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Just a warning, my explanations are very confusing. That's just how I write. But I'm trying my very best to make it casual. So feel free to write in the comments if something is not clear.
Friendly Matches
First, I wanna talk about something that we can all agree upon, that there's a big problem of toxicity.
Toxic players are the main reason the player base is at this state. People are simply starting to realize they deserve better, leaving this draggy and toxic game for good. So, I came up with an idea to somewhat "force" those toxic people to change the behavior they're showing. And even better, it would also sway people with neutral personalities to try and be on their friendlier side.
Simply, I highly suggest of rewarding players if they exhibit desired behavior during a match. Yes, I demand that a significant amount of rewards should be given to players who are "friendly". The reward, as I'm thinking about it, should be so high it goes up to a point where it's too good to be not friendly.
And when reading below, many of you would surely think my idea will just push players to "fake" their behavior. And although that is sure to happen, I believe there's nothing wrong with that. As the saying goes, "Fake it till you make it".
Read
But before that, first we give newbies their time to learn. We don't throw them into the toxic soup on their first game like what is being done right now.
• All new accounts will be required to play a certain amount of AI coop games. Easy mode AI should feel like punching bags made of paper.
Then in non-AI matches, we remove players fighting even before the match starts.
• All PvP matches require role queueing. And during the picking phase, the button to request switching role with an ally is easier to find.
• This means one does not always have the freedom of choice on his role even in unranked, despite those games being less serious.
• But on the upside, it will totally remove fighting over roles, and lessens a lot of picks with multi pos1 heroes that would lead to long draggy games.
Now here comes the reward.
• After every unranked match, players get points which would then turn into coins.
• There are two types of points(and thus two types of coins), one based on individual game performance and the other based on allies' ratings; in which everyone is noted to base it on the player's friendliness.
Well, that's confusing. So let me explain in details one by one.
Performance based Points and Red Coins:
• These are points given to players after every unranked match, which is based on their individual performance. Of course with a very sophisticated pointing system to yield results that are as precise as possible.
• It is supposed to have secret criterias, and fully sticks to the role assigned. That means having a good number of kills as a pos5 won't give as much points as having that as a pos1. What the pos5 should aim for are the assists.
• The maximum performance points that a player can have this way per game is 300. And it should be not that hard to reach as long as the player performed well.
• Additionally, the winning team gets +200 and the losing team gets +100. Since the difference is not that big, flaming an ally over a loss would happen less.
• The points would then turn into coins, which are hero specific. This means that if a player gets 275 points after playing a WR game,(175 from performance + 100 from losing) he would then recieve 275 red coins. But these red coins are only exclusive on WR stuffs.
Okay, are you still following? What I actually demand is that they give us a shop, or a mini shop at least where we can purchase old/irrelevant skins pieces using currencies that we would get for free after every unraked match.
You may already have some skepticism with this free stuffs but there's more so please read on.
Friendliness based Points and Yellow Coins:
• After every game, the "Rate How Friendly Your Allies Are" screen will be shown. This has no decline button.
• Allies are shown 1 by 1. The one with the highest Performance Points goes first and they're profiles are also displayed.
• The player will then rate their allies' friendliness throughout the match by percent. In which every 20% is represented by a star that serves as a guide:
• These points also turn into coins but unlike the first type, these yellow coins are universal.
• That means if that player recieves 350 yellow coins from the same WR game, he may use it to purchase other heroes' stuffs too, not just WR stuffs.
• Even more, only these yellow coins can be used to purchase out-of-heroes stuffs. The most fundamental there maybe are heroes themselves. Since they have to be unlocked exclusively with yellow coins.
• And lastly, recieving way too many 1 stars may also lead to punishments. And a 0 star means being reported.
Honesty Rating
Probably you are thinking right now that players would just mess around with rating their allies' friendliness. And yes, you won't be wrong to think that. So, to lessen that problem,(but still cannot entirely remove it) everyone are secretly subjected to honesty rating.
• Basically what this new rating system is if a player doesn't seem honest, and proves dishonesty in actions, his honesty rating would drop. And once a threshold is reached it will be announced to him and he will recieve punishments.
• Now here goes the don't lie on rating your allies part. "If in a random solo queue, 4 players liked the game a lot as shown in the many stars they gave but then 1 player gave way too low, that 1 player is probably lying and will recieve deductions in his honesty rating."
• I believe there are only very few situations where that 1 player would prove to be not just messing around. As I see it, the system will possibly be more successful than not.
• There will be a lot more secret ways to get the honesty rating low, or even up. As I see it, there're really a lot of informations to use.
