What changed
0 fixes2 additions4 changes1 removal
addedWe've just released Gameplay Patch 7.35d (Chen had it coming), and with it a new set of features.
changedMatchmaking Hero Ban ReworkOver the last year or so, we've taken a number of visible actions against users of third-party cheats. As we investigate each cheat, we're primarily focused on understanding what they're doing and how we can track and stop it. But while we're doing that, we also ask ourselves why some cheaters feel compelled to use these tools in the first place. The most common explanation is "to get an unfair advantage", which obviously runs counter to the desires of the Dota community and the sense of competitiveness and fairness at its heart. Even so, sometimes there are still things we can learn, and use to improve the Dota experience for everyone (or at least everyone who hasn't been banned for cheating).
changedMatchmaking Hero Ban ReworkPre-game hero bans are an example of this. Many cheats last year focused on gaining an advantage during the ten-second hero ban phase at the start of each game. We stepped back to look at the original goals of this phase — letting players express a preference for what heroes they didn't want to play against, but without creating scenarios where players with small hero pools get permanently locked out — looked at some data, and asked if there was a way we could better serve these goals while solving other problems at the same time.
removedMatchmaking Hero Ban ReworkWith today's update, we've removed the start-of-match ban phase and replaced it with ban preferences stored with your account. If you load the heroes tab, you can select the four heroes you don't want to see in your games. You're guaranteed when you join a matchmaking game that at least one of them will be banned. You can change your list of banned heroes whenever you want. (If you leave some ban slots empty, it's possible the empty slot will be selected as your "banned hero". In other words, there's no advantage to leaving slots empty.)
addedMatchmaking Hero Ban ReworkThis new system addresses a number of problems the previous system had: you can't forget to ban; you don't have to learn that sometimes suggested bans are ignored by the game; you're not on a tight clock to make a stressful decision that, in the end, most players make the same way almost all the time. As an added bonus, it also makes targeted bans impossible, whether those bans are against known personalities or random players in a pub match for which you've looked up data.
changedMatchmaking Hero Ban ReworkSome game modes (ie., Captains Mode, Captains Draft, Ability Draft, Turbo) either didn't have a pre-game ban phase, or already had non-standard ban rules. These modes are unchanged.
Dota 2 changes
- AAbility Draftmode
- CCaptains Draftmode
- CCaptains Modemode
- CChenhero
- TTurbomode
addedWe've just released Gameplay Patch 7.35d (Chen had it coming), and with it a new set of features.
changedOver the last year or so, we've taken a number of visible actions against users of third-party cheats. As we investigate each cheat, we're primarily focused on understanding what they're doing and how we can track and stop it. But while we're doing that, we also ask ourselves why some cheaters feel compelled to use these tools in the first place. The most common explanation is "to get an unfair advantage", which obviously runs counter to the desires of the Dota community and the sense of competitiveness and fairness at its heart. Even so, sometimes there are still things we can learn, and use to improve the Dota experience for everyone (or at least everyone who hasn't been banned for cheating).
changedPre-game hero bans are an example of this. Many cheats last year focused on gaining an advantage during the ten-second hero ban phase at the start of each game. We stepped back to look at the original goals of this phase — letting players express a preference for what heroes they didn't want to play against, but without creating scenarios where players with small hero pools get permanently locked out — looked at some data, and asked if there was a way we could better serve these goals while solving other problems at the same time.
removedWith today's update, we've removed the start-of-match ban phase and replaced it with ban preferences stored with your account. If you load the heroes tab, you can select the four heroes you don't want to see in your games. You're guaranteed when you join a matchmaking game that at least one of them will be banned. You can change your list of banned heroes whenever you want. (If you leave some ban slots empty, it's possible the empty slot will be selected as your "banned hero". In other words, there's no advantage to leaving slots empty.)
addedThis new system addresses a number of problems the previous system had: you can't forget to ban; you don't have to learn that sometimes suggested bans are ignored by the game; you're not on a tight clock to make a stressful decision that, in the end, most players make the same way almost all the time. As an added bonus, it also makes targeted bans impossible, whether those bans are against known personalities or random players in a pub match for which you've looked up data.
We've just released Gameplay Patch 7.35d (Chen had it coming), and with it a new set of features.
Matchmaking Hero Ban Rework
Over the last year or so, we've taken a number of visible actions against users of third-party cheats. As we investigate each cheat, we're primarily focused on understanding what they're doing and how we can track and stop it. But while we're doing that, we also ask ourselves why some cheaters feel compelled to use these tools in the first place. The most common explanation is "to get an unfair advantage", which obviously runs counter to the desires of the Dota community and the sense of competitiveness and fairness at its heart. Even so, sometimes there are still things we can learn, and use to improve the Dota experience for everyone (or at least everyone who hasn't been banned for cheating).
Pre-game hero bans are an example of this. Many cheats last year focused on gaining an advantage during the ten-second hero ban phase at the start of each game. We stepped back to look at the original goals of this phase — letting players express a preference for what heroes they didn't want to play against, but without creating scenarios where players with small hero pools get permanently locked out — looked at some data, and asked if there was a way we could better serve these goals while solving other problems at the same time.
With today's update, we've removed the start-of-match ban phase and replaced it with ban preferences stored with your account. If you load the heroes tab, you can select the four heroes you don't want to see in your games. You're guaranteed when you join a matchmaking game that at least one of them will be banned. You can change your list of banned heroes whenever you want. (If you leave some ban slots empty, it's possible the empty slot will be selected as your "banned hero". In other words, there's no advantage to leaving slots empty.)
This new system addresses a number of problems the previous system had: you can't forget to ban; you don't have to learn that sometimes suggested bans are ignored by the game; you're not on a tight clock to make a stressful decision that, in the end, most players make the same way almost all the time. As an added bonus, it also makes targeted bans impossible, whether those bans are against known personalities or random players in a pub match for which you've looked up data.
Some game modes (ie., Captains Mode, Captains Draft, Ability Draft, Turbo) either didn't have a pre-game ban phase, or already had non-standard ban rules. These modes are unchanged.
Dota Plus Pre-Match Matchmaker Analytics
Millions of Dota players interact with the matchmaker every day and every single one has different priorities when looking for a game. Some prefer to get into a match as quickly as possible, and are willing to accept a higher skill variance in the game to save some time. Others want every match to be perfectly balanced, and are willing to wait longer for the best chance at the closest game. Other players care less about the skill level of the other players, and much more about their personality and behavior in-game.
We've long wanted to build features to let players find matches that better align with their individual preferences. Early attempts ran into two main problems: