Dota 2 - contact@rockpapershotgun.com (Alec Meer)

biggest-steam-games-2018

We’ve just passed the half-way point of 2018, so Ian Gatekeeper and all his fabulously wealthy chums over at Valve have revealed which hundred games have sold best on Steam over the past six months. It’s a list dominated by pre-2018 names, to be frank, a great many of which you’ll be expected, but there are a few surprises in there.

2018 releases Jurassic World Evolution, Far Cry 5 Kingdom Come: Deliverance and Warhammer: Vermintide II are wearing some spectacular money-hats, for example, while the relatively lesser-known likes of Raft, Eco and Deep Rock Galactic have made themselves heard above the din of triple-A marketing budgets. (more…)

Dota 2 - contact@rockpapershotgun.com (Matt Cox)

Dota 2 OpenAI

Yesterday, I told you about AI researcher Mike Cook and Angelina, his fancy AI that designs video games. Today, I’d like to tell you about Mike’s commentary on someone else’s work. OpenAI made headlines with their Dota 2 bots last week, which they’re pitting against a pro team at the International. Mike’s blog post serves as an excellent sanity check, highlighting what OpenAI have and haven’t achieved. He also suggests that we might want to “re-examine the entire idea of humans playing against computers”, which is an intriguing idea I’ll be asking him more about next week.

Dota 2 - Ward


The eighteen teams bound for Vancouver are set, and the International is almost upon us. In today's update, Battle Pass owners can start digging into The International 2018 Compendium features in preparation for the Group Stage and Main Event.

With the return of the Fantasy Challenge, it's time to unwrap your Player Card Packs and begin considering which roster combinations might nab the most points. This year we've sped up the unwrapping process, and also added the ability to purchase a specific player's card with dust, so you'll never need to hunt for that elusive favorite again.

You can also select a Favorite Team this year before you even unwrap any cards. You'll get a team logo spray, profile card, team effigy banner, and show up in that team's fan count when spectating in DotaTV. Once you collect a full set of cards for your team, you'll unlock special teleport effects, with upgraded versions available to those who collect full sets of silver or gold.

Today's compendium update also includes Hero, Team, Player, and Tournament Predictions. Test your knowledge of the professional scene by correctly predicting the meta of the tournament before first blood is shed. The more results you correctly predict, the more Battle Points that await. All you need to do is choose.
Dota 2 - Valve
* Fixed a bug with how Quickcast on key down would filter targets (affected cases like Decrepify and Astral Imprisonment)
Dota 2 - Valve
Underhollow:
- Added a ban phase. Each team can nominate one hero that is guaranteed to be banned.
- Heroes now incrementally load during the pick phase. This should help reduce cases in which low-spec machines timeout and disconnect while loading.
Dota 2 - Ward


Dig into the biggest haul of levels and treasures of the season with the Battle Level Bundle, available for a limited time only. From now until the morning of Monday, July 2, Battle Pass customers can purchase this discounted bundle containing 100 Battle Levels, 7x Immortal Treasure I, and 7x Immortal Treasure II for only $24.99.

Limited to one purchase per customer, this bundle offers 75% savings on the combined value of the levels and treasures, and will contribute 25% of each sale directly to The International 2018 prize pool.

With a hoard of exclusive items available only during this Battle Pass season—like the Emerald Abyss Terrain at level 160, custom Lane Creeps at level 190, Lion Prestige item at level 255, Chat Wheel bundle at level 392, Collector's Aegis at level 1000, Epic Caster Chat Wheel pack at level 1205, and much more—the Battle Level Bundle is just what you need to unearth the next stash of treasures and rewards before the season ends.
Dota 2

The history of Dota is the history of ideas being poured into a giant bucket full of wizards. From Aeon of Strife to the wild herds of tower defence games that roamed the plains of the Warcraft III custom map scene, Dota has always been a mongrel thing. In that sense it's appropriate that Steam's former chart-topper should spend the summer paying tribute to the genre that toppled it. Packed in with this year's International Battle Pass is Underhollow, a team-based take on battle royale were teams race to claim a cheese from the denizens of a collapsing underground maze.

Underhollow isn't pure battle royale, however. Its dungeon structure and focus on killing monsters gives it some of the qualities of a MMO raid, and the battles that take place when teams meet are pure MOBA. Think of a Dota teamfight taking place inside a WoW boss chamber on PUBG's map and you're most of the way there.

Its links to the battle pass reward system aside, there's little about Underhollow that couldn't have been done by a determined map maker in Dota 2's community arcade. That said, it's all the better for Valve's resources and craftsmanship—particularly when it comes to the map and monsters monsters, which feature some of Valve's first new art for the game in months.

The monsters are an all-round highlight, actually. Far from being just camps to farm for gold and experience, each room in Underhollow features a randomly-assigned encounter in one of three difficulty tiers, including boss fights. There are MMO-style tank-and-spank fights, 'the floor is lava' encounters, bullet hell wizards, invisible ghosts, and giant Wraith Kings that have to all be slain at the same time to prevent them from respawning.

Figuring out each encounter is the first step, and understanding how to leverage Dota 2's vast pool of heroes to exploit them is the next. Luna's ability to bounce her glaive between lots of different foes is good in most rooms; the fact that she can't switch it off is potentially a nightmare in the room where you have to focus on hitting a big vase rather than any of the trolls standing next to it. Laudably, Valve have made the entire roster of heroes available in Underhollow and been relatively free with how monsters interact with them. They could have stacked bosses up with immunities and forced a particular playstyle, but they haven't and I think the mode is better for it.

It's less balanced as a consequence, however, and while anything can work—this is Dota, after all—there are certain heroes who really love this structure. Axe, for example, thrives in multi-target encounters and is one of the rare heroes who actually becomes more dangerous when a teamfight takes place in a room that's still full of monsters. Zeus' ability to nuke every single hero on the map at the same time is a big force multiplier in Underhollow, where it can sometimes randomly ruin another team's boss battle at the push of a button.

This runs the risk of turning the hero drafting step into the most important moment of the game, with many of my early matches turning into a game of 'PICK AXE'. As an Axe lifer, it's nice to see him get his moment—especially at the expense of perennial pub menace Pudge, who simply isn't very useful in the confines of the dungeon. But this degree of one-sidedness is only forgivable because Underhollow is a throwaway mode to play over the summer. If it became a bigger part of the game—and there's a case to be made for that happening—then you'd want to see something resembling balance, and that'd probably mean a cut-down hero roster.

Underhollow reliably crashes for a number of players at the beginning of a match, forcing them to reconnect this happens without fail, every single time you play, to at least a couple of people.

The biggest issue, however, is stability. Underhollow reliably crashes for a number of players at the beginning of a match, forcing them to reconnect—this happens without fail, every single time you play, to at least a couple of people. Players working to meet their weekly battle points cap will quickly get used to micromanaging their disconnected teammates while they wait for them to load back into the match. There's not much else to say about this other than 'it's bad' and 'Valve should fix it'.

This unreliable performance, coupled with a drive to farm battle pass points, can make Underhollow feel a little disposable—particularly when you're playing with strangers. It's really easy to throw a game away, and do so quickly, and as a consequence you're always at the mercy of your teammates. If all three of you are on the same page, great. If not, it usually means a few rooms of grinding followed by death to the first team you encounter, a trip back to the main menu, and another roll of the matchmaking dice.

This feeling that Underhollow is ultimately a throwaway experience—compounded by the bugs, the imbalance, and its seasonal nature—are a shame because there's something worth exploring here: a worthy extrapolation of traditional Dota. Were it just a little bit more polished, this might have justified the cost of the Battle Pass by itself.

Bonus Underhollow PSA!

Dota 2 is full of ways to be that guy, from spamming pings to premature GGs. In Underhollow, you can identify that guy really easily: it's the person who picks up all of the loot from a dungeon chest straight away, and then sells it without checking to see if their teammates need anything.

Don't be that guy, kids!

Dota 2

OpenAI, the independent research institute that was co-founded by Elon Musk in 2015, will send its Dota 2 bots to The International 2018. There, the AI team will take on a professional team in a 5v5 match. And it plans to win. 

