[DotA2] Dota 2 Sammelthread

Dec 2, 2001
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Wenn man so die Anfänge sieht kann man nur sagen, Respekt was mittlerweile daraus geworden ist :)
 
Apr 8, 2007
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WTF? Was ist mit dota_minimap_misclick_time und dahinter die Millisekunden? Stellt man da irgendwas zwischen 0,5 und 1,5 Sekunden ein und schon gibt's so gut wie keine Misclicks mehr...
 
Nov 5, 2006
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Lieblings C&C



New Console Commands
dota_unit_allow_moveto_direction <0/1> - Allow alt+right click to force movement in a direction. - Explained in the changelog above.
Pathfinding

Added an experimental directional move command on Alt+Right Click which moves with pathfinding disabled. This is enabled with the dota_unit_allow_moveto_direction convar.
Chasing around towers and turning to face a target will no longer cause stutter-stepping.
Fixed some cases where paths would contain excessive turning or would get stuck during movement.
http://www.reddit.com/r/DotA2/comments/2w4xwr/dota_2_update_main_client_february_16_2015/
 
Nov 5, 2006
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Lieblings C&C



Various Pathfinding Fixes
Today we fixed a subtle pathfinding bug that had been in the game for a while.

We get many reports of issues in the game, and the trickiest ones are the reports of subtle, often fleeting timing issues that result in incorrect hero or spell behavior. The bug we fixed today was inside the pathfinding system, but it manifested in extremely rare cases around blink dagger usage. We’ve seen reports of weirdness around blink dagger usage for a long time, but every time we spent some time digging into it, we couldn’t reproduce the events in those reports. A couple of weeks ago we decided to add a lot more tracking data to replays, so that the next time we received a match ID it would tell us more.

Early this week, we got lucky. Or perhaps you could say Loda got very unlucky. In Esportal Dota 2 League game #2 between The Alliance and Ninjas in Pyjamas, Loda reproduced the pathfinding bug at 18:26 game time. As Slardar, Loda had given a move to position order near some trees, and the generated path included an erroneous sharp turn at the very last step. Just as Slardar reached this last step, Loda activated his blink dagger. However, since Slardar was incorrectly trying to turn at the same moment, he was no longer within the required 11.5 degrees of facing the target position. Many players forget that your Hero does have to face towards the blink target before the blink actually starts. Exactly 0.07 seconds later, before Slardar had completed turning back towards the blink target, Loda cast Slithereen Crush, which replaced the blink dagger order. Sorry Loda!

Once we received the report of this occurring, fixing the bug was straightforward, because we finally had what we needed: a match ID containing the bug at a known time, and a new replay with the full unit and command information for each player. It took only a few hours to carefully analyze that replay and figure out exactly what was going on, compared to the many prior days fruitlessly spent combing over code and user reports looking for clues. There may still be other bugs that result in weirdness around blink daggers, and it’ll take more replays to catch them, but at least we know that this one is no more.

So, if you’re one of the many players out there that are great at noticing the really fine details in this massively complex game we all love, make sure your reports include a match ID and rough game time at which the bug occurred, since replays are now much more helpful in debugging these rare issues. That information can be the difference between a bug being fixed in a day and a bug that plagues us for months.
via: http://blog.dota2.com/2015/03/various-pathfinding-fixes/
 
Nov 5, 2006
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6.84

Da ist das Ding :D
http://www.dota2.com/684/

Wie üblich zahlreiche kleine Buffs, Nerfs und sonstige Änderungen. Highlight sind sicherlich die zahlreichen neuen Items (teils als Upgrade / Tier 2 Stufe bestehender Items). U.a. stacken jetzt Wards in einem Slot, es gibt eine Art Manapot der instant +150 Mana gewährt, etc.

Speziell interessant wird sicherlich: Octarine Core
weil:
Passive: Cooldown Reduction - Reduces all cooldowns by 25%
Passive: Spell Lifesteal - Restores health for a percentage of any damage dealt from spells. 25% from heroes, 5% from creeps
Spellvamp & CDR
Ich seh schon den Tanky Zeus vor mir der sich mit dem Ulti erstmal wieder hochheilt ^^
 
Dec 2, 2001
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Da brauch ne Dryade jetzt keine Ahnung mehr vor nem Mud Golem Jungle haben :D

Dieser Core wird ja nen neues Pflichtitem für Zeus. Ersetzt womöglich einfach das Early Euls. Fü´r jeden Caster ziemlich geil u.a. Lina etc.

Krasser Patch. Das wirft das Meta ziemlich über den Haufen ^^
 
Nov 5, 2006
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Wird ja schon heiß diskutiert ob mit dem Core Bristle nicht imba wird. Die Stacheln die passiv ausgelöst werden heilen wohl auch.
 
Jan 7, 2007
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Der patch ist ja schön und gut, aber das erklärt auch warum ewig nichts kam und mit dem aktuellem meta so lange leben musste :(. Hinzu kommt immer noch das nicht durchdachte mmr system und das man keine items handeln kann. Alles so sachen an denen vllt auch mal gearbeitetet werden sollte. Hoffe das geschieht jetzt, aber nun müssen die sich um balance kümmern das das andere auch wieder zu kurz kommt.