This rating system cannot be perfect. But with intensive studying on player's behaviors, it must do good enough.
Combining together the fact that rewards are given to anyone showing friendliness, and punishments are given to those who are being toxic and to those who would not rate their allies accordingly, and just the fact that losing still gives points, I believe this is a good start to creating a non-toxic environment in unranked matches.
But to sort of balance out everything I just wrote, Ranked Matches are the opposite, not giving any incentive to being friendly. But then, exclusive only for parties of 5.
• All new accounts will be required to play a certain amount of AI coop games. Easy mode AI should feel like punching bags made of paper.
Then in non-AI matches, we remove players fighting even before the match starts.
• All PvP matches require role queueing. And during the picking phase, the button to request switching role with an ally is easier to find.
• This means one does not always have the freedom of choice on his role even in unranked, despite those games being less serious.
• But on the upside, it will totally remove fighting over roles, and lessens a lot of picks with multi pos1 heroes that would lead to long draggy games.
Now here comes the reward.
• After every unranked match, players get points which would then turn into coins.
• There are two types of points(and thus two types of coins), one based on individual game performance and the other based on allies' ratings; in which everyone is noted to base it on the player's friendliness.
Well, that's confusing. So let me explain in details one by one.
Performance based Points and Red Coins:
• These are points given to players after every unranked match, which is based on their individual performance. Of course with a very sophisticated pointing system to yield results that are as precise as possible.
• It is supposed to have secret criterias, and fully sticks to the role assigned. That means having a good number of kills as a pos5 won't give as much points as having that as a pos1. What the pos5 should aim for are the assists.
• The maximum performance points that a player can have this way per game is 300. And it should be not that hard to reach as long as the player performed well.
• Additionally, the winning team gets +200 and the losing team gets +100. Since the difference is not that big, flaming an ally over a loss would happen less.
• The points would then turn into coins, which are hero specific. This means that if a player gets 275 points after playing a WR game,(175 from performance + 100 from losing) he would then recieve 275 red coins. But these red coins are only exclusive on WR stuffs.
Okay, are you still following? What I actually demand is that they give us a shop, or a mini shop at least where we can purchase old/irrelevant skins pieces using currencies that we would get for free after every unraked match.
You may already have some skepticism with this free stuffs but there's more so please read on.
Friendliness based Points and Yellow Coins:
• After every game, the "Rate How Friendly Your Allies Are" screen will be shown. This has no decline button.
• Allies are shown 1 by 1. The one with the highest Performance Points goes first and they're profiles are also displayed.
• The player will then rate their allies' friendliness throughout the match by percent. In which every 20% is represented by a star that serves as a guide:
1 star = "The player is toxic"
2 stars =
3 stars = "The player is friendly to allies"
4 stars =
5 stars = "The player is very friendly" (can only be given once every 24 hours)
• And so then everyone would recieve their points, the sum of what all their allies gave. It will not be known how much someone gave since it is presented as a sum already, except for 5 stars. The giver and the reciever will be announced.2 stars =
3 stars = "The player is friendly to allies"
4 stars =
5 stars = "The player is very friendly" (can only be given once every 24 hours)
• These points also turn into coins but unlike the first type, these yellow coins are universal.
• That means if that player recieves 350 yellow coins from the same WR game, he may use it to purchase other heroes' stuffs too, not just WR stuffs.
• Even more, only these yellow coins can be used to purchase out-of-heroes stuffs. The most fundamental there maybe are heroes themselves. Since they have to be unlocked exclusively with yellow coins.
• And lastly, recieving way too many 1 stars may also lead to punishments. And a 0 star means being reported.
Honesty Rating
Probably you are thinking right now that players would just mess around with rating their allies' friendliness. And yes, you won't be wrong to think that. So, to lessen that problem,(but still cannot entirely remove it) everyone are secretly subjected to honesty rating.
• Basically what this new rating system is if a player doesn't seem honest, and proves dishonesty in actions, his honesty rating would drop. And once a threshold is reached it will be announced to him and he will recieve punishments.
• Now here goes the don't lie on rating your allies part. "If in a random solo queue, 4 players liked the game a lot as shown in the many stars they gave but then 1 player gave way too low, that 1 player is probably lying and will recieve deductions in his honesty rating."
• I believe there are only very few situations where that 1 player would prove to be not just messing around. As I see it, the system will possibly be more successful than not.
• There will be a lot more secret ways to get the honesty rating low, or even up. As I see it, there're really a lot of informations to use.
