I start playing Dota like +/- 10 years ago. It makes little sense to somehow think that every little micro-decision they made back then, had the next 18 years of map development in mind.Hello every1.I play LoD on ent bots. The playerbase has spun this game into something entirely different, and entire game genre's have been created as a result of it. At no point did they consider that this key could be better used to center the camera on your hero in single-hero maps, because that concept alone wasn't really part of the core idea of what Warcraft III was supposed to be. Hell, if you went back in time and asked them why they made this 1 choice with the spacebar, I bet they wouldn't even have a clear answer, or would consider it a pointlessly small footnote. It was just a bunch of passionate nerds cramming out a top notch product at fast as they could, it was never intended to be a perfect game, nor is it. That's why we have things like sheep exploding when clicked repeatedly in the campaign and the ability to kill random children and villagers without consequence. A ton of decisions were made on a whim, and lots of people just "did their thing" back then. That's because we've had about 2 decades to micro-analyze a game that was developed in about 3 years at most. Think about the thousands of features and aspects that this game contains, and it's quite obvious that a lot of them aren't perfect. I think you're giving them too much credit by thinking that this was an extremely thought out move during the production of this game. Why they even programmed it to work this way… beats me. That's just an example of how not even Blizzard relied on this feature. Having played the campaigns about a year ago, I can't recall a single point that I felt lost, or felt the need to remind myself where I was heading, but even then, the game would periodically ping the map to remind me, whenever it wasn't super obvious. But at that point, I'd honestly say that it's a fallback that covers for an oversight in proper player guidance and use of the quest tab / quest multiboards. I don't disagree with anything that you're writing other than the default spacebar function being worthless, so I have no idea who you think you're "arguing" with about the hotkey thing.įor the life of me, I can't think of a single scenario in which going to the most recent alert is useful, other than forgetting where you're supposed to go in a campaign or story-driven RPG. I made a joking comment, you went off on some tangent. You can also use this AHK setup (like the other guy mentioned) and set this tool up the way you want specifically for your map, and that way it would be easier to let players use that tool if they feel a need to make any other changes by changing the spacebar to focus on the hero, you are preventing people from using space to view the most recent alerts or whatever else they may want to use it forĬlick to expand.No need to get all serious. Dont choose limitations over allowing more options I just wouldnt risk annoying players by changing the keys because not all players like using the same setup. I realize its not designed for MobA but i mean, anybody who plays DotA is already accustomed to the default Wc3 hotkeys. > Improved Custom Hotkeys Setup by WTVR : WC3īTW this guide I posted includes swapping spacebar, and its the most common hotkey setup used by the majority of competitive players. Its probably better to just leave a note or tip in your map explaining to players that they can edit their keys for themself using the following guide: If you are not using the default keys in your map, then you are preventing other people from using custom keys. And if anybody is using a custom setup (like the one I posted above) than your setup might mess with theirs and prevent them from being able to play the way they want. If other players are accustomed to the standard WC3 hotkeys, they might get annoyed if you change it up on them. You are obviously free to make your map however you want, but I would not recommend messing with hotkeys in your map.
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