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Posts: 48,523
Joined: Mar 17 2006
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Jan 13 2012 12:51am
Quote (banana_lover @ 13 Jan 2012 07:40)
Pls dont dodge dota play


dota 2 slow for smartypants
Member
Posts: 21,643
Joined: Jun 14 2006
Gold: 2,310.27
Jan 13 2012 12:56am
smack go dota2?
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Jan 13 2012 01:03am
Quote (UndeadGad @ Jan 12 2012 10:51pm)
dota 2 slow for smartypants


Just 1 game.
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Joined: Oct 30 2007
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Jan 13 2012 07:58am
Quote
Version 2.5.6
------------
- The current Free Heroes were changed. The current available list is as follows:
* Corrupted Disciple
* Moon Queen
* Hammerstorm
* Predator
* Night Hound
* Kraken
* Balphagore
* Behemoth
* Witch Slayer
* Chipper
* Slither
* Bombardier
* Demented Shaman
* Empath
* Voodoo Jester
- Groups with less than 1150 MMR should have an easier time finding a match now
- If a matchmaking game ends prematurely (whether due to an early remake or a player fails to connect) any groups who were in the match should now be able to re-queue and leave off at their previous wait time
* A message will be broadcast notifying the group when they have been re-placed into the queue
- Made a few changes to how point gain/losses are adjusted for team mates if there is a leaver on the team, it's now a bit more lenient in terms of what conditions must be true in order for the team with the disconnected player(s) to receive an adjustment
- Made some adjustments to match fidelity slider, selecting "Fairer Matches" should now do a bit better job at finding other groups close to the skill range of the group that selected this option
- The UI should now remember the match fidelity slider setting selected when creating a group and entering the queue
- Greatly improved how the game client re-connects to game servers
* Players should no longer have to type "Reconnect" on the console or re-login manually as the client will automatically try to reconnect to the game server. Players can still reconnect by re-logging or typing reconnect, but they will no longer have to do this, they can simply wait for the reconnect dialogue to display

- Gold gained from creeps and neutrals now normalizes over time
* An example: Two heroes farm a lane for 20 minutes getting equal creep kills. Before, their gold values would have differed greatly. Now, they will have nearly equal amounts of gold.

- Added a new Amun-Ra Alt Avatar: Phoenix Ra


patchnotes


Quote (Idejder)
What I said on the GD forums:

The long explanation is basically before you got a random number of gold per kill, no matter what. So your carry farming a lane and their carry farming a lane could actually mean they get up to 1000 more gold over the course of a game just off pure RNG.

Nonsense!

Now let's say killing a creep gets you 1-10 gold. The random is mostly still there. We kept that, as it's more fun to see all sorts of different numbers when you kill a mass of creeps (seeing highs and lows) and it makes farming a lane not as boring or monotonous. Anyway...

So break down the gold you could get from the fake cheap creep. 1-5, 6-10. Average would be 5.5.

If you kill the creep and get 8, then kill one and get 7, the average you are getting is 7.5 per creep. The game adjusts for this now and if you kill another one, you can only get between the 1-5 range. So you might get, lets say 3. Now your average is 6. Still above the overall average. So your next kill pulls from the 1-5 range again. This will probably put you under 5.5 on average, so the next kill will put you in the 6-10 range.

You get the idea.

SO... The game now adjusts which "bracket" of gold you can get from a creep depending on the average that the creep is worth.

If you are below average, you random from the top 50% it's worth.
If you are above average, you random from the lower 50% it's worth.
If you are at the average, you random from the whole spread.

Make sense? Over time it means you will, in our example, get 5.5 gold per creep. Or exactly the average amount. But this way retains the random numbers so you can see highs and lows still, retaining that minor fun boost you get when you need to roll the high end to get an item and it happens exactly.

Also this is based on the type of creep you kill. So it tracks minotaurs, lane melee creeps, catapaults, and snotters all differently, making sure they all even out over time based on their own individual gold spreads.

Hope that helps. Most people won't notice a change unless you really try to notice. It's designed that way. =]




This post was edited by LyZeR on Jan 13 2012 08:01am
Member
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Jan 13 2012 08:04am
Just just playing a 3v3 and was getting >900 gold for some neutral kills with alch bones.
Not sure if normal...
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Gold: 690.00
Jan 13 2012 08:15am
Quote (sicklad @ Jan 13 2012 08:04am)
Just just playing a 3v3 and was getting >900 gold for some neutral kills with alch bones.
Not sure if normal...


is reported on forums...couldnt be a patch without some fails.
Member
Posts: 23,897
Joined: Mar 4 2008
Gold: 535.00
Jan 13 2012 08:53am
Tell ally armadon he's an idiot for getting a mock because I already have one.
I then build a daemonic, and announce it so everyone knows.
He then builds another daemonic.
I tell him he's a retard and ragequit.
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Joined: Sep 12 2008
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Jan 13 2012 10:33am
Quote (Ectasy @ Jan 12 2012 04:41pm)
does anyone know if he gets a leave if he disconnected completely before the remake?


stats don't record on remade games, he won't get a leave
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Jan 13 2012 10:40am
heh

Quote
You already know me. I'm FJ. - I'm no longer allowed to submit RAP tickets, unfortunaly. Me and Yukari went through some of my reports, and evidently they were cases of abuse, but weren't banned seeing as my report-discription wasn't clear enough.
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Joined: Jul 14 2008
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Jan 13 2012 12:12pm
I am bored, halp.
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