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Everything posted by Sajro
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ja sam pocheo da chitam njihov forum kada pozelim da fapujem, umesto da idem na tube8!
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ne znam koliko vas, koji igrate igru, posetjujete i S2 forum pa rek'o da napravim i za ovo topik. trenutno je u toku glasanje za novog Int heroja koji tje biti "preslikan" iz dote u uzem izboru su Ench, Puck, Silencer, Storm, Tinker, Jakiro, Dark Seer, Lich, Necro i Pugna... ja sam glasao za Dark Seera. ;) http://forums.heroesofnewerth.com/showthread.php?t=7973 You may only vote once. Make it count.
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chitajutji jedan topik na S2 forumu pocheo sam da razmishljam da li je PSR dobra ili losha stvar, enivej, ovaj lik i njegov post su me zadivili... I am tired of reading all the forum posts about PSR and stats, including: 1)They should not be tracked 2)They don’t show true skill 3)Bad players are getting carried 4)It makes it harder to start games 5)Etc etc etc. First, a definition. PSR is Public Skill Rating and increases/decreases solely by winning or losing. If you play a team of equal PSR, then you gain or lose equal points for winning or losing. If your team is higher ranked than the opponent, you will gain less points for a win and lose more points for a loss. If you greatly outrank your opponents, you will gain 0 points for winning. In addition, if there is a very large differential between your PSR and the PSR of the rest of the players, you will lose/gain a very small number of points (approaches 0 the further away your rating is). This is presumably done so that higher ranked players are not punished for playing with low ranked friends and to prevent low ranked players from being "power leveled" by high ranked friends. Secondly, if your team is 1700 and you play a team rated 1700 an infinite number of times, you are expected to win half and lose half of the games. If you win more, your rating will gradually increase, and if you lose more it will gradually decrease. Thirdly, let’s make an assumption that you only play “reasonably balanced” games. By “reasonably balanced” I mean games where either all the players are roughly, equally skilled, or if there are a few significantly worse players, they are split evenly between the two teams. Stacked teams are unfair, not fun for the losing team, and should generally never happen unless by accident (e.g. pro starts a new account and hasn’t gotten his PSR to reflect his real skill level). I will now answer every complaint against PSR or stat tracking. Complaint: PSR does not show true skill. You can be carried by your team or you can lose due to having a feeder on your team. Answer: In the short term, there will be fluctuation. This fluctuation could be upwards of 100-200 points, depending on how unlucky/lucky you may get. Thus, anyone who’s true PSR is 1500 could be rated between 1300 to upwards of 1700 solely due to his or her teams. The key here is that over time, a 1500 rated player will eventually converge to ~1500 rating, because for every bad player on your team, you will encounter a bad player on the opposing team. And similarly, for every amazing player that carries your team, you will encounter one on the opposing team. As long as you don’t voluntarily participate in pub stomps or horribly unbalanced games, this is the inevitable law of large numbers. Complaint: PSR does not work because HoN is a team game. Answer: A TEAM is composed of five INDIVIDUALS. The better each individual plays, the better the team is as a whole. Assume that an average player contributes +1 to the team and a feeder can contribute less than 1 or even negative. However, a good player can contribute more than +1, and great players can contribute upwards of +2-3. This means that even if your team is not amazing, if you are truly good, you can make up for bad play by your team. Of course, this does not mean you can carry and 1v5 the enemy, but it means you will lose LESS games on average due to having bad players. Complaint: PSR is bad because bad players are high rated due to being carried or the "I'm better than him but his PSR is higher than mine" argument. Answer: I think the vast majority of players have not broken the 1700-1800 range. The reason of course is that PSR has only been out for some 2 weeks. Give it another week or so and we will start seeing a wider range of ratings, with good players rocking 1900+ ratings. As I stated above, PSR can fluctuate due to randomness of teams. However, you will never see a 1500 skilled player getting an 1800 rating? Why? Let us assume 5 friends start playing, where 4 players have skill 1800, and 1 player has skill 1500. They all start out at PSR 1500 and will most likely win all their first games. However, after a certain point, this team will no longer be getting points from playing teams rated 1600 and below. The PSR system will give them 1 or maybe 0 points for winning. Thus, in order to increase their rating further, they will have to play other teams of 1700-1800. At this point, their team will win and lose games, and they will probably stall out around 1700, because even though 4 of them are good, the bad player will drag them down. And so players can only be carried so far up the PSR rating before they can no longer progress. Having this slight range of ratings is an unavoidable consequence of team based games. Of course, you could have the possibility that this original team has 4 players that are skilled at like 2400 and one player at 1300, but I want to say this is probably not the norm. Complaint: PSR should use K/D/A or any other in game stats in its calculations or the “I was owning buy my team sucks” argument Answer: This encourages play that is detrimental to the team. Including: 1)Encouraging AFKing in the fountain to preserve record 2)Encouraging killstealing 3)Discouraging playing support and doing support actions (buying wards, etc) 4)Discouraging making sacrifices for the team (Vengeful Spirit swap, etc) 5)Encouraging stat farming instead of winning the game This is a simple case of game theory where playing for individual profit is not necessarily in the best interest of the team. Only using win/loss in PSR calculation forces players to only make decisions that they feel are the best for the team (whether or not these decisions are correct is another matter entirely). Complaint: PSR can be abused by stacking accounts Answer: Basically, this consists of putting 1 highly rated player on a team with 4 extremely low rated accounts that are being played by very good players, in order to make the average rating of the team lower. This does not work because if your PSR is significantly higher (or lower in fact) than the average PSR in the game, you gain or lose very low points (approaches 0 the further away you are). This not only prevents this tactic, but it also allows high rated players to play with worse friends without risking 30-40 points every game. I also read something about if you put 2 players on 1 side and 1 player on the other so it imbalances the win% and then having a team concede. This of course will eventually be settled with both automatic matchmaking and hopefully just disabling ratings in games with player imbalance from the start. Complaint: Stats (K/D/A ratio) do not show skill or the stereotypical “I only play support” argument Answer: K/D/A taken by itself does not necessarily show skill. Stats as a whole, do give a reasonable estimation of player skill. This means taking into account K/D/A, average game time, average creep kills/denies, win/loss ratio, and finally games played. In addition, even if you are playing support, you should never have a disproportionately high number of deaths. Playing support means not having the best ratio, but it is by no means acceptable to go 0/13/2 and say it’s OK because I play support. Good support players do not die unnecessarily. On the otherhand, this has to be taken with a grain of salt. Ultimately, there is no 100% accurate method of measuring a player skill through in game stats. For example, let's say a bad player with no map awareness would normally get ganked all the time. However, a better teammate is in lane with him and constantly tells him to back up when heroes are missing, thus preventing him from dying. If you used a K/D/A ratio, the worse player would get a ranking higher than he deserves. Or what if one hero is the best at strategic planning, and orders his team around for the entire game. By all means, your team should have lost, but thanks to his good leadership and decision making, your team manages to surprise the enemy and thus win. How do you measure that? In game stats can give a somewhat reasonable idea of a players skill, but in no way show the full picture. Complaint: PSR and stats should not be shown. My stats are very bad/very good and people kick me as a result. Answer: I have never heard of people getting kicked for being too good, unless it was for a noob only game. If they are, then those are terribad hosts. On the other hand, if your stats are very bad, either join noob only games, host your own games, get better to offset your record, or make a new account. I have the right to not play with bad players. You do not have the right to demand your stats be hidden so that you can sneak into games that you don’t belong in. Complaint: PSR and stats make it harder to start games or it takes forever to get 10 players. Answer: People do not want to play unbalanced games. It is simple as that. If you and 4 good friends want to play together, then you should only be allowed to play against 5 other random players of equal skill. Due to automatic matchmaking not yet being implemented, this may be difficult, because it is hard for good players to find other good players. However, you do not have the right to play against 5 random bad players and ruin their game experience because you enjoy owning noobs. If you want to have a quicker game, then split your team up so that the game is balanced. Stat tracking and PSR are one of the main reasons I choose to play HoN over Dota. I’ve had enough games where Sentinel is clearly 4-5 friends that are there to pub stomp. Finally, this is a BETA. When automatic matchmaking is implemented, it will make finding games infinitely better, as you won’t have 10 games all sitting at 8/10 players. You and your 4 friends can join matchmaking together and you will quickly be paired up against 5 other random people of equal skill. Conclusion I decided to add this upon reading some responses. Ultimately, the algorithm behind how changes in PSR are calculated (using ELO vs TrueSkill or anything else) and how you balance teams (taking the average of your teams PSR or some other weighted algorithm) are not what is being debated here. Better players will move up the ladder, while worse players will move down the ladder regardless of your algorithms. However, what is up for debate is what game stats should be used to calculate your PSR. I have argued as to why using win/loss stats estimate true skill, regardless of playing with friends or playing with feeders. I have also shown why using specific in-game stats, while can give a rough estimate of a player, encourage negative playstyles that are not team-oriented and hurt the game. Thus, the current PSR, while not perfect, is the best method of evaluating player skill available. Source: http://forums.heroesofnewerth.com/showthread.php?t=8105 shta vi mislite o PSRu? dobra ili losha stvar?
