Welcome back to Between the Lanes, a blog feature where we let members of our development team walk through some of the challenges, bugfixes, and occasional happy accidents we encounter while working on a game as unique as Dota, and an event as unique as The International.
The International is an unbelievably huge endeavor, watched by millions of people around the world. It’s easy to forget that the first ever TI was a modest, honestly pretty unrecognizable event held at Gamescom 2011 in Cologne, Germany, and took place in a trade show booth. In honor of TI’s humble beginnings, we decided to dedicate this installment of Between the Lanes to an often forgotten, rarely celebrated (and occasionally very poorly ventilated) piece of equipment that’s been with us since the very beginning, and ever since (except last year): the soundproof booth.
From TI1, we knew we’d need booths with sufficient insulation so the players wouldn't overhear anything from the crowd or casters that’d give them an unfair advantage during the match. Back then, that was the only requirement of the soundproof booths: They needed to be soundproof. And because the first TI was so small, there wasn’t that much audio slamming the booth at any given time. But those early booths fulfilled their one requirement: none of the pros could hear anything. Of course, they failed utterly in every other area, which meant that, by the time future TIs rolled around, we needed them to do a lot more.
The first TI was a real learning experience in general for us. The desks the pros were playing on ended up being too narrow and too high. So the players had to sit on stools with their elbows hanging off the edge of the desk, which it turns out is just about the worst way to play DOTA. We also had these enormous PCs that Nvidia had lent us, and we’d placed them into a series of cabinets under the players. These cabinets, it turned out, were unventilated. The Nvidia PCs ran unventilated for seven days straight. It was so hot in those cabinets, when you opened the doors you could smell the insulation on the wires melting. Amazingly, they never stopped working all week. (It's entirely possible the only reason they didn't overheat was because one of the players accidentally spilled some ice water into the cabinets.)
So now we had a second booth requirement for subsequent TIs: Air conditioning. It turned out that five PCs, five monitors, five humans and various lighting rigs, all sealed in an insulated unventilated box, generates a LOT of heat. Being able to reduce that heat was both essential and non-trivial.
Another new requirement we’d never considered: Reflection. The very original booths were rectangular pods that abutted each other, face-to-face. The glass surfaces were flat on the front and the back. So when players were sitting in the playing position, their screens would reflect off of the glass behind them, and the opponent directly opposite them could pretty clearly see the reflection of their screen. We discovered that problem very quickly. Our immediate high tech solution: tape a bunch of promotional T-shirts to the glass between the players to block the reflections.
Going forward into the next decade of TIs, we abandoned the T-Shirt solution and fixed the problem with booth design and positioning.
By the time TI5 rolled around, and with no false modesty, we’d gotten pretty good at the basics. Sound-dampening: check. Better lighting: check. Ventilation: check. Pink noise in the booth: check. Solving the dozen or so immediate problems that kept cropping up during the first few TIs meant we could finally stop putting out fires and focus on making the booth better. It was finally time to tackle a long-standing problem: the booths were a huge pain in the ass to assemble. The TI2-4 booths took a really long time to put together. They were ungodly heavy and hard to manage. It took a small crane to put the roof on, not to mention 12-15 hours of build time.
TI2
TI3
TI4
For an event as big as TI, with so many moving pieces, that can be a problem. Everything’s on a pretty tight schedule. The second the stage is ready for them, those booths need to be moved up onstage and put together, fast. Once they’re assembled, you have to very quickly get the lighting in them, the PCs, the chairs, booth cameras, microphones and team communications set before any testing can begin. The faster you get the booths up and running, the more time you have to test the setup. So the biggest innovation between the TI4 and TI5 booths was how speedily the TI5 version could be assembled onstage with the clock ticking.
Composed of seven sections, each one is mounted on wheels for easy positioning once forklifted onto the stage, attached to the one another via a coffin lock system. With these innovations, the booths were able to be fully assembled in under five hours.
As the events got more elaborate, so did the challenges, and that meant more advanced techniques in booth design. The TI2-4 booths only had a single glass wall. But the fifth TI was going to take place “in the round”, on a circular stage with 360 views; so now the booths needed to be transparent on all sides, so the audience could see the action.
