Dota 2 enjoys a reputation among MOBA players

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Dota 2 enjoys a reputation among MOBA players

Сообщение vigameboosting 20 май 2019, 10:21

Dota 2 enjoys a reputation among MOBA players and not just for being a game with relatively complex mechanics and high entry barriers for those first looking at the world of this type of games. The comparison with League of Legends is inevitable: thanks to its hero rotation system, it is much easier to approach for someone without experience.

Inspired also by this system already present in LoL, with the latest update Dota 2 introduced Dota 2 MMR Boost aimed at making learning more enjoyable and smooth for new players. The first change is to limit the selectable pool of heroes to 20 for the first 25 games of a new account. One of Dota biggest problems is in fact the absence of indications on which are the newbie friendly heroes with the risk that new players select heroes like Chen, Meepo or Invoker, which require hundreds of hours of experience (and often even after thousands of hours it is extremely difficult to optimize the spells). Heroes like Lich, Dragon Knight and Juggernaut are certainly more suited to the role of guide ship and therefore will be selectable right away.

Another big problem that grips the MOBAs (but which can be extended to all competitive games) is the objective toxicity of the gaming community, which often ends up being a higher barrier than the actual learning curve of the game. To overcome this problem, matchmaking will make new players play together only with people whose Behavior Score, or the relationship between commends and reports received, is positive. Obviously also taking into account the actual level of people as in normal matchmaking.

Cheap Dota 2 Boosting will be successful to increase the actual appeal of the game it is all to be seen, Dota 2 demonstrates however that it has understood its problems and is working to resolve them. Surely the learning curve remains high and perhaps the most steep in the panorama of competitive games, but the goal of every company must be to ensure that those approaching the game are encouraged to climb it and not immediately lose the stimulus due to a too high initial difficulty or negative experiences dictated by other players.
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