Pages

Subscribe:
Showing posts with label News. Show all posts
Showing posts with label News. Show all posts

Sunday, April 19, 2020

Tutorial Menghilangkan Inline Css Dari Kode Iklan AdSense

Loading ketika pemuatan halaman web seringkali terbebani oleh kode iklan terutama kode iklan yang mengandung banyak inline css, kita semua mungkin sudah tahu bahwa inline css pada setiap elemen html apapun di situs web akan memberikan sedikit hambatan pada saat pemuatan halaman web. Untuk itu disini saya akan memberikan sedikit pengetahuan tentang bagaimana cara menghilangkan inline css khusus nya inline css yang ada pada html kode iklan AdSense.Memang kita tidak bisa menghilangkan semua permasalahan perenderan yang disebabkan oleh inline css pada kode iklan adsense, karena sejatinya kita tidak punya akses yang luas untuk mengelola script, css dan kode html iklan adsense.
Tetapi setidaknya meskipun sedikit yang bisa kita akses, inline css pada kode iklan adsense tetap harus dihilangkan demi mengutamakan kelancaran pemuatan halaman web.
  • Apakah boleh mengedit dan merubah kode iklan adsense?
  • Apakah merubah kode iklan adsense akan menyebabkan pelanggaran kebijakan (FAQ) adsense?
  • Apakah merubah kode iklan adsense akan menyebabkan banned?
Pertanyaan-pertanyaan di atas mungkin ada dibenak kalian terutama publisher yang baru saja bermitra dengan adsense, untuk menghilangkan keraguan anda dalam melakukan eksperimen dengan kode iklan adsense maka saya akan menjawab pertanyaan-pertanyaan di atas sebelum kita sampai ke experiment yang sesungguhnya yaitu menghilangkan inline css dari kode iklan adsense.
Jawaban dari tiga pertanyaan di atas akan saya rangkum menjadi satu jawaban yang kongkrit dengan bukti valid. Google adsense tidak melarang publisher untuk bereksperimen (merubah kode iklan) selama eksperimen tersebut masih sesuai dengan kebijakan adsense. Lihat pedoman kebijakan adsense mengenai pengeditan kode iklan adsense.
https://support.google.com/adsense/answer/1354736?hl=id
Jika sebelumnya kamu telah membaca semua pedoman kebijakan adsense maka lewati langkah itu, dan kita mulai tutorial cara menghilangkan inline css pada kode iklan adsense. Berikut adalah kode standar iklan adsense. Cek Link nya DISINI
Sebelum menghapus kode inline css pada iklan adsense yang harus dilakukan pertama sekali adalah menambahkan class name baru pada elemen ins (tag pembuka ins). Class name baru boleh menggunakan kombinasi huruf dan angka misalnya “iklan_sidebar336“. Sehingga kode iklan adsense akan menjadi seperti berikut. Cek Kode nya DISINI
Setelah class name baru ditambahkan, silakan hapus kode inline css nya yaitu: Cek Disini
Sehingga kode iklan adsense menjadi seperti yang terlihat berikut ini Cek Disini
Notes: Penambahan class name yang lebih baik adalah menggunakan kata dengan bahasa inggris dan tidak mengarahkannya ke kata kunci tertentu.
Langkah itu belum selesai, selanjutnya anda harus mengganti kode inline css yang dihapus dengan kode internal css (non-inline) dan menambahkannya ke kumpulan internal css di dalam html template web anda. Jika kamu menggunakan platform blogger kode css ditambahkan tepat di atas kode ]]></b:skin>.
Kode Internal Css (Non-inline) = Cek Disni
Saya harap artikel ini dapat memberikan pemahaman yang baik dalam bereksperimen dengan kode iklan adsense seperti menghilangkan atau merubah inline css menjadi internal css. Prinsip dasarnya google adsense tidak terlalu membatasi keleluasaan publisher dalam melakukan eksperimen asal masih dalam batas yang wajar yang sesuai dengan kebijakan adsense.
Eksperimen ini benar-benar telah admin terapkan di situs ini, untuk melihat kebenarannya silahkan lihat view source halaman ini dengan menekankan tombol Ctrl + U atau melalui link dengan format view-source:url_halaman.
Kode iklan adsense pada bagian halaman dan sidebar website Tamatekno.net benar-benar tidak menggunakan inline css, semua sudah di conversi dari inline ke internal css. Selamat mencoba dan sampai jumpa kembali di eksperimen-eksperimen adsense yang akan datang.
Selengkapnya...

Wednesday, April 15, 2020

Units won't deploy randomly in Artifact 2.0

I’m enjoying how all the headlines around Artifact‘s upcoming comeback are about what it won’t do. It won’t sell you cards, and it won’t make you play on one lane at a time. ‘It won’t die in a fire like it did before’, promise.
We now know a lot more about how the revamped game will actually work. Random deployment is gone, with creeps spawning in predictable positions while Heroes can be plopped wherever you like. The infinite board is gone, too, as each of the three lanes can now only fit five units. This seems… promising?
Valve explain the changes on their blog. Here are the basics:
“The board still has 3 lanes, but each lane is exactly 5 slots. The slots also have a fixed position, so adding units on either end of the lane doesn’t shift the positions of any units. There are some rules for deploying on top of units if the lane gets too full or if there’s just something in your way, which you’ll find at the end of this post.”
Those rules include destroying units by playing new ones on top of them, which is interesting. I’m immediately thinking about how that’s different to Legends Of Runeterra, where I’ve occasionally filled up my board with crappy spiders and had no way of removing them.
Tarot readings got COMPLICATED.
The real big change, though, is that you can now deploy heroes to specific locations. You used to just pick a lane and hope they didn’t go head to head against something that could kill them. It still involved mind games, but with a big dollop of chance. You’re now asked to make much more specific predictions, which is enticing, and you deploy to one lane at time. (This is a bit confusing: previous blog posts suggested you’d have access to all lanes at once, but we now know deploying to lanes is done sequentially rather than all at the same time. Presumably the “all lanes at once” part kicks in when you start playing non-hero cards.)
I’ve always liked just how much Artifact has going on, because in other card games I wind up playing decks without really thinking about them. Outside of constructed mode, Artifact matches tended to feel like they were won or lost based on how I played my cards, rather than which ones I had access to. The proof will be in the playable pudding, but it looks like that might be even more true of Artifact 2.0.There’s a specific order to this, and I won’t attempt to recap how it all works when you could just look at Valve’s useful diagrams. I do like how they present situations and talk through a hypothetical player’s reasoning, because that reasoning sounds familiar and appealing. As my Artifact review will tell you, I liked old Artifact a lot. These are the kind of decisions I was already making, but they don’t involve weighing up odds.
Valve still haven’t said when they’ll start letting people in, but I sure hope it’s soon.
Selengkapnya...

