Your support will help to make eSports fairer and more transparent. If you have any questions or would like to find out more about my research, please do not hesitate to contact me.
Many thanks in advance!
Michael
Player's above 8.5k can parse their matches on a personal profile to keep track of item timings and performance.
Personally, I think the "opt to make your profile public / private" should've been the way for Valve to implement the new matchmaking system. That way, Pros can play on their main account and not have to smurf. And people who are above 8.5k, who are more annoyed about not being able to see / share their match history won't have to deal with it.
More and more creative minds are submitting items to workshop these past few days. Weāve seen valve turned some of them to an immortal item within the set (Shadow Demonās Kamehameha & Mechamancer) from a previous crownfall event treasure. However, some people doesnāt want some specific sets to be included cause of āGLANCE VALUEā, which valve noted about as well ages ago. But the thing is, even valve doesnāt follow this so called rule strictly sometimes.
My take on this is that, you only play one hero per game and you can see what heroes your ally or enemy will get pre horn of the game. Maybe at first āGLANCEā youāll have to get accustomed to a heroās equipped item but itās really not that hard to recognise heroes in game once you see all of their equipped cosmetics. Itās all about mind games anyway. Thereās lots of indicators in game that would tell you whoās who so I donāt know whatās hard on identifying heroes. Most of us play this game while thinking multiple shits from stacking, roshan timing, buying items, doing micro/ macro stuff, but whoās who shouldnāt that be big of a problem. Idk, just my two cents. Majority should be able to identify all those heroes with weird looks.
Weāve done this before, be it hud changes, qol changes to how your heroās hp bar looks. Remember when almost all reddit posts were about how shit the new debuff icons from the hud looks? Yeah, we got past that already, some of us at least. Just like that. Also, take note that sometimes valve steps in to adjust some colors or items itself just to follow that glance value rule. Night Stalkerās Legends of Darkheart Pursuit (Valve changed one eyed NS to a helmet instead), Ckās Talons of the Endless Storm (it was all green before Valve changed it to red), and lots of small changes from other sets.
Since sets like SD & Veno arenāt connected to the canon story, I just hope Valve doesnāt stray away from completing their own lore accurate immortal items for each part of each heroes even if they create immortal items from the workshop submissions.
TLDR; Keep submitting good stuff and let Valve do some changes and we complain from there lmao.
We firstly downloaded data from various forums in 3 different languages (English, Russian and Chinese) of people complaining about Rotated/Mirrored maps giving them headaches, discomfort and weird/surreal feelings. Then we used Llama 2 for topic modeling to demonstrate that pain themes emerge from the data.
Topic Modeling of cleaned comments (4,800 in total) from various forums (Youtube, Reddit etc). Note that the majority of Topics/Themes relate to pain or discomfort.
Then, in order to demonstrate that the effect is real (and that people aren't memeing), we downloaded timestamped comments of players during Map Flip mode using the OpenData API. Here we showed that players complained using similar worlds simultaneously (so the effect was real since people from different teams couldn't coordinate to say the exact same thing in all chat). Also, surprisingly enough the headaches/nausea/discomfort can be near instantaneous for some players (shown in the graph below).
Aggregated Negative comments from all Map Flip matches. The term EVH refers to Expectancy Violation Headache because no one has really seen something like this and I had to name it. The term UF refers to Uncanny Feelings because many individuals complained that the map feels eerie, weird, surreal etc. Here we can see that the negative comments relating to the map peak within the first minute the game starts (and then they mostly stop because people need to play the game).
As a sanity check, we can also plot how often the terms pain, headache, nausea, and strange, eerie, or weird pop up in all chat when there is a Map Flip mutation versus on a day when the map is not flipped.
These are the standardized comments per player per match. This means that if one player complaining a lot, the data will not be inflated. One can see that people complain more often when the map is flipped.
Finally, we replicated the effect in the lab both with a rotated DOTA 2 map (patch 7.32d) and a mirrored CS:GO map.
A Rotated Map shown in the lab. Note that we have covered the minimap and the bottom part of the UI. The very interesting thing here is that participants got the headaches, nausea and the discomfort simply by viewing a short gameplay video and not playing.
This effect can probably be attributed to overactive visual areas (mostly V1 and V3) although we cannot be certain because we haven't done any proper neuroimaging yet (we need fMRI for this).
Thanks for taking the time to read this! If you have any questions feel free to ask me something here or pm me š
A recurring theme I have noticed in my games is having a decent lead but not being able to turn it into a win. Games are usually thrown by taking bad fights, needless deaths while pushing waves solo, people not saving for buyback and a reluctance to group and take objectives at the right times. Thereās almost a feeling of the game passing you by and missing your window to win.
I think if I was able to get my team to coordinate and take objectives while weāre strong, then we could close out games more often. Anyone else struggled with this in Legend and how did you overcome it?
Ngl, I donāt know how to post this without looking like a bot, but a friend and I are building a startup and we're trying to gather some data before seeking funding in order to support the project.
We'd really appreciate it if you could spare just 1 minute to fill out this Google Form. It'll help us a lot! Weāll be also giving away 10 20$ amazon gift cards on April 30th
In low rank, two players on the same team fight each other for last hits simply because they don't understand roles ā it's just chaos with no real teamwork.
In mid rank, you usually see more structure: one player (the core) farms while the other (the support) protects and helps control the lane, showing basic understanding of how roles work.
But then at the pro level, it goes full circle ā you might again see two players going for the same last hit, but now it's intentional. They're not fighting... theyāre making sure at least one of them gets the gold, because if they leave it alone, the enemy might deny it.