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wtf dude?! to shto su izbacili speed je brutalan nerf, to jest balans. sasvim dovoljno! i da, igrao sam partije protiv krob refresher whores-a, to je gotova partija u trenutku kada lik napravi refresher i jako me smaralo. jel se i tebi dize koliko su likovi iz S2 do jaja?
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ra1nche, samo opushteno, bitje bolje. ;)) enivej... Pathing issues: This is not being worked on at the moment, but is one of our next priorities. Overall the pathing is actually working quite well, there basically just two issues that need to be fixed. One is that it sometimes picks the wrong spot as the closest position when you target an entity and the other is units "fighting" each other when their paths cross. Both of these will be resolved before release. i da, shto se tiche bagova, ne znam da li ste primetili ali HoN sajt ima beta tester's bazu pronadjenih bugs&glitches - http://beta.heroesofnewerth.com/view_bugs.php pa prijavite sve shto vam se "odd" desi u igri. btw, neki ludaci su napravili unofficial public ladder za HoN - http://www.honage.net/ladder/ od nashih, trenutno, najbolji rank ima Majka, 258. =)
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What S2 Is Working On 8/26 Edition 1.) Spectator / Replay Interface: This is an interface specific to spectating or watching a replay. It will have more information and options to expand & collapse lots of detailed information panels. 2.) Practice Mode: The ability to locally create a game on any map, play as any hero, give gold, give experience, spawn other heroes and units, change heroes, etc... This change will allow you to experiment in the game and test maps (when you get the editor ) This will also disallow single player games on remote servers which will increase our server capacity. 3.) Chat Server Scalability: We've just recently streamlined the Chat Server's speed and CPU usage and are working on making it fully scalable. This is the last piece of the puzzle for system wide scalability. 4.) New Heroes: We will continue to push out new heroes. Here is a list of the next group of heroes we're working on. (a) Maliken: New strength Hellbourne hero (b) Andromeda: Vengeful Spirit port © Sand Wraith: Mercurial (Spectre) port (d) Panda dude: New hero based on a panda (we had to do it guys!) (e) Diseased Rider: Lich port We will also be working on other polishes, tweaks, balances, mechanics (game pausing), etc... while the rest of this is going on. Are pathing issues being worked on? [8/13/09] This is not being worked on at the moment, but is one of our next priorities. Overall the pathing is actually working quite well, there basically just two issues that need to be fixed. One is that it sometimes picks the wrong spot as the closest position when you target an entity and the other is units "fighting" each other when their paths cross. Both of these will be resolved before release. S2 Is Currently Working On.... [8/3/09] Programming: - Netcode Optimizations (fixes map hacks) - Automated Replay backwards compatibility - Multi Node Chat Server & Optimizations (our last major system upgrade to remove this possible bottleneck) - Gameplay / Mechanic fixes & General Bug fixes (larger priority at this point) Art: - Heroes (Maliken, Magmar (Sand King port), Succubus (Bane Elemental port), Mercurial port, Queen of Pain) - General Clean ups including some effect optimizations Website: - Preparing the site for launch, almost ready! I know it doesn't seem like anything too exciting (but new heroes should be coming in quite regularly). Once the chat server is stabilized we will be finalizing the clan operation systems and then moving on to the automated match making.