Friday, July 14, 2017

The teams of the International 2017, part one

Take the world’s largest crowd-funded tournament, the largest and most difficult MOBA, and 90 of the hardest-working and most talented gamers in the world, and put them in Seattle for two weeks. What you’ll get is The International 7, the biggest Dota 2—and esports—tournament, held annually by the game’s developers, Valve. 
This LAN is quickly drawing closer, and what is a tournament without its participants? Qualifiers for all regions have concluded, and the eighteen teams that will attend The International’s main event in mid-August have been decided. 
Six teams were directly invited by Valve:
OG (Europe) 
Virtus Pro (Commonwealth of Independent States) 
Evil Geniuses (North America) 
Team Liquid (Europe) 
Newbee (China) 
Invictus Gaming (China) 

Regions were given certain numbers of qualifier spots as follows: three each for China and Southeast Asia, two each for Europe and North America, one for South America and one for CIS. Here, we’ll be taking a look at the two Eastern regions, China and Southeast Asia, and the teams that are preparing to cross the world to fight for the Aegis of Champions.
If there’s any sign that the Chinese region has become quite competitive, it would be the regional qualifiers. Not unlike the years before it, some renown names and even top teams were pushed out in the group stage, including VG.J, which was one of the strongest squads several months ago, and EHOME, a famous regional banner. 
But first and foremost, there are the teams handed direct invites, which are the most likely choices among those battling for respect in the country. 
First, and most impressively throughout the 2016-2017 competitive season, is Newbee, with its entirely different squad than the banner’s TI4-winning run. With consistent appearances at the top events in the world, his fresh team has proven their year-round strength that clearly caught Valve’s eye. They’ve placed in most of their tournaments since The International, minus the Kiev Major 2017, where they fell to European TI7 direct invite Team Liquid in the single elimination bracket’s first round. Their main worry, though, is that they keep losing their top spots to other teams at events of the highest caliber. This doesn’t mean that they can’t pull it together for a winning push at TI, of course.
Photo credit: Newbee
Their strongest regional competitor is Invictus Gaming, which earned the other Chinese direct invite, similarly a former TI-winning banner with a revamped squad. In recent months, they’ve performed beyond expectations, especially with a solid victory against OG in the Dota 2 Asian Championships. While their performance hasn’t always been completely consistent, they’ve done well enough to be considered one of the top in the region. 
The qualifiers were as tough as the season itself for many Chinese teams, but there must be a winner. 
None other than IG.Vitality came first. The sister squad to IG has performed fairly well throughout the year, with star players such as InJuly and up-and-coming Paparazi giving the team a reputation as a powerhouse of its own. While they lacked the sort of strength that gave their main squad its invite, they’ve been present and held their own at many events throughout the year. It paid off, as they took the top score in the China Qualifier’s round robin stages, earning the region’s first qualifying spot.
For the first time in Dota 2, two Philippines-based squads will be attending the same Valve event
Soon after came phase two, where two teams under the same organization worked their way into the main event. First came LGD.ForeverYoung, a team well-mixed with up-and-comers as well as DotA veterans. In their most recent events, they’ve placed well, even rivalling their organization’s primary team, LGD Gaming. (Actually, LFY took the qualifier spot from LGD in both the Epicenter and Mars Dota 2 League qualifiers.) This banner also qualified for the Boston Major and continued to the second round of the single-elimination, but they shuffled in mid-May to much recent success. 
Their older sibling org, LGD Gaming, eventually caught up in the final part of the qualifiers. LGD recently won their first LAN in years at MDL, and it was no small deal. The other teams they had to take on included European squad OG, and that wasn’t even in the Grand Finals (they took fourth). LGD also managed to top LFY and Chinese top pick Newbee, which placed second and third respectively at the event, to take the win. While the team didn’t show up for the event, they qualified for Galaxy Battles as well, and so they’re likely going to be a threat in Seattle. 
With similar difficulty (and the same format) came the Southeast Asia qualifiers, stacked with teams and players passionate about—and fighting hard for—a spot in the main event. While none of the teams in this region managed to snag an invite, Valve has extended an invitation for three teams that can fight through the regional qualifiers. And, for the first time in Dota 2, two Philippines-based squads will be attending the same Valve event, though this is pending the question, and consistent issue, of USA travel visa acquisition.
Photo credit: Twitch
For SEA, the team that took the round robin phase was none other than TNC Pro Team, one of the premier squads of the region. TNC has been an international underdog since their TI6 run, and they’ve been a favorite of the passionate region since. Only three of their teammates remain today: Carlo “Kuku” Palad, Marc Polo Luis Fausto or “Raven” and Samson Solomon Enojosa Hidalgo or “Sam_H,” with Theeban “1437” Silva from Canada and Filipino legend Timothy “Tims” Randrup now helping to lead the charge. In what’s considered a difficult region, TNC has managed to assert their presence within the top tier of SEA squads, and so their TI7 qualification is certainly no joke.
The next to rise up is Fnatic. While European at the organisation's roots, the franchise has planted its Dota 2 fortress in SEA, where it’s had mixed but notable success. Now, the team has an international mix, with former two Korean MVP.Phoenix squad members, Kim Seon-yeop “QO” and Kim “Febby” Yong-min, along with two Malaysian players and a Filipino player. The team’s only been able to play together at the Zotac Cup Masters in June, but the fact that this team could qualify in such a difficult reason speaks volumes about their potential. 
Last, but certainly not least, comes Execration from the lower bracket. The organization has had its share of well-qualified players, but, much like other teams from the region, faced visa issues that prevented their team from success, specifically at the Boston Major. They were unable to perform well and shuffled just in time for the open qualifier. This newly-formed crew clearly worked well together, as they beat the former regional champions Clutch Gamers, and they even beat Team Faceless in the group stage. The team has a lot to look forward to during its big showing at TI7’s main event.
source : http://store.steampowered.com/news/?appids=570
Selengkapnya...

Friday, December 16, 2016

Dota 2: The New Journey why update 7.00 is such a MASSIVE game-changer

For an idea of how much Dota 2’s New Journey/7.00 update is A Big Deal, consider this: Dota, in general, has been in version 6.somethingsomething since 2005 – the Dota All-Stars mod days. It was around this time that the mysterious Icefrog originally took over development. That’s endured all the way through Valve’s Dota 2, right up until now, when all our expectations of the game’s patch number conventions crumbled like so many tango-munched trees.
Moreover, the preceding patch – 6.88 – is held in unusually high esteem by both the community at large and the professional/competitive scene. Other than the questionable strength of certain illusion-spam lineups, 6.88 was remarkably well-balanced, with almost no heroes considered unviable and a relatively broad range of strategies, from drawn-out split pushing to full-davai five-man gank rushes being employed in games at all skill levels. [Don’t worry about the terminology if you’re less steeped in on Dota slang – just know that 6.88 was really versatile! – Ed]
Nonetheless, Valve – and Icefrog – have held little back for 7.00, introducing not only a new hero in Monkey King, but the kind of fundamentals-altering additions that go even further than what skipping 0.11 version numbers would suggest. Perhaps the most impactful of these changes are Talents.

Talents

The ability to put skill points into upgrading your hero’s stats when you level up is dead. Instead, you can now put those points into Heroes of the Storm-style Talent trees, which give you a choice between two permanent buffs at levels 10, 15, 20 and 25. That’s all on top of your hero’s usual spells. In effect, that means every single hero has received potentially enormous buffs.
Seriously, listen to some of these options: an extra 300 gold per minute on Puck. Vengeful Spirit’s Magic Missile piercing spell immunity. -35s respawn time on Nature’s Prophet. +6 health regen for Slardar at level 10. Level 10!
Talents
Of course, most aspects of Dota 2 sound horrific on paper before turning out to be easily counterable or ignorable in-game, and it’s worth remembering that most games end without anyone hitting level 25. Actually, many end without supports even hitting 20. It’s therefore hard to imagine that the craziest Talents (which live at the top of the Talent Tree and will only come into play in these late stages) will form the basis of initial hero picks/bans or overall strategies.
Still, they’re definitely things to aim for, and I can see supports possibly playing a bit more sacrificially in order to avoid sapping that precious XP, helping to secure their carry’s level progression.
[As a Witch Doctor main, I checked his Talent Tree and one of the level 10 choices gives you +20% XP gain, so that could help stop you falling behind while prioritising a carry in this way – Ed]
In any case, the bonuses afforded by skilling Talents look set to open up new item build possibilities, to counter enemy capabilities (or synergise with allies) and negate the weaknesses a hero may have possessed since their inception; as a perennially weak, broke Crystal Maiden player, I’m particularly excited about kitting her out with +50 attack damage and +120gpm. The uncountable extra layers of complexity and strategy that Talents add may make for huge amounts of potential, or create a huge risk in terms of overpowered heroes, but one thing’s for certain: there’s a hell of a lot more to learn now.

Monkey King

Monkey King
At last, we have Sun Wukong, the Monkey King: Dota 2’s first hero not to have been ported from the original Dota mod. As is often the case for newly-added heroes, he feels very strong indeed; his Q ability, Boundless Strike, is a long-range staff slam that stuns everything in a line while also adding critical physical damage based on his normal attack attack, so it can double as a devastating area of effect nuke if you build heavy-hitting items on him.
He also has an excellent escape ability in Tree Dance, which lets him jump up to and from treetops where enemies can’t see (unless they have flying vision, which Tree Dance incidentally provides for Monkey King). This also sets up Primal Spring, whereby he jumps forcefully back to the ground, damaging and slowing heroes caught in a small radius.
His passive, Jingu Mastery, adds bonus autoattack damage and lifesteal if Monkey King lands four consecutive hits on a hero. This combos nicely with his ultimate, Wukong’s Command, which creates a formation of illusions to attack anything caught in its massive area of effect – while, again, boosting Monkey King’s attack damage.
Wukong's Command
His only duff spell, in my book, is Mischief. This applies a context-sensitive disguise to help hide from pursuers – he’ll turn into a tree if you’re in a wooded patch, or a rune if you’re stood atop one of the ward spots. It will rarely fool experienced players, sadly, and even newbies must surely notice something strange about a random tango or clarity potion lying in the middle of a lane. A simple autoattack will break the disguise, anyway. [You say this, and yet after spending two years accidentally picking up abandoned iron branches thanks to one particular friend I might be a little more vulnerable to the trap… – Ed.]
Valve reckon Monkey King is a carry, which is certainly a viable way to run him, considering his obscene physical damage potential. That said, his toolkit is versatile enough to make for a decent solo offlaner, too – Boundless Strike is well-suited for halting ganks, and Tree Dance is an effective escape mechanism provided the enemy can’t get vision over trees. Be wary of Timbersaws, though: if a tree is destroyed while Monkey King is stood on it, he’ll be stunned for four whole seconds; a probable death sentence.
Tree Dance

Heroes

As well as a long list of balance tweaks, 7.00 has applied major reworks to a handful of heroes. Lycan, for instance, has had a timing element added, similar to that of Night Stalker: Howl’s new damage and HP buffs will have double the effect when used at night, adding an interesting dimension in terms of when exactly he should time a push or join a fight.
Infamous lane-annoyer Necrophos, meanwhile, has had his Sadist ability replaced by Ghost Shroud. Sadist was the one which let him gain health and mana when killing units. Ghost Shroud is about slowing nearby enemies while putting Necro in an Ethereal state – so he can’t attack, and is weaker to magic damage, but will have any HP or mana replenishment effects doubled AND you get an area of effect slow which affects nearby enemies. Since Sadist boosted Necro’s survivability, this replacement with Ghost Shroud looks like Valve is prodding Necro into a more clearly-defined support role, helping his team chase down kills at the risk of being blown up by magical nukes.
Another big change is to his Aghanim’s Scepter upgrade; using Necro’s ultimate ability when you have a Scepter no longer disables buyback on the hero you killed, making it a bit less game-winning in the ultra-late game [more on the importance of buyback in our Dota 2 guide! – Ed.], but it does now reduce cooldown on said ultimate to a minimum of 25 seconds – low enough that it could be deployed twice in a single fight. Scary.
Treant Protector got a boost to his surprise-attack potential, with Nature’s Guise turning from an active ability to a passive, turning him invisible whenever he’s near a tree for a few seconds (and gaining movement speed in the process). Break that invisibility with an autoattack, and it’ll apply a decent scaling bash stun to your target. That comes at the cost of easy escapes, though; the old Nature’s Guise had a 2s invisibility fade time, while this new version takes between 3-6s to kick in, depending on your hero’s level.
Techies’ Land Mines also got completely changed, becoming Proximity Mines. Undetectable to True Sight, these will actually reveal themselves to enemy heroes who move into close range of the mines. The mines don’t trigger immediately so you have a brief window to GTFO but if you stay within that range for 1.6s, they’ll explode. Proximity Mines can’t be stacked on top of each other, but have much higher damage to compensate.
This does sound like an improvement for all involved. Techies players won’t have to stand around slowly plopping nine mines all on the same spot, while foes will have a little grace period to avoid or destroy the mine before it insta-gibs them out of nowhere, as was the case before. I’m not too keen on Blast Off, the replacement skill for Suicide Squad, Attack!, though. With that one Techies quickly dart forward before non-lethally exploding, making it harder for victims to dodge. Besides dealing huge damage, it applies a silence to anyone caught in the blast radius – the most annoying debuff in all MOBA-dom.
There are tonnes of other, lesser changes, but it would be remiss to skip a mention of Riki’s new Aghs upgrade, which allows him to hide inside an ally when casting his ultimate, attacking from within his host. Fellow Dota nerds may recognise the origins of this in a legendary Reddit shitpost; a dumb joke made to pass the time between patches, now given immortality in the game itself. Still, hitching a ride inside a speedy Bloodseeker, Windranger or Slardar while casting Tricks of the Trade on anyone nearby could be an effective, and quite literal, pocket strat.

