Dota 2
Dota 2 > 総合掲示板 > トピックの詳細
DOTA 2 is altered Diablo
First of all, you have a discussion by EXPLORING, NOT FIGHTING. It's not about forcing what you selfishly want onto everyone else. It's about being curious, exploring, and discovering interesting things together cooperatively.

So DOTA 2's moment-to-moment feels very much like a diablo-like action RPG. Yes, I'm aware of techniques and important knowledge such as last-hitting, denying, creep-blocking, item recipes etc and do the best I can with those things. I'm also aware that your goal is to push through the towers and destroy the ancient (at the end, anyway).

I'm curious what the community has to say about a comparison to Diablo's gameplay.

Remember. Discussion is exploration, NOT war.
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Diablo inspired a lot of things.
It's more like an altered rts game like Warcraft for me.
Tib Bot の投稿を引用:
It's more like an altered rts game like Warcraft for me.
It's more like an altered Starcraft 1 for me.

:hype:
tbh I almost never played Aeon of Strife maps on Starcraft 1. Also, now I want to revisit starcraft 1. It's on this PC with tons of custom maps...
Some of the heroes were inspired by diablo.

Like wraith king, who was skeleton king before.
NemesisLeon の投稿を引用:
Tib Bot の投稿を引用:
It's more like an altered rts game like Warcraft for me.
It's more like an altered Starcraft 1 for me.

:hype:
tbh I almost never played Aeon of Strife maps on Starcraft 1. Also, now I want to revisit starcraft 1. It's on this PC with tons of custom maps...
As I've said, it's more of an altered rts game like Warcraft and the one you've even mentioned. Most of their Skirmish maps (including the ones from other rts games) have those kind of mirrored patterns depending on which side the player is on to make it balanced. In terms of hero item building and the game's theme, we could say it's quite similar to Diablo. How the game is played however for me, it's is far from being common to that game - which I think is the reason why they named the game's genre as ARTS or Arena Real Time Strategy instead.
最近の変更は👌m8が行いました; 2015年7月26日 9時43分
Tib Bot の投稿を引用:
NemesisLeon の投稿を引用:
It's more like an altered Starcraft 1 for me.

:hype:
tbh I almost never played Aeon of Strife maps on Starcraft 1. Also, now I want to revisit starcraft 1. It's on this PC with tons of custom maps...
As I've said, it's more of an altered rts game like Warcraft and the one you've even mentioned. Most of their Skirmish maps (including other rts games) have those kind of mirrored patterns depending on which side the player is on to make it balanced. In terms of hero items, theme, and skill building we could say it's a bit similar to Diablo, but on how the game is played for me is far from being common to that game - which I think is the reason why they named the game's genre as ARTS or Arena Real Time Strategy instead.
Actually, I figured you might be making a joke about the fact that DOTA came from the DOTA warcraft 3 mod which came from the Starcraft 1 Aeon of Strife mod. Mod/map.

I accept Action RTS as the genre name since the game focuses more on strategic competition (since all the grinding aspects are repurposed into another tactical side of the game)

ARTS... MOBA... do we need any more acronyms? How about FTPW? Farm Then Push to Win.

On the meta scale, the flow of a whole match can feel like rts... but I miss the base & unit building so much. No units, upgrades(that depend on you instead of waiting for creeps to spawn), and bases to manage. So much more waiting in ARTS/MOBA/FTPW(we need more acronyms). But then, RTS games feel more built for a duel than MOBARTS games which feel more forced to be team games. I just imagine someone making a custom match where two players have control of 5 heroes... and we just watch 2 korean professional DOTA 2 players amazingly control all 5 on their respective sides and play a better match than most of us do working with 4 other actual people.

On the small scale, moment-to-moment combat feels like Diablo to me. Maybe it's the micro-side focus for me... but I still see legions of enemies with the occasional "boss"(enemy hero).
最近の変更はNemesis☯Leonが行いました; 2015年7月26日 9時45分
NemesisLeon の投稿を引用:
Tib Bot の投稿を引用:
As I've said, it's more of an altered rts game like Warcraft and the one you've even mentioned. Most of their Skirmish maps (including other rts games) have those kind of mirrored patterns depending on which side the player is on to make it balanced. In terms of hero items, theme, and skill building we could say it's a bit similar to Diablo, but on how the game is played for me is far from being common to that game - which I think is the reason why they named the game's genre as ARTS or Arena Real Time Strategy instead.
Actually, I figured you might be making a joke about the fact that DOTA came from the DOTA warcraft 3 mod which came from the Starcraft 1 Aeon of Strife mod. Mod/map.