Known as OpenAI Five, the bot team has taught itself the nuts and bolts of Valve's free-to-play MOBA by playing 180 years' worth of games against itself every day. OpenAI says this process requires 256 GPUs and 128,000 CPU cores—and is a scaled up version of the "much-simpler" variant that toppled pro player Danil "Dendi" Ishutin in 1v1 at last year's TI. 

"Our team of five neural networks, OpenAI Five, has started to defeat amateur human teams at Dota 2," says OpenAI. "While today we play with restrictions, we aim to beat a team of top professionals at The International in August subject only to a limited set of heroes. We may not succeed: Dota 2 is one of the most popular and complex esports games in the world, with creative and motivated professionals who train year-round to earn part of Dota’s annual $40M prize pool."  

This blog post explores the myriad challenges and obstacles the OpenAI team faces while brining OpenAI Five up to speed—not least Dota 2's complex rules. Read the post in full via the link above, and watch the following short which examines some of the learned behaviours the bots have picked up along the way below. 

These include teamfighting, value prediction and, rather amusingly, ganking. Here's that:

And here's Dendi's 1v1 defeat to an AI opponent at The International 2017, which kicks off around the 7.30 mark. The pre-match testing segment is worth watching too if you've time—I was particularly tickled by the chap who says "the not being able to kill it part is so annoying" in reference to the AI's skills.

Dota 2

Valve has disqualified a Dota 2 team from its upcoming The International 2018 for using a programmable gaming mouse. In doing so, Thunder Predator used an "unfair advantage", so says contest organiser FACEIT, during the South America qualifiers, which prevents them progressing to August's $15 million competition.  

As reported by Motherboard, Thunder Predator's AtuuN is said to have selected Meepo—a Geomancer, who is billed as "one of the hardest carries in the game to play effectively due to his heavy reliance on micromanagement." Meepo can create clones of himself, and when each clone teleports, they deal damage in the surrounding area. And while this cloning method can be a powerful means of offence, said micromanagement means each clone must be instructed individually. 

Under pressure—like, say, during a tournament—this routine isn't easy. 

Motherboard links to this YouTube clip of AtuuN effortlessly directing Meepo clones around the map during the third game. This caught the attention of the Dota 2 subreddit, who in turn accused AtuuN of leveraging a software macro—a process that lets players roll complex button combos into fewer/single clicks. 

Combat logs (see above) showed that AtuuN teleported Meepo clones at the exact same time. This process would normally take players several seconds—they'd otherwise need to instruct each Meepo individually—but Thunder Predator denied using macros. It did, however, concede that a programmable mouse may be at fault—a Razer Synapse 3.   

"The player of our squadron ‘Atún’ has a Razer Synapse mouse, which, like any professional player, has put its own manual configuration to be able to have a better use of Hardware in benefit of its efficient performance in each of the games played with this hero (Meepo)," says Thunder Predator (via Google Translate) on its official Facebook page. "In this way, we highlight the fact that no type of hack has been used."

FACEIT, on the other hand, felt differently.

Thunder Predator suggests it's been hard done by. "That is why through this announcement," the Facebook post continues (again, via Google Translate), "we denounce this accusation, affirming that at no time, our player ‘Atún’ use any type of hack or particular program that facilitated his game mode before the match, yesterday, with the SG team." 

Dota 2 - Valve
7.18:
==
* Aeon Disk: Cooldown increased from 90 to 115
* Echo Sabre: Strength bonus increased from 10 to 12
* Echo Sabre: Damage bonus reduced from 15 to 12
* Echo Sabre: Slow duration increased from 0.7 to 0.8
* Hand of Midas: Cooldown reduced from 95 to 90
* Orb of Venom: Damage per second reduced from 5 to 3 on ranged heroes
* Maelstrom: Chain Lightning damage reduced from 170 to 160

* Abaddon: Base movement speed increased from 305 to 310

* Alchemist: Greevil's Greed Gold Bonus Cap increased from 16/20/24/28 to 20/24/28/32
* Alchemist: Greevil's Greed Stack Duration increased from 30 to 40