Backpack

There’s also a new ‘backpack’ mechanic wherein you can carry an additional three items, but not use them or gain their effects. They can be swapped out with any of the items in your main inventory, but they’ll only become ‘active’ after a six second delay. It’s probably not a quick enough process to reliably switch items around mid-fight, but it is super useful for lugging around the component parts for a soon-to-be complete Upgrade item. I’ve found it’s especially useful when one of those components comes from the Secret Shop — you can just grab it and bag it while passing through, without needing to micro the courier when delivers the other parts.

General changes

Now that Talents have made XP gain much, much more important, Valve have very helpfully completely changed how experience and leveling is calculated. In short, most levels now require less XP to reach than in 6.88, and maxing out at level 25 requires less XP overall. To an extent, this is counteracted by lowered XP gains from denied creeps, but with higher, scaling payouts from things like the Tome of Knowledge item and more easily available Bounty runes (see below), expect to see core heroes level up faster, possibly leading to shorter, faster-paced games.
Root abilities have also been buffed. Root is a status effect that stops you moving but doesn’t disable you the way a stun would. Root abilities will now prevent ‘escape’ spells like Mirana’s Leap and Phoenix’s Icarus Dive from allowing them to move away. This is a great change – roots always felt like rubbish Poundland stuns, and while they’re still not sufficiently ‘hard’ disables that they break the heroes using them, it’s nice that slippery heroes can’t just brainlessly jump out of them. Speaking of which, many of the same leap/jump/dive spells no longer disjoint projectiles – how d’you like that, Slark? Jerk.

The map

Roshan has moved house again – he now resides in a new cave next to the top rune spot, right in the middle of an expanded bit of river. Hopefully this cuts out the Dire side’s advantage when it comes to claiming Rosh; previously, it was easier for them to sneak in (since they didn’t have to cross the river), and the Dire Tier 1 tower was so close it provided an easier route for teleporting heroes to join fights in and around the pit. This new placement definitely seems to level the field.
Roshan's new gaff
That’s not even the biggest change to the map, though. Every jungle area has been completely redesigned, with new neutral creep camp placements (and new neutral creeps), so prepare to re-learn your pull timings, plus there are Bounty rune spawn spots (ideal for risk-averse Alchemist players who don’t want to leave their side of the map) and a new building type, Shrines. These give a quick burst of health and mana regen, so you don’t necessarily have to trundle all the way back to base if you’re beaten up – another concession to faster-paced games.

HUD

The rejigged in-game HUD might be the iiffiest of 7.00’s changes; it’s tighter, cleaner and gives you better visibility of the map, but the smaller dimensions won’t be for everyone. You can increase the size of the minimap, but not other HUD elements and a lot of useful information is hidden behind presses of the Alt key. You’ll need to hold this to see your KDA, last hits and denies, and the gold required for buyback – all small figures which could have easily been included without the need for an extra keypress.
One rather brilliant change, however, is the unit query window. This pops out from the left side of the screen to show the items and, if an ally, the skill build of any hero you click. In the past, this info would obscure your own hero control panel, so the separate window is a very welcome change.
There’s also a nifty pregame screen whenever you lock in your hero at the start of a match. This gives you an extra 30 seconds to plan lane matchups, indicate likely ward placements and buy your starting items – a boon for those who tend to still be mulling over their initial purchases when the first creeps spawn. The anime-style shot of both team compositions which follows the pregame menu is an amusingly ridiculous touch, too.
The new pregame

Other stuff

Following much community grumbling, Slardar and Viper have had their hideous old models replaced with higher-quality, still-ugly-but-in-a-good way reskins. Also, Enigma is hench now, for some reason.
Viperr
Slardar
Enigma
Tools for community-programmed AI bots are another happy inclusion. Valve’s own bots are, depending on difficulty level, either suicidally stupid or lethally psychic, so hopefully some clever fans can come up with something in-between.
I’m out of wordcount at this point, so:
New skybox (cool!)
Bigger trees and grass effects in showcase view (cool!)
Rod of Atos now roots instead of slows (cool, now that root doesn’t suck anymore!)
Quelling Blade and Iron Talon have a flat damage bonus instead of a percentage-based one (not cool if you’re a jungler!)
For the many, many other minor changes, check out Valve’s 7.00 minisite.
Despite some early trepidation regarding Talents, both they and (more or less) everything else about The New Journey seem like fine additions; my experience on the main client, which received the update in the wee hours of this morning, has been spent more on buzzing with new ideas on how to play than it has with fretting over potential OP-ness. Monkey King, too, feels dynamic and multi-dimensional in way that not all Agility cores do. It’s a great patch – here’s hoping we don’t have to wait 11 years for the next one.
Selengkapnya...

Tuesday, April 5, 2016

Tickets for The International 2016


Returning to Seattle’s KeyArena, The International Dota 2 Championship once again brings the world’s top Dota teams together to battle for the Aegis of Champions, with the main event set to run for 6 days from Monday August 8th through Saturday August 13th.

Tickets will go on sale April 7th at 10:00 AM and 10:00 PM Seattle Time, and this year’s competition will offer two ticket options. The Midweek ticket—available for $75—will grant attendance to the first four days of the event August 8th – 11th, and includes access to the opening ceremony and the All-Star match. The Finals ticket—available for $100—will grant access to the last two days of the main event, August 12th and 13th. Both ticket options can be purchased in a single order.

As a special bonus to fans attending the event, we will be dropping unique in-game items to audience members inside of the arena. At First Blood in each individual game, 500 exclusive Attendee Treasures will drop, each containing visually-unique versions of this year’s Secret Shop Immortals. To be eligible, you must have a badge linked to a Steam account and be in the arena when First Blood occurs.