This rating system cannot be perfect. But with intensive studying on player's behaviors, it must do good enough.
Combining together the fact that rewards are given to anyone showing friendliness, and punishments are given to those who are being toxic and to those who would not rate their allies accordingly, and just the fact that losing still gives points, I believe this is a good start to creating a non-toxic environment in unranked matches.
But to sort of balance out everything I just wrote, Ranked Matches are the opposite, not giving any incentive to being friendly. But then, exclusive only for parties of 5.
Hero Centered
Now I want to talk about a concept that is almost non-existent in the game. And that such absence I believe is almost single-handedly ruining everything, with every patch just making it worse. The concept of a "Character Centered Game"; or the lack thereof.
The idea is simple. Since DotA first and foremost is a Character game, even before being a Strategy game, then that means we should design it with the principle that all focus should be on characters themselves, or heroes as we call them. Right now, given with all the non-hero informations essential to be mastered(like neutral items), it is definitely not.
But you maybe asking, "Why?"
Well actually, the answer to that is a bit too complicated. So I will go very very straight to the point so it won't take you an hour to finish absorbing the idea.
"Read
So here's why, are you ready?
• It is a common theory that people can be sorted into two types: right brained people and left brained people.
• It is believed that the right brained people are artistic, creative, and emotional. While the left brained people are logical, analytical, and methodical. For simplicity and nothing more, let's call the former "artists" and the latter "thinkers"(these labels are very unprecise and I'm not trying to label people, it's only for the sake of simple explaining)
• The game of DotA is designed solely by "thinkers", and thus it is very enjoyable for the likes of them.
• Consequentially, an average "artist" will most likely find the game very lacking. And the designers of the game, being "thinkers", never really had any clue in their entire game designing career about what these "artists" are actually feeling. Most of us players right now also being "thinkers", are just as unaware as the game designers.
• So obviously, the best way to gain a ton of players again is to make the game enjoyable for both "thinkers" and "artists", not just for "thinkers". And the way to do that is to apply the concept I was talking about, the concept of a "Hero Centered Game".
• If you need more proof, well there is a cartoonish game right now that is very similar to ours. But it was designed by both "artists" and "thinkers", mostly by "artists". It is way way more popular than our game because "artist" players would find the enjoyment of their life in that cartoonish game and not in our game.
Okay, so can we now talk about my concept of a Hero Centered Game? Have you already understood why it is needed? If yes, then let's start already. From the beggining- choosing your first hero.
• Upon creating an account, there is a mandatory tutorial mode with choices of three heroes: Dragon Knight, Lina, and Bloodseeker.
• After completing the tutorial, they will then be given for free, together with...
• Aside from the free heroes, all other heroes needs to be unlocked, exclusively using yellow coins.
• However, unlocking a hero is only to gain any coins when playing them in the first place. So that means all heroes are actually free, it's just all about getting those sweet sweet coins after an unranked match.
With that out of the way, I will talk about the most essiantial part that we have to entirely change. The heart of the game - Hero Voicelines
(write new hero voicelines here...)
Voiceline Types
• AI coop default - Available by default for new accounts during AI matches. NBut needs to be checked on settings to make available during PvP matches.
• Controlling Player Exclusive - Only the controlling player can hear.
• Normal - All players can hear, as long as the unit is on camera.
These are my personally made Hero Personalities that I am using as a guide to making better voicelines.
Rylai - (50%)Playful and innocent, treating the battleground like she's just a kid playing in snow. Also dumb. (50%)Graceful and well-mannered, she's a fine lady that is not loud, rough nor rude in her actions and words.
Lina - (25%)Sadistic, but only having the urge and not the pleasure, which means that she's only "ready to hurt others" instead of "addicted to hurting others". (25%)Hot, as in the type of girl who would give one and only one line of vague suggestive words to men, despite not being interested at all. (50%)Proud and intelligent, will always point out about how smart she is and how she's always correct. When she kills another intelligent hero, she uncontrollably brags about it.
Shendelzare - (33%)Like that Witch from L4D
Then another important aspect is to remove or change things that are taking too much attention, without even being enjoyable in the first place. Or in this case, not hero centered.
• Replace the digital gameclock with a sort of sun/moon wheel that rotates slowly. Shows how near it is to next night/day, but needs to hover the mouse on to see the exact game time.
• Simplify the item shop interface by a LOT.
• Remove Talent Trees, Runes(bounty and power runes), Neutral Items, and Outposts.
• Recreate the Jungle system.
• Remove/change some items.
