Product Update - Valve
* Coaches and in lobby spectators can now view match details and replays of practice lobby games they participated in
* Fixed an issue where Mac OS X users could not connect to servers reliably.
* Fixed an issue where the first spectator watching a game could time out too early.
* Themed map preference option now available for 1v1, coop bot, and ranked matches.
* Themed map preference is now a soft matching parameter, not a hard compatibility requirement. In ranked, the standard map will be used unless all players have opted into the themed map. In all other modes, the map with the most votes wins, with ties going to the oldest account.
PC Gamer

Three Lane Highway is Chris' weekly column about Dota 2, and this is the last installment for 2014. We'll be back in January!

Dota 2 is a game about momentum. That's an often-repeated truth—it's one of the best ways to explain the drama of a competitive match without getting into the inaccessible specifics of high-level play, and it's a piece of advice that I return to over and over as I try to get better at the game. The momentum you build in the early game is important, but what wins matches is your ability to translate that momentum into a strategy that leads, step by step, to the enemy ancient. A dominant start is great, but it needs focused guidance to make good on its potential.

I am a middling Dota player at best, so it's in the midgame that most of my matches stall. Luckily, I can rely on the fact that most of the people I'm matched with are bad at closing out games too. The story of Dota, most of the time, is the story of a team with a bunch of kills and big items trying to summon enough collective will to achieve something in the here and now. It's the story of people wandering off to farm for no reason, of Roshan attempts left uncontested and teamfights lost because the carry has decided to chase Puck halfway across the map rather than pin down the soft and slow enemy supports left behind. Of a lack of focus, in short, and of the faint disbelief that comes with losing from an advantage: 'we were fifteen kills ahead! Why are they knocking over our tier four towers?'

This is also, I think, a fairly good metaphor for Dota 2 as a whole in 2014. This was the year that, after the giddy rise of the game's first two years and the triumph of its departure from beta in 2013, Dota 2 settled into its all-important midgame. And, consistently, what we saw spoke to a mellowing scene and a downward shift in momentum.

Four new heroes were released in 2014 compared to ten in 2013, and two of those arrived right at the beginning of the year—so much so that Terrorblade and Phoenix feel like part of the previous set. An equally dramatic shift occurred the previous year, of course (more than thirty heroes were added in 2012), but it nonetheless speaks to a slower rate of change. The coming engine update and addition of custom game modes will be the most significant thing to come to Dota 2 since its inception, but they arrive at the expense of the Diretide and Frostivus events—and, I suspect, at the expense of Winter Wyvern, Abyssal Underlord, and Arc Warden.

For Valve's part, they've actually got much better at talking to fans and setting expectations—but the nature of that communication has always been 'check back in 2015'. It's like struggling through your midgame and deciding that you're going to take the game late. "Just farm and we'll be fine" is often good advice, but it's hard not to feel some of the same inertia, that nagging concern about whether it's all going to be worth the wait, when so little happens for so long.

If the internal development of the game has entered a kind of passive hibernation, then the growth of the professional scene is defined by a fitful emergence into the real world. The relative simplicity of the last couple of years is over: there are dozens of tournaments now, arguably far too many, and not a single event I've attended this year has been free from technical or scheduling problems of some kind. Top-tier players feel overstretched and under rewarded, and play and audience numbers both suffer as a result. EternaLEnVy's blog on this subject has its detractors, but a lot of what he says is believable in a scene that has grown this quickly and with this little guidance.

E-sports has ever been thus, and the solution is never easy to come by. Centralised control a la StarCraft's WCS can kill momentum just as readily as a run of badly-managed individual events, and besides it's an approach that runs so counter to Valve's philosophy that we might as well write it off as a possibility right now. Valve's faith in the wisdom of crowds is rewarded when the data they gather is processed by a team that understands the limitations of that process. Ceding control of the professional scene for most of the year to a scattering of e-sports organisations doesn't constitute quite the same thing: it's chaos that can only resolve itself by passing through periods of rough adolescence. That's what this year has been, I think: the overconfident teenage Dota 2 scene stumbling into arenas that are too big for it, business deals that do not benefit it, and schedules that it cannot sustain.

That this year's International was a bit of a let-down is actually a separate problem, one that stems from Valve's own stop-and-start growth as an event showrunner. Could they have anticipated that the popularity of exclusive Secret Shop wizard hats would drain a third of the arena at any given time? Probably not. Should they factor that in next year? Absolutely, yes. Could they have guessed that the metagame would stabilise so absolutely—and in such a boring way—right before the grand finals? No. Does it require a response? Again, yes.

2014 revealed 2013's wonderful International to have been a perfect storm in many ways: a confluence of a dynamic scene, fluid metagame and intimate venue that well suited the type of event that I associate Valve with. It can be that way again, I think, but work needs to be done both on the game and on the structure that surrounds it. Meanwhile, the broader pro scene needs to find its feet again, and stabilise long enough for accessible narratives to emerge that we can watch play out on the road to TI5.

This has been a muted year for Dota 2, but it is not—to borrow one of the community's favourite phrases—a dead game. Nor is it dying. It's simply reached the point where, for the first time, growth for growth's sake isn't good enough: where momentum needs to be matched with strategy. Dota 2 just lost that big teamfight around the nineteen minute mark that tells you you're in for a fifty minute epic. Victory is on the cards, but now it's going to take work.

Happily, I think that's what is happening. Valve need the technical apparatus in place to allow them to update the game regularly and sustainably, and that's exactly what they've spent so long creating. The new engine will enhance their ability to entertain the community, and custom game modes open the door to a potentially-infinite source of new ideas. Patch 6.83, released this week, continues the work 6.82 started. Dota 2 is slowly evolving into its next form, and while that work started in 2014 I think we'll feel the result most keenly next year. Finally, the pro scene will be forced to change. MLG and JoinDota are taking an active role in restructuring and unifying fractured tournaments into something better, and player feedback (even if it comes in the form of protest) should force other showrunners to seriously consider the logistical task they're setting themselves when they go for this venue or that schedule.

You know that bit, in a Dota match, when your team loses momentum and somebody immediately taps out 'gg'? That's what I think we've seen in the last couple of weeks. 2014 was a stall, but not the end—and if anything, Dota 2 looks ready to take this one very, very late.

To read more Three Lane Highway, click here.

Product Update - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed a client crash related to ragdolls
  • Added a one week delay before items purchased from the Mann Co. Store or the Steam Community Market can be traded
TF2 Blog
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
  • Fixed a client crash related to ragdolls
  • Added a one week delay before items purchased from the Mann Co. Store or the Steam Community Market can be traded
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Philippa Warr)

The tutorial creeps are adorably enthusiastic

Part of a miscellany of serious thoughts, animal gifs, and anecdotage from the realm of MOBAs/hero brawlers/lane-pushers/ARTS/tactical wizard-em-ups. One day Pip might even tell you the story of how she bumped into Na Vi s Dendi at a dessert buffet cart.>

Having spoken so much about Dota in this column (as you would expect) and having made it the subject of a Have You Played ? it occurs to me that I’ve never really done a post aimed at newcomers thinking of trying out the game. Until now!

There are plenty of beginners’ guides out there but Dota 2 itself now contains a bunch of tutorial missions and quests. With that in mind I’ve spent the last Dote Night of 2014 having a good old poke about in the tutorial missions and seeing how well I think they explain the game.

… [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Philippa Warr)

Dunkin' in a winter wonderland

Dota 2’s Shifting Snows patch notes have just been released offering a number of hero tweaks, game balance changes and – if you’re feeling grumpy about the lack of Frostivus this year – the snowy winter map makeover.

Having a skim through what Shifting Snows (or 6.83 to give it its less poetic title) has to offer a few things stood out on first pass, particularly with regard to Pudge, Lifestealer and Sniper.

… [visit site to read more]

PC Gamer

TRIGGERNOMETRY

We write about FPSes each week in Triggernometry, a mixture of tips, design criticism, and a celebration of virtual marksmanship.

There isn t enough poetry being written about guns. Not literal limericks or sonnets (that would be creepy), but words that dig into and capture what makes one game s AK-47 more fun than another s.

Weapon feel continues to be the nebulous catch-all for the nuances that make guns fun. Most of the reviews of shooters I read offer the same praise: guns feel great or feel really powerful. If the writer s being generous, they ll use a word like punchy to describe an SMG. I ve been guilty of this too during my six-year term at PC Gamer.

Months of work goes into designing, animating, and balancing the things that put the S in FPS, so maybe we should take a moment to talk about what makes a good gun good.

I think the visual design of weapons matters far less than we think it does. There s a tendency, probably because they re planted right in front of our perspective at all times, to think of guns as a collection of aesthetics: firing and reload animations, SFX, screen shake, particle effects, and the death animations they produce. Those things make a gun, right? So if those things are good, surely we have an interesting and fun video game weapon, right?

No. Consider the AWP: it s olive green, it s bland, and its simple animations are more run-of-the-mill than Rambo. The only aesthetically remarkable thing about the most revered, iconic, and infamous sniper rifle in a video game is that it s a bit loud. And yet thousand-comment debates erupt when Valve tweaks the way the AWP s scope works. Why?

A gun s look and sound are part of its personality, sure. But if you ask me, great video game weapons have meaningful, interconnected relationships with other game elements. Those elements differ from game to game, of course. In CS case, the appeal of the AWP is born from the fact that CS is an FPS with body-part-specific damage modeling and no respawns. In that context, it s the only gun that grants an instant kill if you tag someone above the waist.

That feeling of possibility is fun within the strict rules of CS movement: if you can hit it, you can kill it… but you also can t be moving too much when you fire. With that power comes responsibility, too. Killed players surrender their equipped weapon in CS, and stolen AWPs not only save your team $4750 but act as a kind of trophy. This is doubly the case in CS:GO, where a player s custom AWP skin reminds all spectators which irresponsible player allowed their AWP to fall into enemy hands. Buying an AWP, then, to some extent, announces to the rest of the server: I think I m a good enough shot to protect this valuable asset from the other team.

All of this makes the AWP a weapon with abundant meaning. Even its shortcomings (slow rate of fire, difficult to use in close quarters) are a source of fun: the noscope is a revered skillshot.

In Tribes case, its weapons shake hands with its player movement really well, arguably the quality that defines it as an FPS. Again, like the AWP, the Spinfusor isn't visually extraordinary: it fires discs at a medium speed, and its animations and SFX are pretty modest. But the Spinfusor is the perfect fit, the perfect baseline weapon in a game where your targets are typically skiing along the ground at high speed. Its splash damage leaves room for error and its relatively slow travel time creates an exciting feeling of uncertainty as you admire your shot. Like throwing up a three-pointer in basketball, you get to experience that arc of Will it go in? It might not go in. It went in! as the disc travels toward its target.

The Fusion Mortar creates the same sort of feeling while operating as a parabolic siege weapon. The design of the weapons actually encourages you to spend as much time as possible in the air: the threat they pose encourages you to master movement to have the best chance of staying alive. In each of these examples, the weapons strengthen the meaning and significance of core systems like movement, damage modeling, or weapon purchasing.

Product Update - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed a client crash related to ragdolls
  • Updated Mann Co. Store prices for foreign currencies to current USD equivalents
  • Updated rd_asteroid
    • Began interior art-pass process
    • Reduced respawn times for both teams by 1 second
TF2 Blog
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
  • Fixed a client crash related to ragdolls
  • Updated Mann Co. Store prices for foreign currencies to current USD equivalents
  • Updated rd_asteroid
    • Began interior art-pass process
    • Reduced respawn times for both teams by 1 second
Product Update - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Added the Cold Snap Coat to the End of the Line Community Crate
  • Fixed a client crash related to ragdolls
  • Fixed a client crash related to the material system
  • Fixed the backpack panel not highlighting the currently selected page number
  • Fixed Halloween footstep spells being displayed for disguised Spies
  • Fixed The Swagman's Swatter not being held by the Sniper for lower LOD settings during the melee taunt
  • Updated the materials for The Peacenik's Ponytail and added a new style
  • Updated The Li'l Dutchman to fix a jiggle bone issue
  • Updated The Ghost of Spies Checked Past to fix a jiggle bone issue
  • Updated Mann Co. Store prices for foreign currencies to current USD equivalents
  • Updated the localization files
...

Search news
Archive
2014
Dec   Nov   Oct   Sep   Aug   Jul  
Jun   May   Apr   Mar   Feb   Jan  
Archives By Year
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002