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Version 0.1.35 -------------- General: - Mana combustion mechanics will no longer affect units with Magic Immunity Maps: - Fixed a neutral spawn on Caldavar for the Hellbourne Ancients. It was spawning two Predasaurs and one Predasaur Crusher. It now spawns two Predasaur Crushers and one Predasaur. Items: - Fixed Puzzlebox Mauler not revealing stealth units - If a hero has more than one Sacrificial Stone, only the first Sacrificial Stone will gain and lose charges from hero kills - Fixed a bug causing Nullfire blade to be created with 0 charges when the final component was given to a hero from a courier - Reduced health and mana regeneration per charge on Sacrificial Stone to 1.5 (from 2), and lowered passive mana regeneration to 150% (from 200%) - Increased damage of Doom Bringer from 200 to 250 Blood Hunter: - Fixed an issue causing his Blood Sense to trigger from dormant heroes (heroes waiting to respawn after the corpse had died) - Added a custom minimap icon for heroes that fall within the health threshold to trigger Blood Sense. Defiler: - Unholy Expulsion can now only support a set number of spirits. Using refresher and re-casting this skill while it is still active will kill the previous spirits - Removed movement speed bonus from Power in Death Hellbringer: - Fixed an issue causing Summon Malphas to play its effects before initiating the cool down or mana cost of the skill Magmus: - Fixed level 1 armor (from 3.4 to 0.7) and base damage (reduced by 18) - Fixed an issue causing the first portion of Lava Surge to act as a silence instead of a stun * This will allow units to queue abilities to be used after the stun duration - Reduced radius on Lava Surge slightly to more closely match Sand King's Burrowstrike - Steam Bath will no longer harm neutral creeps (includes Kongor) - Added some upward motion on Lava Surge to make it more obvious when you are impacted by it Pestilence: - Changed Impale to a Physical based skill. Magic Immunity no longer grants protection from it, and the damage dealt is Physical. Soulstealer: - Improved Dread armor reduction, from -1/-2/-3/-4 to -2/-3/-4/-5 Thunderbringer: - Increased the cool down on Chain Lightning from 2 seconds to 2.5 seconds kako brzo reaguju na to shta community misli, zeli i hotje... dig'o mi se od sretje.
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kao shto vidish, dosta ljudi je ostavilo mail na topiku, shalji njima... first-come, first-served!
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pokushaj drugi nickname?
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http://www.prodajapasa.com http://www.nickynecky.com
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sledetji put opali sebe u glavu. mozda ne slomish ruku. :D
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kul, hvala. jedino shto smaraju sa registracijom, hehehhe, shta tju - razmazen sam.
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@offtopic: pa trenutno nije, u pogledu balansa, ali ovo je tek beta, i za betu je igra fenomenalna i svaki put kada pogledam official forum igre i kada izbace patch imam sve vishe i vishe vere u to da tje igra do finalne verzije mozda, chak, i biti bolja od dote. ali videtjemo! enivej, nishta te ne koshta da probash. ;)
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poooolako ljudi, beda je, sreditje sve. mada dreade nisam te bash ispratio to oko magic armora. i da, mogli bi magmusu da urade vishe spotty art za ulti.
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edesi hrabrisha. btw, kako vi ocenjujete ko je "najbolji" u dota-alike igrama, po skoru? mislim da je sve to relativno dok nije neka ozbiljna partija tim protiv tima 5vs5, kada se stvarno vidi taj osetjaj timske igre, intuicija, reakcije, kontrola etc.
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u jbt ljudi kako je Magmus predrkan heroj, znam da je to SK, i nije mi se svidjao u doti ali ovde je nekako prekul iako je (ako se ne varam) identichna kopija (skills, stats, etc). odigrao sam dve danas sa njim, drugu partiju imao najmanji rating (bio neki lik sa 1900 u protivnichkom timu i te munje), imao sam fazon 17-2-31 skor. :D mada to dosta govori o balansu, kada nablet kao ja moze da bude champion of newerth. i da, osetja se nerf nad spiderom, sada lepo 3 hita i tjao zdravo i orb walkin' nije vishe preimba na malim levelima. kul, kul. takodje "phase boots" su fino balansirali.