After removing that many things, it will leave a void in the gameplay of heroes. Don't worry I was thinking about the replacement the same time I was thinking about the removals.
Talents are extra skills of heroes, well hidden in the UI.
Talent name - Reduce the current cooldowns of Magina's abilities by 10%(+0.6%/level) whenever he attacks an enemy hero.
Call of the Wild Boar - Slows for -5 movespeed per attack for 3 seconds, with duration refreshing on new attacks and falling off 1 by 1 per second when not refreshed.
Talent Name - Each of Karroch and his summoned units attacks gives a stack on enemies. The stack is consumed and gives +20(+2/level) pure damage on each Wild Axe upon hit. Stacks lasts for 6 seconds each with max of 10 stacks.
Talent name - Gain +1 movespeed for each 20 current hp until +40 movespeed, and +1 movespeed for each 50 excess current hp for another +40 movespeed.
[colro=#8fbc8f]Talent name[/color] - Using Double Edge on an enemy hero affected by an ally's ability(i.e. while still stunned, slowed, etc.) gives Centaur a 30% for 6 seconds rhum buff.
Arcane Aura - remove self multiplier and rescale to +1.5/2/2.5/3 mana regen
Snow Party - Refunds 14 mana for each enemy hero that Rylai hits with her spells. Each of Freezing field's icy explosions may proc this.
Laguna Blade - reduce cast range by 150
Talent name - Everytime Lina successfully hits an enemy hero with a spell, she gains a cast range bonus that gets consumed on her next use of Lightning Strike Array or Laguna Blade. The bonus starts at +0 range, but will steadily increase until it reaches +150 in 2 seconds, expiring at 5 seconds when not used. Using it on Laguna Blade grants double effect.
Dragon Slave - reduce damage by 0/30/60/90 and cast range by 50
Dragon Learning - Whenever Lina hits a stunned enemy hero with Dragon Slave, she gains a permanent stack that gives +4 cast range and damage to Dragon Slave. Maximum of 50 stacks in which after reaching, will gain +15° width on Dragon Slave.
Talent Name - Whenever Lina's HP hits 20% or lower, her E becomes an active skill with 1 second cooldown, 0 cast point, does not interrupt any current action, 400-600 cast range. Fires off... Lina changes stance during it.
Selemene's Gifts - Automatically refunds the mana of a missed Arrow and set the cooldown to half. Only available 2× every 4 minutes of game time.
Increase cast point of abilities to 0.5(Q), 0.4(W) and 0.55(E)
Talent name - After killing 2 non-hero units(within 4 seconds) or depleting 40% of a hero's health pool(within 2 seconds), Mortred gains a buff that gives her 0 cast point on all of her abilities, no requirement to turn to an action, and 10% movespeed when in 700 range of an enemy hero for 4 seconds. Mortred changes stance during it.needsrework
Talentname - Gain +1% Great Cleave bonus damage for each 100 damage to structures Sven does. Gives +5% on destroying buildings(must have damaged it in the last 8 seconds). Has a maximum of +50% in which after reaching, Great Cleave gains +10° width and +75 range. Works on Rosh at 800 damage for 1 stack, and 5% on Rosh kill.
Talent Name - Gain Vengeance points equivalent to 20% of damage taken(double on abilities) and 10% of damage dealt(double on abilities) on enemy heroes, and +10 Vengeance points per seconds permanently after getting at least one point on Nether Swap. Gain 1 mana for every 2 vengeance points and upon reaching the maximum 100, refresh Magic Missile and give it stun and unit targetting (for heroes only). Weapon glows when stun is ready.
And finally for now, another important aspect of a hero centered game is to not make it feel like the game world is dragging its characters down. In other words, the heroes should have smooth flow of movements in contrary to the very slow and draggy movements we are being forced to deal with right now. Not doing so puts too much attention on the terrain, which is already taking a lot of.
• Set the highest base movespeed at around 340 instead of 330 (Naga Siren, Meepo, etc.) and lowest at around 300 instead of 275 (Medussa, Viper).
• Boots of Speed gives +20 movespeed and +15 out of combat movespeed instead of +45 movespeed, to balance the hero base movespeed changes. The rest of balancing can be done in heroes themselves.
• Add a bonus +48 movespeed on the team's highground base. Just put a very bit of visual difference on the terrain of highground bases.
• Half of the highground bonus movespeed is powered by outer towers, so getting a tier1 destroyed will reduce that by 2 and by 6 on a tier 2.
• Also reduce the waiting time before the horn starts to 45 seconds from 1 minute 30 seconds.