For fans with only the Midweek ticket, we’re also providing a free large outdoor viewing area on the KeyArena grounds where you’ll be able to watch the final two days.

You can check out the Ticketing FAQ here.

Tickets will be available via Ticketmaster.com. We recommend that you prepare your Ticketmaster account and log in before tickets go on sale to help ensure a smooth purchasing experience. If you are unsure when tickets will go on sale in your time zone, please use this handy time zone converter.

Seattle: April 7th at 10AM and 10PM
Rio de Janeiro: April 7th at 2PM and April 8th at 2AM
London: April 7th at 6PM and April 8th at 6AM
Berlin: April 7th at 7PM and April 8th at 7AM
Moscow: April 7th at 8PM and April 8th at 8AM
Beijing: April 8th at 1AM and 1PM
Singapore: April 8th at 1AM and 1PM
Seoul: April 8th at 2AM and 2PM
Sydney: April 8th at 3AM and 3PM
The International Qualifiers will be held after completion of The Manila Major, with Open Qualifiers kicking off June 21st and the Regional Qualifiers following on June 25th.

Selengkapnya...

The Spring Cleaning 2016 Update


As the snows of winter recede and the river ice turns to slush, it’s time to clear the lanes and climb the towers for Dota 2’s vigorous yearly cleaning.

Featuring a variety of bug fixes and quality-of-life improvements, the Spring Cleaning 2016 update will arrive this week, bringing with it hero-specific ability bindings, camera control group hotkeys, Neutral Creep spawn box indicators, and much more.

Check out the update page for some highlights and a complete list of changes.
Selengkapnya...

Sunday, August 23, 2015

Prepare for The Majors


This fall, a new tradition comes to the world of professional Dota. The Majors are a series of four seasonal marquee tournaments culminating in The International. The first Major will be occuring in Europe this November and we’ll have more details on ticketing soon.

Ahead of this Major, there will be Open Qualifiers from October 6-9, and Regional Qualifiers from October 10-13. Any team may participate in an Open Qualifier, and two teams from each region will be among those invited to participate in the Regional Qualifiers. The Regional Qualifiers will then determine several of the teams to be invited to battle at the Major. Direct invitations to the Major and the Regional Qualifiers will be announced on October 5th.

If your team would like to be considered for an invitation to either the Regional Qualifiers or the Major directly, head over to the registration site for more information. Any team that makes changes to its roster after September 5th 2015 at 12:00AM PDT cannot be directly invited to the Regional Qualifiers or Major, and must compete in the Open Qualifiers.
Selengkapnya...

Monday, August 17, 2015

Evil Geniuses: Grand Champions

Congratulations to Evil Geniuses, Grand Champions at The International 2015.



It’s been a long road for the victors. Battling in the Group Stage, Evil Geniuses secured a top position within their grouping. However, at the same time, the underdogs of CDEC Gaming were making a name for themselves. A runner-up at the China Qualifier, CDEC fought their way into the tournament through the Wild Card, and were ultimately tied with Evil Geniuses by the end the Group Stage.

At the Main Event, CDEC dominated the upper bracket, winning every match, eventually knocking Evil Geniuses to the lower bracket to advance to the Grand Finals. In the final day of The International, Evil Geniuses beat LGD Gaming to earn their way to the Grand Finals through the lower bracket, securing a rematch against CDEC Gaming in the process.

In the Grand Finals, CDEC’s win streak finally came to an end. As the dust settled, it was Evil Geniuses who stood triumphant, defeating CDEC Gaming 3-1.

A new Grand Champion has been crowned, and a new inscription will be set upon the Aegis of Champions:

2015
Evil Geniuses
Clinton “Fear” Loomis
Syed “Suma1l” Hassan
Saahil “UNiVeRsE” Arora
Kurtis “Aui_2000″ Ling
Peter “ppd” Dager

There were more great stories and incredible games at The International than we can possibly recount. If you’d like to relive the action, head to The International site, where you’ll find replays for every game. You can also check out photos and videos from the event on Flickr and at our media page.

We’d like to thank all of the teams, and everyone in the Dota community for helping to bring year’s tournament to life. Like you, we look forward to The International every year, and without you this amazing event wouldn’t be possible.
Selengkapnya...

Friday, August 14, 2015

Cloud9 disbands its Dota 2 team

After a poor showing at The International 2015, the Cloud9 Dota 2 team has been officially disbanded. Word of the split came first from Rasmus "Misery" Filipsen, who Gamespresso reports revealed the news during a livestream.
Filipsen didn't go into detail about the breakup, saying only, "I can't say anything more than that. It's for the better, guys." But fellow Cloud9 member Jacky "EternalEnvy" Mao effectively confirmed the news on Twitter, where he posted a link to the Cloud9 Dota 2 poster from The International and wrote, "In memory of the old C9 roster. Please note that any player on the poster may not be in C9 next DotA Year."
Cloud9 had a rough couple of days at The International earlier this month, where it was quickly knocked out of the competition with an 0-2 record. The team fell first to CDEC and then to Vici Gaming in a match Chris Thursten said "felt as if C9 had forgotten that they were up against some of the very best, most coordinated support players in the world."
The breakup of the roster does not mean that Cloud9 is out of Dota 2 for good, however. "Yes, Cloud9 will remain in #Dota2," team owner and manager Jack Etienne tweeted. "I'll miss our old team but I'm excited to create our new squad. TY EE, Misery, Fata, Bone, & BigDaddy!"
The remaining members of the team—Pittner "bOne7" Armand, Adrian "Fata" Trinks, and Johan "BigDaddyN0tail" Sundstein—have not yet publicly commented.
Cloud9 remains one of North America's biggest esports organizations, with teams for CS:GO, League of Legends, Hearthstone, and several other games.
Selengkapnya...