I accept Action RTS as the genre name since the game focuses more on strategic competition (since all the grinding aspects are repurposed into another tactical side of the game)

ARTS... MOBA... do we need any more acronyms? How about FTPW? Farm Then Push to Win.

On the meta scale, the flow of a whole match can feel like rts... but I miss the base & unit building so much. No units, upgrades(that depend on you instead of waiting for creeps to spawn), and bases to manage. So much more waiting in ARTS/MOBA/FTPW(we need more acronyms). But then, RTS games feel more built for a duel than MOBARTS games which feel more forced to be team games. I just imagine someone making a custom match where two players have control of 5 heroes... and we just watch 2 korean professional DOTA 2 players amazingly control all 5 on their respective sides and play a better match than most of us do working with 4 other actual people.

On the small scale, moment-to-moment combat feels like Diablo to me. Maybe it's the micro-side focus for me... but I still see legions of enemies with the occasional "boss"(enemy hero).
There's no adventure in the game. No Loot (unless you consider cosmetic items). No Story. I agree with you that the game lacks the base building, unit building, and other mechanics that this MOMBARTSAFTPWTK (added some more acronyms <3) genre you speak of doesn't have, but let's think about the game's main objective: destorying the enemy base and ancient. How? By doing your best to take the enemy buildings down all through skill and strategy. That doesn't sound like Diablo at all. Diablo is more focused on one of the RPG aspects such as questing which Dota doesn't have. Diablo also doesn't have the type of strategy making that Dota and other rts games have. Lastly, popular RTS games and Dota have competitive matchmaking. Sure, making your hero stronger by leveling up and getting the best items plus the lack of micromanaging sounds like Diablo, but that's it. In the end, Dota (and other moba games) is just a dumbed down version of an rts game.
最近の変更は👌m8が行いました; 2015年7月26日 10時08分
Not like diablo at all, dota is a WC3 mod. Useless thread
Tib Bot の投稿を引用:
NemesisLeon の投稿を引用:
Actually, I figured you might be making a joke about the fact that DOTA came from the DOTA warcraft 3 mod which came from the Starcraft 1 Aeon of Strife mod. Mod/map.

I accept Action RTS as the genre name since the game focuses more on strategic competition (since all the grinding aspects are repurposed into another tactical side of the game)

ARTS... MOBA... do we need any more acronyms? How about FTPW? Farm Then Push to Win.

On the meta scale, the flow of a whole match can feel like rts... but I miss the base & unit building so much. No units, upgrades(that depend on you instead of waiting for creeps to spawn), and bases to manage. So much more waiting in ARTS/MOBA/FTPW(we need more acronyms). But then, RTS games feel more built for a duel than MOBARTS games which feel more forced to be team games. I just imagine someone making a custom match where two players have control of 5 heroes... and we just watch 2 korean professional DOTA 2 players amazingly control all 5 on their respective sides and play a better match than most of us do working with 4 other actual people.

On the small scale, moment-to-moment combat feels like Diablo to me. Maybe it's the micro-side focus for me... but I still see legions of enemies with the occasional "boss"(enemy hero).
There's no adventure in the game. No Loot (unless you consider cosmetic items). No Story. I agree with you that the game lacks the base building, unit building, and other mechanics that this MOMBARTSAFTPWTK (added some more acronyms <3) genre you speak of doesn't have, but let's think about the game's main objective: destorying the enemy base and ancient. How? By doing your best to take the enemy buildings down all through skill and strategy. That doesn't sound like Diablo at all. Diablo is more focused on one of the RPG aspects such as questing which Dota doesn't have. Diablo also doesn't have the type of strategy making that Dota and other rts games have. Lastly, popular RTS games and Dota have competitive matchmaking. Sure, making your hero stronger by leveling up and getting the best items plus the lack of micromanaging sounds like Diablo, but that's it. In the end, Dota (and other moba games) is just a dumbed down version of an rts game.
I sort of have that micro focus even though I'm aware of the macro aspects... The gameplay (moment-to-moment combat) is the same (if see enemy consider attack->if enemy weak enough, attack OTHERWISE, find weaker enemy->occasionally upgrade) but the goal(the macro) is different. Yay myopic perspective! And then of course I prefer shooters/fighting games over RTS making my perspective even MORE myopic. At least I'm aware of how to properly play RTS...

Not like diablo at all, dota is a WC3 mod. Useless thread
*sidesteps the troll...
最近の変更はNemesis☯Leonが行いました; 2015年7月26日 10時21分
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Dota 2 > 総合掲示板 > トピックの詳細
投稿日: 2015年7月26日 8時37分
投稿数: 9