audiences' enjoyment of the game at all. I dont see how it could, as long as they dont sell advantages in game or split the community with map packs or crap like that... whats the big deal?
There are already like 100 heroes. We don't really need skins. Adds even more confusion to new and old players alike.
 
I'm fine with the skin model in League of Legends ($$ for non-default skins). It's a way to differentiate yourself, to say "yeah, I'm a veteran with this character," and it supports the devs who are in full development mode in perpetuity. A DotA game with new content coming out all the time warrants vanity microtransactions over the initial price (if there is any).

There are already like 100 heroes. We don't really need skins. Adds even more confusion to new and old players alike.

We're at 62 heroes and counting in League of Legends, with 3-5 skins each, and I haven't heard any complaints about it being confusing. I have yet to not know who a character is in a LoL match.
 
Mother-fucking Kunkka!
the_sentinels_by_kunkka-d30ptkr.jpg
 
I've never played DotA so the gameplay jargon sprinkled through the Q&A didn't make sense to me, but it really sounds like they are doing this thing right. Lots of great ideas being implemented, I can't wait to play this

Nobody asked about hats though >:(
 
EviLore said:
I'm fine with the skin model in League of Legends ($$ for non-default skins). It's a way to differentiate yourself, to say "yeah, I'm a veteran with this character," and it supports the devs who are in full development mode in perpetuity. A DotA game with new content coming out all the time warrants vanity microtransactions over the initial price (if there is any).

We're at 62 heroes and counting in League of Legends, with 3-5 skins each, and I haven't heard any complaints about it being confusing. I have yet to not know who a character is in a LoL match.
There's like three blademasters in DotA that are basically reskinned to look different.

Blizzard always does a good job making units distinguishable, but Axe, Yunero, and Phantom Lancer probably has less of a chance for skins.
 
kenta said:
I've never played DotA so the gameplay jargon sprinkled through the Q&A didn't make sense to me, but it really sounds like they are doing this thing right. Lots of great ideas being implemented, I can't wait to play this

Nobody asked about hats though >:(

Thats because it wouldn't be a valve game w/o Hats.
 
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