With the audiences getting larger and louder, and the booth walls now being entirely made of glass, sound-proofing became a legitimate challenge. The new walls would now be constructed of multiple layers of glass, with argon gas in between the layers. The glass layers were different thicknesses, and not exactly parallel to each other, which helped dampen the sound waves. (We also upgraded to optically transparent museum quality glass, which is much better for filming through. It has so few imperfections that it’s essentially transparent to the lens.)
By the time we’d perfected the booths for TI5, the total price tag for each one was over $200,000. (All that argon wasn’t cheap.) The irony is that, over the course of six Internationals, we’d managed to engineer an essentially perfect sound booth… which we then had to put in dry dock, because it turns out they couldn't be shipped internationally.
How did we learn this? By shipping them internationally to the Frankfurt Major in 2015 and destroying them in the process. We had to repair and rebuild them on-site in Germany. It was a huge hassle. The booths are capable of a lot, but they’re just not designed for long haul travel.
We continued to iterate over the next several years, doing gradual but significant improvements to player comfort, booth lighting and other incremental changes. By the time we arrived at last year’s TI in Singapore, we had accumulated a decade of experience with sound dampening, and this gave us the confidence to try a new approach. We decided to eliminate the booths entirely, and solve the sound problem with noise-canceling headphones, earbuds, and the acoustic design of the arena. This meant we could maintain the competitive integrity that the booths provided, while optimizing for all the things that the booths historically made difficult.
Something a lot of people don't realize is that pro Dota players don't simply wake up and walk onto an event stage. They have to warm up just like any athlete. They also prefer their tools of the trade — keyboard, mouse, headset — worn out just the way they like them, in just the right spot. With booths, this meant a challenging set of steps where player equipment was constantly being stripped out of the play area so new gear could be carried in and set up at the last second. This made it difficult for players to enjoy a pre-game warm-up with their equipment when a TI event coordinator was trying to pry their keyboards from them to race it over for a booth setup. A boothless set-up with four rotating sets of PCs completely removed these issues, which resulted in a streamlined set-up, takedown and speed of play — an improvement appreciated by the pro players.
But sound-dampening is simply too important a trade-off. And despite our efforts put into the acoustic design of the arena, we underestimated the difficulty in bringing the sound-dampening up to our standards. Do we think a boothless event is an experiment worth pursuing again? Absolutely. There were real advantages, for the players and the spectators. But not until we have absolute confidence in our success. What matters is that we’re heading in the right direction: Towards something better, faster, more enjoyable for the pros competing, and more exciting for us watching.
Until then, we’re happy to bring back the “classic” TI5 soundproof booths out of storage in Kent, WA, to once again grace the main stage at The International 2023.
Fixed Lone Druid's Spirit Bear death counting towards permanent stacks for Axe, Necrophos, Slark, Lion, and Tidehunter
Fixed Desolator gaining damage when killing Spirit Bear
Fixed Spirit Bear attacks counting as Hero attacks when attacking Clinkz Skeletons, Lich Ice Spire, Phoenix Supernova, Pugna Nether Ward, Tidehunter Dead in the Water anchor, Undying Tombstone, Zeus Nimbus.
Fixed Spirit Bear death refreshing Axe Culling Blade and lowering Windranger Focus Fire cooldown with Level 25 talent
Fixed Lone Druid Spirit Bear displayed as the unit name on the Minimap
Fixed Tormentor not granting Spirit Bear a Shard if Lone Druid already has one, and not allowing allies to get Tormentor gold bounty if all allies already have the Shard
Fixed Tormentor particles sometimes showing in fog of war
Fixed a bug where inventory item icons would sometimes disappear when dragging them
Fixed a number of items' ability effects failing to equip in the Armory/Loadout
Fixed some free event reward items not showing up in the Armory
Fixed an issue saving the Taunt slot on custom sets
Fixed the default global light and shadow colors on the Autumn terrain
Fixed a display-only bug where certain magic resistance and physical resistance percentage values were being incorrectly rounded down a point below their actual values
Fixed a display-only bug where units with zero health or mana regeneration values would display as negative zero due to network-encoding quantization effects
We know what you’re thinking: You’ve only got three treasures remaining to get all the 10th Anniversary Rewards… except you’ve been at three treasures remaining for days now. There’s no end in sight. You’ve played core. You’ve played support. You’ve played mid. (Once you even tried jungling.)
Nothing. Three weeks just isn’t enough time to get all of those 10th Anniversary Rewards.
