Island Defense on Dota 2

Talk all you want about Island Defense here.

ID on dota 2

join Dota 2
13
34%
remain on wc3
25
66%
 
Total votes: 38

lordmillt
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Re: Island Defense on Dota 2

Postby lordmillt » Thu Sep 17, 2015 1:56 pm

Oh, i missunderstanded it, sry arty, you meant what Lynx said, Ent banning ppl in dota 2 id maybe? Forget what i said above. Thanks
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    Re: Island Defense on Dota 2

    Postby narbtit » Thu Sep 17, 2015 3:44 pm

    standalone > dota 2 version where is that option?

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    Re: Island Defense on Dota 2

    Postby Lynx » Thu Sep 17, 2015 4:15 pm

    narbtit wrote:standalone > dota 2 version where is that option?

    Of what are you comparing to make such an assumption?

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    Re: Island Defense on Dota 2

    Postby ShadowZz » Thu Sep 17, 2015 5:30 pm

    He's saying that ID having it's own game with a full interface and every game mechanic aimed towards it is better than using a different games built in mechanics from it's engine to create yet another custom game. Pretty much everyone can agree on that...... That's Software Engineering 101 :P
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    Re: Island Defense on Dota 2

    Postby Lynx » Thu Sep 17, 2015 5:56 pm

    An indie team of game developers creating something that requires precise accuracy in hitting it's niche will be very tough. You haven't even released any proof of any development yet except statements, but a lot of people have said they'll make stand alone island defense. Besides let's say you have a perfect and ready to release game, where are the players coming from? Can't have a successful game without players. That is what DotA 2 brings, tonnes of players.

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    Re: Island Defense on Dota 2

    Postby FollowingPath » Thu Sep 17, 2015 7:51 pm

    Will the standalone come with a maphack?
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    Re: Island Defense on Dota 2

    Postby ShadowZz » Thu Sep 17, 2015 8:49 pm

    @Lynx Everybody who is part of the team has access to the game. They all see exactly what's going on. You and the rest of the community have no need whatsoever to see anything to do with game mechanic coding which is protected by copyright laws. That would be counter productive. Likewise I've said many times that quite frankly I don't mind if the current ID community doesn't go on to IDSA. IDSA will be a game in it's own right and can build it's own player base when we begin our marketing strategy after pre-alpha is ready.

    You seem to think I need to give you some burden of proof for IDSA. But I don't. lol. Anyone who needs to know already knows and has access. You don't.

    @FollowingPath Well........................... No :P Spent like 2 weeks figuring out a perfect way to prevent all maphacking :) Trade secret :P <3
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    Re: Island Defense on Dota 2

    Postby Lynx » Thu Sep 17, 2015 9:28 pm

    ShadowZz wrote:@Lynx Everybody who is part of the team has access to the game. They all see exactly what's going on. You and the rest of the community have no need whatsoever to see anything to do with game mechanic coding which is protected by copyright laws. That would be counter productive. Likewise I've said many times that quite frankly I don't mind if the current ID community doesn't go on to IDSA. IDSA will be a game in it's own right and can build it's own player base when we begin our marketing strategy after pre-alpha is ready.

    You seem to think I need to give you some burden of proof for IDSA. But I don't. lol. Anyone who needs to know already knows and has access. You don't.

    I doubt you fulfill the requirements for it to be protected (or even the knowledge and resources for that matter), it's pretty tricky when it comes to protecting intellectual property, especially enforcing the copyright if were to be used by another party in another nation, also that it is unfinished doesn't make it easier. There is more proof than showing code you know? something like a website, blog, show the "team" off etc.

    There has been many people claiming they will create a stand alone Island Defense (can link you some if you'd like). If you'd be wise in making your game successful, you would rather create it with the community rather than neglect it from it. I don't care if I don't have "access" or not, I just find it funny that you've been saying for a long time that you are creating a stand alone with no proof, would you believe me if I said I'm creating a stand alone?

    ShadowZz wrote:@FollowingPath Well........................... No :P Spent like 2 weeks figuring out a perfect way to prevent all maphacking :) Trade secret :P <3

    2 weeks to figure out that you should have information server based instead of client based? btw, it's not a secret.

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    Re: Island Defense on Dota 2

    Postby lordmillt » Fri Sep 18, 2015 6:54 am

    Im just saying, Dota2 ID will just have more trolls than wc3 ID, more newbies means more boring games...