• Set the lowest turn rate to 0.7 instead of 0.5. And enable more heroes to start executing actions before turning(just like Io and Pangolier).
Others
Intro
Read
• Increase hero vision from 1800/800 to 1800/1100
• Increase regeneration of all heroes by around +3 base HP and MP regen.
• Make heroes who require the use of keyboard less use it more on their kit.
• Wards expire 50% slower while an ally hero is in 800 range.
Lane Changes
Intro
New Laning Phase Deny Mechanic
New Jungle System
• Bring back Iron Talon on shop.
• Remove ancient camps.
• Lane creeps, once aggroed to Neutrals, only at most and as close to half of them in value as possible can be swayed by heroes to change aggro.
• Just as only at most half and as close to half of Neutral creeps in value as possible can be aggroed by a player when already on the way to pulling lane creeps.
• But to counterbalance that, lane creeps will run back to lane 4-6 random seconds after taking a hit from a Neutral Creep, though the average time for all those creeps being agrroed at once should be as close to 5 seconds as possible.
• Creeps who ran no longer aggroes on the same camp.
Item Removals and Changes
Intro
• Simplify Shop Interface BY A LOT.
• Remove Phase Boots, Faerie Fire, Magic Wand, Bottle, Mango
• Power Treads no longer clickable. Always on primary attribute.
•
• Free Backpacking - Some items have this trait. If they came from backpack, putting them into the inventory would only cause them to be inactive for 2 seconds.
• Additionally, the item they were replaced with would only have 2 seconds inactive time when put back on the inventory if less than 5 seconds have passed.
• Items with free backpacking traits are Salve, Tango, Clarity, Mango, Wards, Dust, Smoke, and TP.
• Clarity - No longer cancellable. Gives +2% missing mana per second for 20 seconds instead. Maximum 2 clarities per slot. 20 gold
• Healing Salve - Visual effect on use lasts only for a secomd. Heals for 10 seconds at a ramping rate, healing 5, 10, 15, 20, 25, 30, 35, 40, 45, and 50 hp for each second respectively. Taking hero damage during this period pauses the heal timer for 3 seconds, although the rest of healings are just delayed and not lost. Maximum of 3 salves in 1 slot. 50 gold
• Tango - 2 tangoes per purchase, maximum of 8 per slot. Grants 5hp/sec and 1 armor for 16 seconds. Still works on ironwood trees for double regen. 35 gold.
• Increase regeneration of all heroes by around +3 base HP and MP regen.
• Make heroes who require the use of keyboard less use it more on their kit.
• Wards expire 50% slower while an ally hero is in 800 range.
Lane Changes
Intro
New Laning Phase Deny Mechanic
New Jungle System
• Bring back Iron Talon on shop.
• Remove ancient camps.
• Lane creeps, once aggroed to Neutrals, only at most and as close to half of them in value as possible can be swayed by heroes to change aggro.
• Just as only at most half and as close to half of Neutral creeps in value as possible can be aggroed by a player when already on the way to pulling lane creeps.
• But to counterbalance that, lane creeps will run back to lane 4-6 random seconds after taking a hit from a Neutral Creep, though the average time for all those creeps being agrroed at once should be as close to 5 seconds as possible.
• Creeps who ran no longer aggroes on the same camp.
Item Removals and Changes
Intro
• Simplify Shop Interface BY A LOT.
• Remove Phase Boots, Faerie Fire, Magic Wand, Bottle, Mango
• Power Treads no longer clickable. Always on primary attribute.
•
• Free Backpacking - Some items have this trait. If they came from backpack, putting them into the inventory would only cause them to be inactive for 2 seconds.
• Additionally, the item they were replaced with would only have 2 seconds inactive time when put back on the inventory if less than 5 seconds have passed.
• Items with free backpacking traits are Salve, Tango, Clarity, Mango, Wards, Dust, Smoke, and TP.
• Clarity - No longer cancellable. Gives +2% missing mana per second for 20 seconds instead. Maximum 2 clarities per slot. 20 gold
• Healing Salve - Visual effect on use lasts only for a secomd. Heals for 10 seconds at a ramping rate, healing 5, 10, 15, 20, 25, 30, 35, 40, 45, and 50 hp for each second respectively. Taking hero damage during this period pauses the heal timer for 3 seconds, although the rest of healings are just delayed and not lost. Maximum of 3 salves in 1 slot. 50 gold
• Tango - 2 tangoes per purchase, maximum of 8 per slot. Grants 5hp/sec and 1 armor for 16 seconds. Still works on ironwood trees for double regen. 35 gold.
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