Thursday, June 18, 2015

Dota 2 Reborn and why the MOBA will never be the same again

Three Lane Highway
Every week, Chris documents his complex ongoing relationship with Dota 2, Smite, and wizards in general.
It's been ten months since Valve released the Source 2 toolkit for Dota 2 custom game mode developers. It's been seven months since they confirmed that something big would be arriving in 2015, a project that accounted for the lack of Diretide and Frostivus and the ever-slowing rate at which new heroes arrive. Despite the warnings, however, I'm taken aback by just how important Dota 2 Reborn feels. This isn't simply a major update: it's practically a new game. Valve's mysterious alt-text writer might have joked that we're back in beta, but we really are. Two years into the life of Dota 2, we're at the cusp of a change that they could probably get away with calling 'Dota 3'.
In detailing what I think the major changes to the hobby are going to be, I'm going to gloss most of the serious connection and technical issues that are an undeniable problem with the current beta. Let's assume that, given a few months, Dota Reborn works the vast majority of the time.
Even so, Dota 2 is going to gain a scrappy new identity. That stunning new UI disguises a fundamental change in the type of game that it is. At present, your experience is curated by Valve. Old Dota 2 demonstrates the developer's commitment to the original mod, with every menu, mode and system trending towards more Dota, more of the time. Lots of people want this, and for them the game doesn't need to be any more than that. You play Dota 2 because you want to play Dota. That makes sense.
With Reborn, Dota 2 is becoming a game development platform. Classic Dota dominates three quarters of the UI, but that 'Custom Game' tab will ultimately represent an offering far, far bigger than it. The notion that you play Dota 2 because you want to play Dota will become a thing of the past: you might play Dota 2 because you want to play Bomberman. You might play Dota 2 because you want to play a kart racer, or a survival game, or solve a puzzle. Although the majority of custom games will be derived from Dota's basic systems, they're not committed to that: the potential for divergent experiences is huge.
Similarly, the potential for negative experiences is huge. Most custom game modes will be bad. Lots of them won't work. The ones that work well will still be impacted by the lack of skill-based matchmaking and the ready availability of the abandon button: there's no way they can be seriously competitive as Dota is without a bit of curation from the community. This isn't a problem, in and of itself. It means the return of low stakes Dota, of negotiating lobbies, of rough placeholder models and design experiments that go nowhere. The return, in short, of the golden age of modding—with all the inconsistency and homebrew jank that this entails.
This is a huge tonal change for a game defined by its singular focus and high production values. In becoming a game design sandbox, Dota 2 doesn't just gain a whole bunch of new ways to play—it becomes messier, easier, more inviting to more people. If you ever wondered how the game could get bigger, this is it. Right now, despite this being an opt-in beta that doesn't work half the time, the player population for Skillshot Wars is equal to that of the Marvel Heroes MMO. Pudge Wars has more than double Evolve's player base. Overthrow's playerbase would be enough to put it in the top 30 games on all of Steam.
Dota 2 custom games are going to be utterly massive. You will have friends who play them and don't touch Dota itself. The ideas expressed within this game over the next few years are going to spin out into full games in their own right; possibly even genres. It's happened before.
I've been thinking about the effect this is going to have on the community—aside from it simply getting larger. I suspect we'll see a lot of anger about AFK lobby hosts, quitters and so on. In that sense, Reborn might give an already fractious group of people new reasons to shout at each other.
As a counterpoint, however, today I had one of the nicest interactions with a Dota 2 stranger I've ever had. I loaded into an Overthrow match, on the map that divides players into teams of two. During hero selection, my randomly-assigned teammate admitted that they'd never played it before and had no idea what to pick. I said that I was in the same position. We talked back and forth about combos we might try, settled one, and played. We lost but it didn't feel like a big deal. It was fun, and, more importantly, it wasn't taboo to say that you didn't know the best way to play.
The Dota 2 community is enormously elitist—a sign of weakness is tantamount to blood in the water. Nobody wants to admit their mistakes, everybody wants to blame somebody else. This is a community with a widespread working knowledge of the Dunning-Kruger effect, for heaven's sake.
Custom game modes disarm that by creating a scenario where everybody is new again. Because it doesn't 'matter' in the same way that traditional Dota is seen to, it's okay to ask questions. It's okay to clown around. Even if this is only the case for a handful of popular modes, it's enormously healthy for the community as a whole. Will it lead to nicer Dota players? Too early to tell. But it does make playing with assholes optional, and that's a quality-of-life improvement on par with anything else Valve are doing with this update.
This time next year, Dota 2's going to be unrecognisable. Hell, the genre is going to be unrecognisable. Imagine being the developer of another me-too MOBA right now, watching a Dota 2 custom mode blitz past your concurrent player records in a single day. You'd just stop, wouldn't you?
Selengkapnya...

Thursday, March 5, 2015

Dota Night: RPS vs PCG

Alec has been asking me to come to Brighton to teach him Dota 2 for a while now. Thus far scheduling had made the trip impossible (plus I’m still not entirely convinced it isn’t an elaborate childcare trap), But then an opportunity presented itself. A chat with their deputy editor let me know that cheery RPS fanzine, PC Gamer had decided to learn to play Dota 2. The one problem was that they needed a team to face off against – a team of similar skill, or at least sufficiently inexperienced that four Dota babbies with between four and ten hours of play under their belts wouldn’t just get ground into a fine paste over the course of eight minutes…