* Ancient Apparition: Ice Blast duration increased from 8/9/10 to 9/10/11

* Bane: Fiend's Grip cooldown increased from 100 to 120/110/100

* Beastmaster: Wild Axes manacost increased from 80 to 80/85/90/95
* Beastmaster: Primal Roar cooldown increased from 80/75/70 to 90/80/70
* Beastmaster: Level 10 Talent reduced from +25 Movement Speed to +20
* Beastmaster: Level 15 Talent reduced from +7 Armor to +6
* Beastmaster: Level 20 Talent reduced from +100 Wild Axes Damage to +80

* Bloodseeker: Level 10 Talent reduced from +8 Armor to +6
* Bloodseeker: Level 15 Talent reduced from +300 Health to +275

* Centaur Warrunner: Base strength increased by 2

* Chen: Holy Persuasion cast range reduced from 900 to 600
* Chen: Holy Persuasion send back delay rescaled from 6/5/4/3 to 6
* Chen: Holy Persuasion cooldown increased from 10 to 32/24/18/10

* Clinkz: Strafe cooldown reduced from 45/35/25/15 to 30/25/20/15
* Clinkz: Strafe manacost reduced from 90 to 75/80/85/90

* Clockwerk: Power Cogs burn/damage reduced from 80/120/160/200 to 50/100/150/200

* Crystal Maiden: Crystal Nova damage increased from 100/150/200/250 to 130/170/210/260
* Crystal Maiden: Arcane Aura self mana regen increased from 1.6/2.4/3.2/4 to 1.8/2.6/3.4/4.2

* Dark Willow: Bramble Maze total damage increased from 100/150/200/250 to 140/180/220/260
* Dark Willow: Cursed Crown manacost reduced from 100/120/140/160 to 80/100/120/140

* Dazzle: Base damage spread reduced from 41-59 to 47-53
* Dazzle: Poison Touch damage rescaled from 10/24/38/52 to 16/28/40/52

* Death Prophet: Base armor reduced by 1

* Doom: Base movement speed reduced from 285 to 280

* Dragon Knight: Level 15 Talent reduced from +35 Damage to +30

* Earthshaker: Base HP regen increased from 2 to 2.5
* Earthshaker: Base movement speed increased from 305 to 310
* Earthshaker: Enchant Totem Scepter cast range increased from 900 to 1100
* Earthshaker: Echo Slam Echo damage increased from 60/85/110 to 70/90/110
* Earthshaker: Echo Slam waves are no longer disjointable

* Earth Spirit: Strength gain increased from 3.2 to 3.5

* Ember Spirit: Fire Remnant charge restore time increased from 35 to 38

* Enchantress: Attack range increased from 550 to 575
* Enchantress: Untouchable attack slow increased from -20/60/100/140 to -20/70/120/170
* Enchantress: Impetus damage increased from 14/18/22% to 16/20/24%

* Enigma: Midnight Pulse damage increased from 3/3.75/4.5/5.25% to 3.75/4. 25/4.75/5.2 5%
* Enigma: Midnight Pulse duration rescaled from 11 to 9/10/11/12
* Enigma: Midnight Pulse cooldown rescaled from 35 to 50/45/40/35
* Enigma: Midnight Pulse manacost rescaled from 95/110/125/140 to 75/95/115/135
* Enigma: Level 15 Talent increased from +120 Gold/Min to +150
* Enigma: Level 20 Talent increased from +400 Health to +500 Health
* Enigma: Level 25 Talent increased from +4 Malefice Instance to +5

* Invoker: Level 10 Talent increased from +0.5s Tornado Lift Time to +1.25s
* Invoker: Level 15 Talent changed from +2.5s Cold Snap Duration to -12s Cold Snap Cooldown

* Io: Relocate now has channel time instead of a cast delay

* Legion Commander: Duel bonus damage increased from 10/14/18 to 10/18/26

* Leshrac: Split Earth cast range reduced from 750 to 650

* Lich: Sacrifice 25 manacost removed
* Lich: Ice Armor increased from 3/5/7/9 to 4/6/8/10
* Lich: Chain Frost cast point reduced from 0.4 to 0.3

* Lycan: Base armor reduced by 2
* Lycan: Base damage reduced by 3

* Meepo: Base armor increased by 2

* Mirana: Level 10 Talent reduced from +20 Damage to +15
* Mirana: Level 25 Talent reduced from -75s Moonlight Shadow Cooldown to -70s