You know who agrees with you? Gabe Newell. You know who’s fired if we don’t extend the event so he can get his Ursa set? According to Gabe: us. So we’re happy and relieved and still employed to announce that the end date of the 10th Anniversary event is now September 18th.
Fixed a bug that would appear to allow you to commend/dislike the same player multiple times in postgame
Fixed an issue that would sometimes cause behavior score or communication score to get set to 0 incorrectly (the affected accounts have had their appropriate scores restored)
Re-added the ability to rotate your hero with mousewheel in the Armory and pregame
Re-added the ability to demo custom terrains
In games where the majority of connected players have a behavior score too low to allow them to pause the game, those players will now be able to unpause if the game has been paused for at least 5s
Added persona selector to pregame loadout
Added slot headings to pregame loadout
Re-introduced Hero Relics into the shard shop
Disabled rebundling for items with unlocked styles, or which unpack with dynamic gems
Owned world items can now be demoed through the item details popup
Improved the display of chat wheels in the new Armory
Commending a player no longer prints a chat message every time (to prevent post-game commend sprees from pushing all actual chat offscreen)
Added a new, distinct sound for disliking a player
Fixed grouping by item type in the All Items tab in the Armory
Fixed announcer packs not loading properly when entering pregame
Fixed places in the new Armory where fonts would sometimes display at an incorrect size
Fixed an issue that would sometimes cause dead units to not stay dead (Undying, Spirit Bear, Wraith King)
Fixed multikill banners not being accessible in the new Armory
Fixed an issue that would cause the game to change monitors when running in fullscreen on multi-monitor displays
Fixed Dark Seer's "More Than Mental Mass" taunt not playing sounds
Fixed Phoenix's Crimson Dawn set only changing the appearance of the head instead of the full set
Fixed server crashes involving abilities from Dark Seer, Razor, and Hoodwink
Fixed a client crash when displaying certain tooltips (including Tranquil Boots)
Fixed custom game JavaScript support
Fixed Hammer crashing on startup
Fixed a crash when returning to the dashboard after playing a game
Fixed some over-bright rendering in Vulkan when color-correction post-processing was enabled
Fixed a crash in the Vulkan renderer on Linux
Fixed a crash on Linux GPUs with low memory
Fixed fullscreen flickering on multi-monitor Linux systems
Fixed a crash on MacOS versions older than 10.15
Fixed a hang on MacOS when purchasing certain items in the Armory
Fixed a particle crash on older Windows machines without SSE4.1 support
Fixed terrain sometimes displaying incorrectly (or being invisible) on low-spec Windows machines
Fixed a particle rendering error with Phoenix's Solar Gyre
Fixed display of owned Kill Streak Effect in the Shard Shop
Fixed incorrect items sometimes appearing under the Tools section in the Shard Shop
Fixed some cosmetic particle effects not showing properly when previewing items in the Loadout or in the Armory (Void Spirit weapon particles, for example)
Fixed summons appearing next to heroes in postgame
Fixed Dota Plus quest to commend players not correctly counting all commends
Fixed a server crash when players were spectating under certain conditions
Fixed a rare courier-related server crash in Turbo
Fixed an issue where using Armlet could cause a unit to behave oddly on death (for example, give death bounty twice, or in Wraith King's case, be teleported to the fountain on Reincarnation)
Today, we permanently banned 90,000 smurf accounts that have been active over the last few months. Smurf accounts are alternate accounts used by players to avoid playing at the correct MMR, to abandon games, to cheat, to grief, or to otherwise be toxic without consequence.
Additionally, we have traced every single one of these smurf accounts back to its main account. Going forward, a main account found associated with a smurf account could result in a wide range of punishments, from temporary adjustments to behavior scores to permanent account bans.
As we said earlier this year in our blog post about cheating, and as we said earlier this week in our Summer Client Update, and as we will continue to say: Dota is a game best enjoyed when played on an even field. The quality of the people in a given match are what makes a match good. We’re invested in making sure your matches are as good as possible, and smurfing makes matches worse.
As always, if you suspect someone of smurfing in your game, use the in-game reporting options to flag them. This will help us continue to track offenders and gather data used to inform our anti-smurf efforts moving forward.
New Player Behavior System, New Rendering Features, and New Armory
Summer is hurtling toward its inevitable, pumpkin spiced end, and we’re seeing it off in style with a whole bunch of pretty sweet quality of life improvements. “I’ll be the judge of that,” you’re probably saying, eyes squinted in skeptical fashion. Well, how would you like to be the judge of not just blog posts, but real people? Like an actual judge. Because we've built a new player behavior and reporting system from the ground up to enable much better judging, and much better games.
