Re:In defense of hard counters in real time strategy games
by ironman1478 on Tuesday July 27, 2021 @05:21PM
(#27977831)
Its really difficult. The exact placement of individual trees in the game matters a lot and it affects line of sight, which is a key component to Dota. If you flipped the view, not only would it just be weird, but what is visible can change I think based on the camera position. A tree that blocks a path in one camera position doesn't block it in another. A single tree's position sounds trivial, but navigating them is crucial at mid and high levels of play.
Re:In defense of hard counters in real time strategy games
by jasonwatkinspdx on Tuesday July 27, 2021 @05:22PM
(#27977835)
This is really perceptive and on point. I think something a lot of casual observers miss about Dota is it's a game of momentum with very small edges that accumulate. Compared to the other MOBAs it's the game that punishes you for a single error far more harshly.
Re:In defense of hard counters in real time strategy games
by ufo on Tuesday July 27, 2021 @06:24PM
(#27978409)
It certainly is confusing. I remember that someone once made a video with the flipped map and most of the comments were about how weird it appeared: https://www.reddit.com/r/DotA2/comments/5rmbd3/
However, I wonder this is something that people would get used to, if they played it for a while. As far as I know, it was never seriously tried anywhere.
Re:In defense of hard counters in real time strategy games
by jasonwatkinspdx on Tuesday July 27, 2021 @05:17PM
(#27977785)
So, I suspect why they haven't gone with an approach like that is they want to preserve the layout for spectators. Dota is the biggest purse in all of esports, and they take the spectatorship quite seriously as a result.
I can understand how this might be confusing. Like a mirror track in Mario Kart, it would make the map feel totally different.