* Morphling: Waveform cooldown increased from 11 to 14/13/12/11

* Naga Siren: Rip Tide damage reduced from 120/160/200/240 to 80/130/180/230
* Naga Siren: Ensnare cooldown increased from 12 to 14

* Nature's Prophet: Agility gain increased from 1.9 to 2.4

* Necrophos: Death Pulse damage increased from 80/120/160/200 to 100/140/180/220
* Necrophos: Death Pulse unit kill regen duration increased from 6 to 7

* Night Stalker: Void now deals half damage during day
* Night Stalker: Base movement speed reduced from 290 to 285

* Nyx Assassin: Vendetta manacost decreased from 160/210/260 to 140/200/260

* Oracle: Intelligence growth increased from 3.2 to 3.5

* Phantom Lancer: Base strength reduced by 3

* Pudge: Meat Hook cast range increased from 1000/1100/1200/1300 to 1300
* Pudge: Flesh Heap magic resistance increased from 6/8/10/12% to 8/10/12/14%

* Riki: Base damage increased by 3
* Riki: Blink Strike damage rescaled from 55/70/85/100 to 100
* Riki: Blink Strike cast range rescaled from 800 to 500/600/700/800
* Riki: Smoke Screen AoE increased from 250/275/300/325 to 325
* Riki: Smoke Screen cooldown increased from 11 to 17/15/13/11

* Sand King: Burrowstrike cooldown increased from 11 to 14/13/12/11

* Shadow Shaman: Mass Serpent Ward damage increased from 40/70/100 to 50/75/100

* Skywrath Mage: Arcane Bolt manacost increased from 70 to 90

* Slark: Level 10 Talent reduced from +10 Agility to +8

* Sniper: Headshot physical damage no longer ignores Spell Immmune units
* Sniper: Headshot damage increased from 15/40/65/90 to 20/50/80/110

* Sven: Great Cleave damage increased from 30/42/54/66 to 40/50/60/70

* Templar Assassin: Psionic Traps bounty increased from 1 to 25

* Terrorblade: Agility gain increased from 3.7 to 4.2

* Tidehunter: Gush armor reduction increased from 3/4/5/6 to 4/5/6/7
* Tidehunter: Ravage duration increased from 2/2.4/2.8 to 2.4/2.6/2.8
* Tidehunter: Level 20 Talent increased from -4 Gush Armor to -5
* Tidehunter: Level 20 Talent increased from +24 Kraken Shell Damage Block to +30

* Timbersaw: Whirling Death stat loss percentage increased from 13% to 15%

* Tiny: Strength growth increased from 3.3 to 3.6
* Tiny: Tree Grab unit attack damage bonus increased from 10/20/30/40% to 25/30/35/40%
* Tiny: Tree Grab building attack damage rescaled from 90/120/150/180% to 80/120/160/200%
* Tiny: Toss damage increased from 75/150/225/300 to 90/160/230/300

* Ursa: Overpower attack count increased from 3/4/5/6 to 4/5/6/7
* Ursa: Level 20 Talent increased from +12 Fury Swipes Damage to +16

* Vengeful Spirit: Wave of Terror damage rescaled from 45/70/95/120 to 60/80/100/120
* Vengeful Spirit: Magic Missile stun duration rescaled from 1.2/1.4/1.6/1.8 to 1.5/1.6/1.7/1.8

* Warlock: Shadow Word manacost increased from 90/110/130/150 to 120/130/140/150
* Warlock: Shadow Word cast range reduced from 525/600/675/750 to 450/550/650/750

* Weaver: Agility gain increased from 2.8 to 3.1
* Weaver: Shukuchi damage increased from 80/110/140/170 to 100/125/150/175

* Windranger: Intelligence reduced by 2
* Windranger: Powershot reduced from 180/270/360/450 to 150/250/350/450

* Witch Doctor: Voodoo Restoration activation cost increased from 20/30/40/50 to 35/40/45/50

* Wraith King: Mortal Strike skeletons magic resistance increased from 30% to 50%
* Wraith King: Vampiric Aura increased from 15/20/25/30% to 18/22/26/30%
...