Plus, just like in the allegory of Plato’s cave, you will now be able to see the shadows of clouds as they pass overhead. How is this possible? The copyright on the collected works of Plato has now just lapsed. We’ve also included a few other cool new rendering features inspired by, but not directly copied from, other pre-modern thinkers.
Lastly, we've torn the armory apart and completely rebuilt it to make it easier for you to do, well, everything with your cosmetic items. Epiloguely, we’re also shipping a Collector’s Cache to show all this new stuff off. Honestly, blog posts were simply not designed to convey this much exciting information, so we’ve assembled an update page with all the details.
Dota Plus Fall Update
As much as we all love playing Dota in sweaty rooms with sunny glares shining off our screens, the capricious gods of weather (or whoever decides these things) demand that our brief summer respite comes to a sudden but predictable end. Meaning that along with everything else, it's also time for the next seasonal release for Dota Plus — the Fall 2023 Dota Plus update for those of you keeping track at home — set to begin on September 1st.
Updated Seasonal Quests & Guild Rewards
The update comes with a new set of Dota Plus quests to shore up your shard stash — offering up to 115,200 shards over the course of the season. Guild rewards have also been updated, making new emoticons, sprays, and chat wheels available to high-scoring guilds.
Guild Tier
Rewards
Silver
Emoticon - cozy_courier
Emoticon - lancer_sour
Emoticon - party_phoenix
Gold
Spray - Keeper of the Light - Give Mana
Spray - Shadowfiend - Shrug
Spray - Arc Warden - Stab
Platinum
Chat Wheel - "Holy Moly!"
Chat Wheel - "Да? Да? Да? Нет."
Chat Wheel - "3, 2, 1, aaaadios!"
The Days Ahead
The International is just around the corner, and the final qualified teams will soon be decided. To kick off the celebration ahead of all the action in Seattle, we've got another update in the works tied closely to the event that we'll release in late September. We can hardly wait to cheer on the epic Dota to come.
Finally, to cram a bit more Dota into this blog, we wanted to highlight some of the changes and fixes from the last few weeks that are also shipping today:
New: Bounty rune spawn locations now show on the minimap before the horn using desaturated icons.
New: Added an option to rebind the Alternative Cast Ability switch key under the Advanced Hotkeys Interface tab.
New: Optimized Dota's network traffic. Dota will now use a little less bandwidth all the time, and a lot less bandwidth sometimes (for example, in illusion-heavy gameplay).
Fixed Invoker Wex sometimes granting the wrong amount of mana regeneration
Fixed Allied Heroes being able to refresh a Hand of Midas that doesn't belong to them
Fixed Wraith King skeletons sometimes ignoring Wraithfire Blast when selecting their target
Fixed Spirit Breaker having an infinite shield when taking the level 25 talent
Fixed Riki's Level 25 Right Talent not displaying the proper cooldown reduction
Fixed being able to blink to one specific location off the top left corner of the map
Fixed various tooltip issues with Invoker's Ghost Walk
Fixed universal heroes not showing up correctly in Ability draft UI tooltips
Fixed Overwhelming Blink doing 100 damage over six seconds instead of 100% of the caster's strength over 6 seconds
Fixed Windranger's Agh's upgrade invisibility effect not visually applying for allies
The International is fast approaching, and for those of you planning on going, we wanted to give you some important dates so you can start planning your trip. Tickets to join the audience live at The International 2023 in Seattle, WA are going on sale August 25th, 2023. Whether you’re planning on attending in person, or hopping on with millions of viewers from around the world to watch our livestream broadcast, join us in cheering on the best Dota teams on the planet as they battle it out for the Aegis.
Like we posted earlier this month, The International Dota 2 Championships will be getting split into two distinct phases this year, over the course of three action-packed weekends: The Road to the International, encompassing Group Stage (October 12th-15th) and Playoffs (October 20th-22nd); and The International itself (October 27th-29th).
Both the Playoffs and The International will take place in front of a live audience this year. In an effort to minimize confusion due to the new naming scheme, tickets for each of the events will go live on separate dates.