I volunteered RPS.
I then emailed RPS to explain what I’d done and to bill it as a fun and good thing we could learn at lunchtimes and in the evenings. The email concluded: “We are better than them and nicer than them and have better beards than them so this is totally do-able.”
Our core team was in place – Adam, Alec, Alice, me and… oh dear. We really needed a third neophyte to go alongside Adam and Alec. Alice has played Dota since it was DotA and I’ve spent over 1,700 hours on the thing so we were already skewing the team’s experience upwards. Sure, I wanted to win but I didn’t want it to be one of those stompy wins that makes the other people never want to play again and makes pub trips awkward. Graham was out because he had conveniently decided to move house and would be without internet. John and Jim opted out too.
We turned to freelancer Rich Stanton – he likes a spot of Heroes of the Storm but isn’t a fan of Dota. I hoped that would mean he understood the broad sweep of what was going on in case we couldn’t fit any practice around his childcare obligations but wouldn’t put us too far ahead in terms of dedicated time learning the ins and outs of the game. I also named our team “Tiny Treant Morphling” because it seemed like a sufficiently nerdy Dota joke.
Teaching was incredibly weird. I tend not to assume leadership in Dota. I prefer to listen and often like to ask questions or just do my own thing, getting into a last-hitting rhythm or trying to zone opponents out while denying. Now I was giving a little tour of the map via that Steam watch a friend option, babysitting a lane buddy, explaining about primary attributes and GET AWAY FROM THAT TOWER! Being the recipient of questions and the decider of people’s actions felt odd. Not unpleasant, just odd.
It also put me face to face with some of Dota’s more “because videogames” aspects. “Why do I have to buy gloves and a belt to get these boots,” from Alec. “Why do I have to eat a tree with a bean again?”
Initially I put Alec on Sniper and Adam on Witch Doctor. I know both characters well so I figured it would be easier to advise on item buying and skill builds while also needing to play a role myself. Besides, Adam had wanted to try his hand at healing and Witch Doctor ticks that box nicely. I was worried the other team might have had similar ideas given both are newbie-friendly heroes so my backups were Drow Ranger for Alec (a pain to last-hit with at first but you can get to grips with her skillset pretty easily, I find) and Lich for Adam (his Sacrifice is a bit tricky at first but the ultimate ability is a joy and works well if the enemy are bunched up which I thought they might end up doing for safety).
During those practice sessions I was very aware that I was the repeater of the phrase “stay behind the creep wave – let them take the damage so you don’t have to”. I wondered if it was annoying but kept on because, frankly, I wanted my Dota babbies to beat the ones from PC Lamer (I am great at sick burns). We went through basic item builds, I explained about the courier and how you choose which items to buy first when there are several parts to the item you want to end up with, I showed them what stacking and pulling means, we walked around the warding spots and looked at the vision you got from them, we talked about positioning (BEHIND THE CREEP WAVE AND NOT DIRECTLY UNDER A TOWER) and mana and health …
And that’s pretty much all we had time for before the big day was upon us.
It started with Adam recounting a dream he had had the previous night. A dream “in which Boris Johnson had been mauled by a pack of dogs and was dying. I was the only person willing to comfort him as he bled out. “HE’S A HUMAN BEING FOR GOD’S SAKE” I shouted at the crowds who’d gathered to watch.”
I wasn’t sure how to interpret that given the upcoming match. Was I Boris Johnson? Was PCG?
As match time neared I tried to get in touch with Rich. PCG had requested a delay because something to do with print journalism or whatever. As I later learned Rich had taken a nap and would not wake up for another few hours, sending an apologetic text as we picked our heroes and promising to cheerlead for us instead.
I used to time for some last-minute lecturing:
1. The creeps are your friends – hide behind them where you can and let them take the damage for you. The GREEN creeps. The red ones are dicks.
2. Enemy towers are AWFUL and do LOTS OF DAMAGE so stay back. Only go near them with your friends from 1. – the green healthbar creeps.
3. If you cannot see the area around you and you cannot see all the enemy heroes on the minimap you may not be safe so CAUTION CAUTION
Alice was also offering to “help”. The fact that I have played Dota with Alice and the fact she literally put the word “help” in quote marks gave me pause. Alice will tend to do what is more entertaining for her in games and has a formidable contrarian streak. I had my fingers crossed for the entertaining thing being destroying PCG’s mid lane. I figured early on that’s where the most experienced PCG person (Chris) would be because it’s harder to teach a newcomer all the different timings and it’s a vantage point from which you can protect your new charges. I’d asked Alice to take that lane because I’m only learning mid myself at the moment and I didn’t want to throw the game for Alec and Adam if I could help it. I didn’t want them to see me being nervous or beating myself up over a bad lane. Morale and whatever.
Speaking of morale it was time for a pep talk:
“I totally believe we can crush them,” I started. But then what if we lost and Adam and Alec never wanted to play again? The pep talk took a turn for the weird as I added that REGARDLESS we were also better at everything than our enemies including making sandwiches. “That means that regardless of the actual outcome we have already won. A victory would just be the icing on the cake. We are the red velvet. A cream cheese coating would be amazing but we are still delicious from the start. And we will fuck them right up.”
At that point Alice took advantage of the delayed start time to head to a bakery for actual red velvet cake.
QUINNS! Quinns is technically linked to RPS. Would he be able to fill the fifth spot on the team? It was getting late as I messaged him. He explained that he had 100ish hours to his name but couldn’t remember any of the hot keys and hadn’t touched the game for two years. I conferred with PCG and they agreed to the substitution.
Time to be the best red velvet cakes we could be.

The match

PCG instapick Sniper leaving Alec with Drow Ranger. I’m really pleased as this means he knows what he might be up against in terms of skills and has a backup option. I later learned that my happiness had an equal and opposite manifestation in Alec who was both wrongfooted and a bit narked.
“Uh – I did not mean to pick that,” says Alice as we look at her Puck selection. “Should have gone Outworld Devourer…”
We’re on the Dire side so I take my Viper (TANKY FLYING SNAKE WITH BACKWARD WINGS IS LOVE) and head to the bottom lane with Adam’s Witch Doctor. We’re up against Phil on Crystal Maiden and Tom Senior on Sven. Alec takes Drow to the safe lane with Quinns’ Shadow Shaman. They’re facing off against Sam’s Lich (hooray – another thing my newbies can possibly deal with) and Andy on Sniper. Chris is mid on Invoker against Alice as Puck.
Adam slips slightly too far forward trying to cast a spell and gets smacked with a stun by Sven. PCG get him down to a sliver of health – 6HP – and I advise he enjoy a lovely salve to repair the damage. We shake it off and go back to our familiar laning rhythm. At this point Chris is moving around the map trying to facilitate kills for his side.
I didn’t realise this as the time but Quinns nearly first-blooded Sniper in that first five minutes. I’d still thought he was working out what was going on with his hotkeys because chat was peppered with “how do I…”. In fact I only realised exactly how much muscle memory he had for the game when he asked “what’s a refresher orb and why have I just bought one?” before going on to land a double ward trap on the folk of PCG.
“Oh shit! Sorry…”
Chris had nipped bottom with a haste rune to help kill Adam or I. He hadn’t managed to make good on that but without a trip home to heal before going forward again Witch Doctor was an easy target for Sven’s stun and Crystal Maiden picked up the kill. It was met shortly afterwards by a kill from Alice on Chris but Sam picked off Quinns as he headed to the side shop and a low-health Alec was subjected to an Invoker sunstrike making it 3 – 1 to them at the ten minute mark.
“Is there a lane where people are weak and I could murder them?” asked Alice. She hides in the trees by the radiant tier 1 tower leaping out when Phil and Tom appear It looks like she might actually be in trouble but Adam steps up with a lovely Witch Doctor ultimate that takes care of Phil and then Alice and I finish off Tom in the jungle.
By about 17 minutes we’re even on kills but pulling ahead in terms of items and levels. It still feels pretty even to me in terms of what we’re getting done though. PCG are now roaming as a five and head for our top tower.
Sniper throws out some shrapnel to start whittling us down but we move out of the way. Alec silences Lich meaning he won’t be able to cast his ultimate – excellent. The tower and I do the rest (sorry Sam) and Alice lands a dream coil on Invoker, Sven and Crystal Maiden. Crystal Maiden starts channeling her ultimate but as she does so Quinns drops a set of serpent wards… It ends up being a team wipe for them.
I feel like our experience difference is showing at this point and I worry that even though Adam and Alec are making me proud they might not feel quite part of things. We’re also still making mistakes (“I turned the wrong thing into a chicken!”) and I’m really impressed by the PCG newbies, but it feels more and more lopsided as the game progresses. There’s also a point where I realise Alice’s Puck has a level 5 dagon. She does pay for the aggression at various points – like when she attempts to take on four heroes at once, though and takes three separate ultimates to the face.
Watching the replay I see Tom Senior jungling when everything else was unsafe to try and stay in the game which was cool, I also see that I really needed to explain how sunstrikes worked and how to run to minimise your chances of being hit. We end up losing all of our tier one and two towers and the match goes for nearly an hour. In the end PCG are overwhelmed and drowning in megacreeps as we push over their Ancient.
From the mood in chat I get the impression that Adam enjoyed the game and had pockets where he felt he was making a difference. Alec was less enthused. His mood reminded me of all the times I’ve played a carry but we’ve either won or lost before I had time to really achieve anything, or games where I was repeatedly focused by the enemy team and ended up struggling for gold and items. A win in those conditions is nice and all but you end up not really having ownership of the victory, having been in your own bubble of Things Not Going Quite Right for so long. I want to tell them both I’m really pleased with them and they did well but I don’t want to sound like a patronising asshat. I also don’t want to go on about it on Twitter given we had three people who had played before but secretly, in my room, I do a little airpunch because we won!
I’m going to try and get a video of the match in some watchable form online soon but in the meantime here’s what Adam and Alec thought, in their own words:

ADAM:

I am the Denier.
When Pip told me that I’d mainly be killing our creeps rather than unleashing hell in the general direction of PCG, I went along with it. I work well in a hierarchical structure, particularly when I have a unique task to perform. Stick me right at the bottom of a pyramid, alongside a thousand other grunts, and I’m likely to get creative – which is to say, I’m likely to go off-script and fuck everything up. I’d make a terrible cog but I reckon I’d slot into a Megazord fairly well.
I’d never played against humans before and had barely spent any time duffing up bots, so I didn’t expect to contribute a great deal but I would have been frustrated if I hadn’t been able to understand WHY I was playing badly. That was my fear – that the match would pass me by and I’d be unable to describe what my role should have been. As it turns out, I had a reasonably good idea as to my objectives and even though I didn’t manage to kill a single enemy hero, I was very much In Denial.
For those who don’t understand what that means (and for those who do and would like to mock my attempt to describe it), denying is the act of killing friendly units before your opponents finish them off. This denies the enemy team the experience that the kill would have granted. It feels to me like a bug that became a feature and at first it didn’t seem very sporting – like blasting a ball out of the air with a blunderbuss as it soars toward the Edgbaston boundary. But DOTA, so my imperfect understanding tells me, is rarely a game of discrete actions. The creep line is a conveyor belt of experience to be harvested, as well as a wall of meat to cower behind. Matches take the form of a push toward the higher levels of experience and ability rather than a tally of points scored.
Denying allows teammates to harvest experience knowing that it will count for something, allowing them to break ahead rather than treading water. That was my basic function and I think I carried it out fairly well, considering my lack of experience. As the Witch Doctor, I also acted as a mobile medical station when we clashed with PCG, although I’m not convinced I ever saved a life rather than simply prolonging the inevitable.
Sod efficiency though – the best thing about the Witch Doctor is the dancing. His Ultimate ability is a deadly boogie that blasts any enemy heroes in the vicinity with a barrage of disco flames. It’s preposterous and brilliant, and I think I managed to use it effectively maybe one time. I used it ineffectively around ten times. I couldn’t help myself. I was dancing and people were running for cover. One member of the PCG team kept lobbing flaming boulders at us, which is a fine party trick and all, but nothing I saw was as spectacular as the dance.
I’ll play again, definitely. My prediction is that I’ll hit my peak quite early, stubbornly sticking to the easier-to-learn characters rather than taking any risks. I’m wary of ultra-competitive games in digital form because, unlike physical sports, I suspect they can be perfected. The code can be mastered and the correct sequences can be discovered. The push toward an attainable perfection doesn’t fascinate me in the same way that the occasional clumsiness and seemingly impossible brilliance of the human body does. That’s a train of thought for another time when rigorous analysis is possible, however. For now, I’ll look for whatever brilliance and clumsiness I can find between the lanes and I’ll carry on dancing.

Alec

A month ago, I was terrified of DOTA. By the time we sat down to engage jaunty RPS fan-site PC Gamer in wizardly battle, I was chomping at the bit. Though yet to play against any other humans, I’d learned the ropes thanks to Pip’s tuition, had a clear idea of what I needed to do, and was massively looking forwards to putting it into practice, win or lose.
Then everything fell apart. At the character selection screen I fumbled when I tried to press ‘S’, and the precious milliseconds lost meant one of the auld enemy picked Sniper before I could. While I’d done some rudimentary practice with another carry, Drow, in case just this happened, I’d put a lot more into Sniper. Both in terms of understanding his range, speed and appropriate shopping and in terms of being so committed to him that I’d even bought him a new outfit.
He looked so very RPSy, I’d thought. This was meant to be.
The loss of Steampunkish garments was secondary to the chill knowledge that Drow had less range and lacked the deadly super-shot ultimate skill I’d become accustomed to with Sniper. She might be the same character archetype, but she necessitated getting that little closer to the enemy and her animation speed was slower, making it harder for me to get into the last hitting groove. Clearly established Dota players instinctively adjust expectations for whichever character they used, but my muscle memory was as yet programmed for just one thing, and I suffered for it.
It didn’t help that I went into the game angry at being Drow, but spending most of the middle section of it dead and watching a respawn timer only made my mood blacker. I couldn’t find a safe range to shoot from, kept ending up too far forwards as a result, there was too much going on for my more experienced allies to answer my every “where should I be now?” question, and insult to injury was that I kept getting killed by PCG’s Sniper, shooting safely from further back than I could.
Quintessential Dota, I suspect.
Clearly, I should have bided time more rather than felt I should always be involved, and with a better understanding of the map could have pinged back and forth between where creeps were and enemies weren’t. Live (i.e. die a hell of a lot) and learn.
I wasn’t without use – took out a couple of towers, killed three or four enemies heroes – but man, I spent a lot of time waiting to resurrect.
Fortunately, the rest of my team were positively rampaging. It’s even faintly possible that the time and energy put into repeatedly killing me opened them and their towers up to slaughter – perhaps I was a useful sacrificial lamb.
Victory was bittersweet. I’d felt like a fifth wheel, and I couldn’t get over the resentment of not being ‘my’ character. But I felt so damn proud of my guys for winning on my behalf, especially similar total newbie Adam, and I felt I’d learned a whole lot more about Dota. Enough that I’ll certainly go back. Enough that I understand why Dota is as big as it is. Enough that I want to be much, much better at it.
Selengkapnya...

SWARA GIRI FM