    And for lynx, You dont know shit about standalone. When we are on mumble we talk a lot of models and things for standalone.

    Lynx, you should start show respect and stop be a childish guy that want flame war... Jesus
    Having an unstable internet connection or a high risk of lagging out? Are you tired of losing a won game because you disconnected?

      Do not worry, there are solutions to solve your problem!
      • ENT Connect is a on LAN connection based reconnection tool (no cd-keys needed).

      • GProxy++(Varlock) is a reconnection tool for the battle.net with an external prompt.

      • GProxy++ DLL is a reconnection plugin for battle.net (Recommended).


      For technical issues or questions, post a topic in the technical support forum.

      http://www.twitch.tv/linco2 Check it out :=)

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      Re: Island Defense on Dota 2

      Postby ShadowZz » Fri Sep 18, 2015 9:28 am

      I agree, all of Dota2's banning system is pretty much automated and there not going to give individual support to each and every single custom game. It would be unrealistic unfortunately :/

      Also, Millt <3
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      Nasty
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      Re: Island Defense on Dota 2

      Postby Nasty » Fri Sep 18, 2015 9:34 am

      In DOTA 2 there's An Island Defense ?
      What The Name Of It ?

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      Re: Island Defense on Dota 2

      Postby ShadowZz » Fri Sep 18, 2015 9:36 am

      @Nasty It's in development and the name is "Island Defense" ?
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      Re: Island Defense on Dota 2

      Postby Lynx » Fri Sep 18, 2015 11:38 am

      Nasty wrote:In DOTA 2 there's An Island Defense ?
      What The Name Of It ?

      ShadowZz wrote:@Nasty It's in development and the name is "Island Defense" ?

      You won't get a result for it if you search for "Island Defense" in DotA 2. As shadowzz said, it's still in development, you can follow it here.

      Check out the progress here; github

      narbtit
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      Re: Island Defense on Dota 2

      Postby narbtit » Fri Sep 18, 2015 2:50 pm

      Ok so I voted dota 2 but then changed my mind again back to wc3. I'm just remembering what a disaster sc2 id was when based on an interface that didn't properly support the game.

      Sure it had more players, but the game quality wasn't there. Id is kind of delicate and requires certain enforcement to be good.

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      Re: Island Defense on Dota 2

      Postby RBD » Sun Sep 20, 2015 10:12 am

      Hey guys, I'm lead developer of the DOTA 2 version of Island Defense and I wanted to chime in that UI issues have been solved for the most part. Through the use of Panorama we can add pretty much any UI element we need, we just can't remove a lot of things due to the in-game HUD still being based in Scalefrom which, if I assume correctly, will be changed here soon since Valve has announced they will be putting a lot of effort into improving the HUD. There is nothing we won't be able to create and I'm currently working on a modular queue system for the DOTA 2 modding community that internally handles all Unit Creation, Upgrades, and Research, with an independent queue UI for each building as well as support for mass creation of units through queuing on multiple buildings simultaneously.

      Panorama is very powerful and isn't limited by much, and it takes priority over the base UI so I can cover up and re-purpose areas of the UI I don't need.

      The D2ID team understands the importance of putting out a good product, especially after the disaster that was the SC2 version of Island Defense. The community is skeptical and we are very much aware of this, which is why we're not rushing anything. It's very important to us not to release a bad product because we have 1 shot at pleasing the community and that's it. We're even going as far as to completely rebuild some of the community made solutions, like BuildingHelper, because it doesn't suit our needs 100%. Doing this is going to push our release back but I would rather take the time and make sure it's done right than to release a sub-par product and disappointing potentially thousands of people. The Island Defense community is huge, and very passionate about the game, and we want to make sure that D2ID is worth playing and earns the right to call itself Island Defense.

      If you have any questions feel free to ask :)
      These users thanked the author RBD for the post (total 6):
      narbtit (Tue Sep 22, 2015 2:32 pm) • DeadCake (Mon Sep 21, 2015 4:57 pm) • wastedlandering (Mon Sep 21, 2015 2:58 am) • ShadowZz (Sun Sep 20, 2015 10:52 pm) • Neco (Sun Sep 20, 2015 4:53 pm) • Lynx (Sun Sep 20, 2015 10:17 am)


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