Sales are scheduled to go live on Ticketmaster as follows:
The International 2023 at Climate Pledge Arena
Tickets will go on sale August 25th at 10 AM Pacific Time on Ticketmaster
Tickets will be sold as a three-day pass for the full event, priced at $699 USD + Fees per pass
Attendees who bind their Steam account to their pass will be granted one Treasure of the Crimson Witness 2023 (and will continue to have chances to win more throughout the event)
The Road to the International - Playoffs at Seattle Convention Center's Summit Building
Tickets will go on sale on August 28th at 10 AM Pacific Time on Ticketmaster
Tickets will be sold as individual tickets for each of the three days, priced at $99 USD + Fees per ticket
We're excited to welcome the Dota community back to Seattle for the first time in five years, and millions more of you from all over the world on our livestream broadcast. Whether in person or virtually, we hope to see you there.
FAQ
When is The International 2023? The International will take place across three days (October 27th-29th) at Climate Pledge Arena. The Road to the International - Playoffs will take place across three days (October 20th-22nd) one weekend prior to The International, at the Seattle Convention Center's Summit Building.
How can I buy a ticket to The International? What type of tickets are available? The International three-day pass (Friday/Saturday/Sunday) will be available for $699 USD + Fees. Passes will go on sale on August 25th at 10:00 AM PT on Ticketmaster. All tickets are General Admission.
How can I buy a ticket to The Road to the International - Playoffs? What type of tickets are available? Playoffs Day 1 (Friday), Day 2 (Saturday) and Day 3 (Sunday) tickets will be available as single-day tickets for $99 USD + Fees. Tickets will go on sale on August 28th at 10:00 AM PT on Ticketmaster. All tickets are General Admission.
How many tickets can I buy? Purchases are limited to five tickets per transaction.
How do I pick up my tickets? Your Playoffs tickets and The International three-day pass will be available in your Ticketmaster account as Mobile Entry Tickets – no pick up needed! Make sure to save your ticket to your phone's wallet ahead of the event for easy access.
What happens if there is an issue with my mobile ticket? Please reach out to Ticketmaster support regarding all ticket-related inquiries. There will be a Will Call office to assist you on-site at the event as well.
Can I sit anywhere, or will there be preassigned seats? Both Playoffs and The International are General Admission events, and a GA ticket holder can sit in almost any available seat (other than in reserved sections, like for press or pro players).
Is re-entry permitted? Yes. Once you have scanned in your ticket for the day, you will be allowed re-entry with a unique wristband which can be picked up once you enter the venue.
Can I get a refund on my ticket? Tickets are non-refundable, unless the event itself is cancelled for any reason.
Can I transfer or resell my ticket? Yes, tickets can be transferred between accounts and bought/sold on Ticketmaster directly. Instructions on how to transfer tickets can be found here. Instructions on how to buy/sell tickets can be found here.
Can I split my three-day pass for The International? The three-day pass for The International comes as a single-entry barcode, meaning that you cannot separate them into individual daily tickets to buy, sell or transfer. However, ticket transfers will be permitted up until the start of the final day of the event. Please note that once a pass has been scanned in at the venue for the day, it will not be eligible for entry for the rest of that day, even after the ticket has been transferred.
Will I able to get normal Crimson Witness Treasure drops the same way I did in previous years? Yes, Crimson Witness Treasures will still drop on First Blood of each game at The International, as before.
There are some elders who whisper that the Ancients have always existed, and always will exist -- unknowable eldritch tentacle-shards of a mad moon, outside of time, doomed to battle forever. Other elders eyeball it at around ten, maybe thirteen years. It really depends what wizard you’re listening to in the forest. Either way, we tend to side with the elders who say “Look, it’s got to be something,” and ten’s a nice round number.
So put on your party hats and join us, won’t you, in celebrating Dota 2’s 10-year anniversary, commemorating the various milestones, semi-milestones, and occasional regular-shaped stones found on the path of Dota’s decade-long journey.
And since it wouldn’t be a party without presents, from now until Thursday, September 7, winning a Dota game will grant you a commemorative treasure containing one of thirteen special items tied to each of Dota’s storied years. All you need to do is keep winning Dota games until you’ve collected all thirteen.
All jokes aside, we’re really lucky to have a community as supportive as Dota’s. We’re happy to have been able to share this journey with you so far. So for the next couple of weeks, jump in a match and help us celebrate the decade behind us. We look forward to all the games to come.