Hey guys, I just saw this game on steam and it looks really fun. It's like a cross of Dota and fps. Really fun idea. However, I noticed that if you die you get no penalty whatsoever and you even gain money while being dead. Shouldn't it be more tactical to stop money flow if your dead and lose some money if you die? Edit: The above stuff is based on the xbox version, I assumed the pc will be almost the same as the xbox version.
The good stuff is pretty pricey so you need the money, It also promotes helping the team by using your money on turrets to defend.
Sounds like you haven't played the Xbox version. The game borrows DotA elements, but DotA's glacial pacing is gone. Furthermore you can't buy items and power up to a critical mass point where you can basically kill the enemy team with 0 effort solo. Upgrades or no upgrades, bullets still kill you and being down a man is penalty enough. In that time you take to respawn, good players can absolutely wreck your base.
Well I know about the items and the critical mass point. And maybe a money penalty is indeed a bit harsh, but what about gaining money while being dead? That's kinda strange isn't it?
Matt, please hold your horses. Deman knows a lot about competitive multiplayer shooters, he casts them professionally. Deman, I think it still works because you could make a lot more money 'being out there' than respawning. And having a smaller 'penalty' opens up a whole lot of strategies that would be impossible in DotA due to feeding. I do see your point though, it's very unusual to kiss the 'don't die ever' rule goodbye.
You only get money when your dead if you kill or do something. Like, kill a player with fire when your dead or one of your turrets gets a kill.
Why should you lose money by dying? I mean you are already losing potential money by being dead. /thread
Thank god we don't have this like we did in Demigod. As soon as one player died it was a slippery slope down and very hard to come back and win.
Honestly, I think DotA would be a better game with less penalty to the dying player. When you die, your opponent gets gold and xp and board position, and you lose gold, potential xp and board position. It makes for a very slippery slope. I think MNC is right to remove such a penalty.
This is the same experience I had playing DotA and the reason I removed it from MNC. League of Legends removed it as well, I'm sure for similar reasons.
The cash loss is really just a band-aid for other problems in the game, such as how much higher a carry peaks than the rest of the characters. It was originally to discourage suicide runs on towers in the original DotA. Part of what I like about MNC is that it looked at DotA and said "this is a good idea", but at the same time recognized that DotA also has a lot of problems and refined the concept into a more interesting game.
Very true. I like the direction newer DotA based games have been moving in. The original DotA, for all it's awesomeness, had a lot of un-desirable aspects. I'm really nervous about Valve's DotA 2 being an exact port. LoL, HoN, Demi and MNC have each added different refinements to the experience that I've quite liked. MNC seems to have worked to mitigate slippery slope mechanics, allowing the under-dog a chance, even when far behind. The changes to Juice spawn times I see as a good example of this. In more traditional DotA style games, you could often see the writing on the wall by minute 15 of a 40 minute game, the remaining 25 minuets sometimes being a formality.
I heard HoN was removing money loss too. I feel a game like dota needs it because you need a way to keep their carry down. If MNC had an item shop that allowed you to spend your mass amounts of money to make your character a monster, MNC would need a way to make sure that doesn't happen too (a la money loss on death). Without any way for people to get exponentially better than others via items, money loss on death is and would be annoying and unneeded.
The need to keep someone down comes from the vast power difference between heroes at the beginning of the game and the end of the game. That curve is quite a bit more shallow in MNC. Which is by design. Someone who falls behind isn't even so far behind that they not only become ineffective but just have to sit in their base in order to not feed more.