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svidja mi se kako je krenulo, nije josh ni "final beta" a vetj najavljuju da kazemo ozbiljne lige sve sa nagradama i tim forama, zajedno sa odvojenim delom closed lige za pro dota igrache. kul, kul, bitje neshto od ovoga! :D
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a realno prichate o tome kao da nas ima 150 koji igramo. :) po meni, najbolji je Barcas, ne verujem da tje ikada biti boljeg igracha od njega. ja sam dobio, nenajavljeno, moderator da budem na ovom delu foruma... netje biti trollovanja, ali tje biti banovanja. :D pa majka je keva.
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http://honleague.com c/p sa official foruma: I am proud to announce what will soon be the first established League for Heroes of Newerth. We are proud to be working with S2 Games on the development of their In-house League System which will make HoN the best competitive game since Counter-Strike. The minds behind some of greatest DotA leagues (DXD & IHCS) bring HoN to the next level of competitive play HoN League consists of two tiers of play, each with their own HoN In-Game League Channels: * HoN League [HL] * HoN League Invite [HLi] Channel HoN League : This is for skilled players who have earned the right to call themselves a competent player. Each HoN League player is required to know all of the heroes in HoN, as well as attain a higher level of skill and teamplay. Getting vouched in HoN League requires a try out game, and being accepted by one of our vouchers. Channel HoN League Invite : This league is for professionals, and HoN e-Sport recognized players. This channel will consist of many DotA "professionals" in this channel and the vouchers will be top tier HoN Players, as well as, internationally recognized for top tournament placements. HoN League is not only just the greatest experience for HoN play, it is your source for HoN e-Sport news, articles, coverage, events, tournaments and interviews with your favorite Professional HoN players. Currently the HoN League Channel is open for support, and questions before the official closing of the channel to invite list only. Feel free to stop by and ask questions. HoN League Features: * HoN League In-Game algorithm with advanced match making, in game statistics, and high skill level requirements on both [HL] and [HLi] * Sponsored Seasons with Cash Prizes & Gamer Gear * Sponsored Tournaments with Cash Prizes & Gamer Gear * Integrated Facebook Account Registration, posting, and can post threads to your facebook. * Integrated Twitter updates for HoN e-Sports news, Articles, Interviews, & HoN League Updates. * More coming soon... GameRiot News about HoN League: http://wowriot.gameriot.com/blogs/Ho...etitive-Future You can find us in IRC @ Quakenet Channel: #honleague svidja mi se ovaj deo: ...which will make HoN the best competitive game since Counter-Strike :)))
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HoN official web site - http://www.heroesofnewerth.com HoN official forum - http://forums.heroesofnewerth.com HoN hero/item guides - http://forums.heroesofnewerth.com/forumdisplay.php?f=9 HoN unofficial fan page - http://heroes-newerth.com HoN beta invites - http://www.facebook.com/heroesofnewerth (fan -> inbox -> updates kada otvore novi vejv beta invitesa) HoN beta invites @ RUR - http://forum.klanrur.rs/index.php?showtopic=234908106 HoN bug database - http://beta.heroesofnewerth.com/view_bugs.php HoN unofficial ladder - http://www.honage.net/ladder/
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okej, ako je neko zainteresovan da proba ovu igru, neka ostavi mail na ovom topiku pa tje mu, nadamo se, neko od forumasha koji vetj uveliko igraju proslediti invite. vazno: kada dobijete invite, obavestite nas na ovom topiku, da ne bi vishe ljudi slalo invite jednoj osobi.
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Version 0.1.34 -------------- General: - Reduced alternate pick "pre-select" time to 30 seconds - Draft picking has been reworked, it should now work in all modes - Added connect/disconnect/kicked messages to the game lobby - Account passwords are no longer saved locally in plain text - Players on a team of two or less cannot be kicked - Spectators can no longer call votes New hero: Magmus, based off DOTA hero Sand King The primordial and elemental creature known as Magmar is no demon, though he fights alongside the Hellbourne. Rather, he was drawn forth from the earth, as evil calls to evil and separate flames join to form an inferno. A holdover from an ancient, cataclysmic age of fire, Magmar dreams of returning Newerth to ash, lava, and cinder, and he wields his considerable might and magic in that terrible cause. - Ability 1 - Lava Surge * Riding on lava, Magmus surges toward a target location, damaging and stunning enemy units in his path. - Ability 2 - Steam Bath * Magmus releases extreme heat, toasting the area around him. The resulting steam damages nearby enemy units over time and cloaks Magmus from enemy eyes. - Ability 3 - Volcanic Touch * Upon attacking enemy units, Magmus' flaming mace instills an intense heat in them. If they die while under the effects of this intense heat, they explode, damaging the nearby enemies of Magmus. - Ability 4 - Eruption * Magmus channels the power of the lava, releasing it after a short delay. The resulting lava grows over time, damaging nearby enemies over several seconds. General gameplay: - Updated many skills and abilities to properly work with illusions * Many skills and traits that illusions previously would inherit are no longer inherited * Note that a number of items and skills need special scripting such that illusions still play the special effects associated with them - Added bonus gold and experience for being within radius of a hero kill * Players within a 1000 radius of an enemy hero kill will receive 12 * Enemy Level in experience and 30 + 5* Enemy Level in gold - Projectiles that rely on touching units will no longer miss units with the unit walking property * This fixes issues like Valkyrie's Javelin of Light missing invisible units - Affectors will now properly follow the terrain * This fixes issues such as Slither's Poison Spray not going up cliffs Items: - Assassin's Shroud will now dispel on ranged heroes when the projectile is spawned, rather than at the very start of the attack animation - Shieldbreaker now applies its armor reduction state before the damage of the attack is calculated * This means that the first attack for units using a Shieldbreaker will do the correct amount of damage - Puzzlebox Mauler and Wizard are now slightly smaller at level 1 and slightly bigger at levels 2 and 3 - Enhanced Marchers armor reduced from 7 to 5, state duration increased from 5 to 6 seconds, cooldown increased from 10 to 12 seconds Arachna: - Base intelligence gain from 1.8 to 1.5 - The First two levels of webshot have a 2 second cool down - Some tweaks to Spider Sting * the Spiderling will now last for 5 attacks, reduced from 6 * Rather than using health, the Spiderling will be destroyed after being attacked 3 times * Fixed an issue causing the spiderling to sometimes become idle if its target became invulnerable for any length of time Chronos: - Base strength increased from 17 to 23 - Removed visual cool down from Rewind. The effects on rewind will not play if the source of the damage is a DOT Jereziah: - Removed speed buff from Protective Charm - Duration of Protective Charm changed to 5/10/15/20 seconds, from 5/8/11/14 seconds - The passive effects of Sol's Blessing should now be more obvious on heroes Pebbles: - Fixed Chuck sometimes not dealing damage Predator: - Carnivorous heals self and damages target for 4/5/6/7% of their current health, increased from 3.75/4.5/5.25/6% - Venomous Leap cool down set to 20/17/14/11 seconds, from 30/25/20/15 Scout: - Creeps will no longer automatically attack electric eyes Voodoo Jester: - Spirit Ward will no longer have its damage be reduced by items like helm of the black legion Bug fixes: - Some tweaks that should fix most "can't login" and "can't see the game list" issues - Abilities no longer display as "out of mana" when the user is affected by a free mana cast state - Loading race numbers will now properly restart at 1 with each new game - Fixed issues with levelup tool tips showing " Immunity" instead of the correct immunity type (ex "Magic Immunity") - Fixed issues with tool tips not updating their states when a modifier was active. This fixes things like Slither's ult's damage not updating in the tool tip. - Fixed an issue causing towers not to prioritize gadgets properly in certain situations - Fixed repicking in a force random game being able to re-select the same hero - Fixed an issue where two units with Barbed Armor active couldn't damage each other - Fixed a server crash when using auto-balance - Fixed a bug allowing terminated players to be vote kicked - Fixed getting kicked from a game midway through for Invalid Tier or Leaver status - Fixed shop tool tips DISCUSS :) novi heroj, arachna nerfed i tako to, najs najs.
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Woho! Dobili smo forum. :D
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protiv sam maltretiranja zivotinja ali koliko se to sve izgubi kada mi ispod prozora dodje 10 lutalica i 20 machaka sve sa kokoshkama shizofrenicharkama koje me bude svako jutro. iskreno, sve bi ih pobio, jebiga.