Jun 02, 2012, 10:28 AM
zzuubb Wrote:The item drop system is like this. "Battle Points are earned at the end of matches and go towards levelling up your profile, upon levelling up you’ll always receive an item. There’s also a chance that an item will drop at the end of a match as well"
So its a bit like TF2 but you gotta play and not be afk or you get abandoned game and not points/items lol
Ligerwing Wrote:I was wondering the same thing about you. That's exactly what I do on trade servers. I'm not sure how you're supposed to implement a similar server in Dota 2 though.
I'm pretty sure trade maps will be implemented in Dota 2 also where you can wear skins and hats and trade etc. As for the drawn out perspective is concerned, please play Dota 2 first before commenting. Each and every misc item is clearly visible and looks great too.
Also they are selling XP boost packs which increases your leveling rate for 3-6 days depending on the pack you buy resulting in you getting more items etc etc.
And don't forget today is the 2nd day of Dota 2 store. Give it time to mature and it will grow big. My bet is that it will surpass TF2 in quality and magnitude.
Ligerwing Wrote:Also, Dota 2 is much harder to get into than TF2, which will limit the amount of new players, especially who will spend enough time to be able to get said items. That's another issue I see with Dota 2. The fact that you have to actually get better to earn items, while more logical, will only deter those who aren't particularly good at the game from earning items.
First Dota 2 is F2P so I'm not sure what you mean by harder to get into. Even now you can buy beta access from the store if you cant wait for the official launch once servers are fully deployed.
Second there are more than 20 million Dota 1 players in the world. And once Dota 1 support officially ends by IceFrog who now is making Dota 2, majority will switch to Steam and Dota 2. With a player size that big trading will definitely flourish. And due to the play-to-drop system for items, it will weed out most of the cancer we see in TF2 trading.
I keep having to repeat myself. The fact that you have to play, and actually perform well, doesn't automatically make the economy strong. With a wider circulation of currency you allow more people to be able to participate in it. The fact that you don't have to do squat to get items in Team Fortress 2 is better in regards to strengthening the trading system. Also, I fail to see how XP Boost packs will do anything to help. If there really is a viable trading economy, then XP Boosters will unbalance it for those who use them, or the items will be worthless enough that it doesn't really matter. The only exception I see to this is unusuals. And while unusuals make up the most expensive aspect of TF2 trading, if you look at the stats then unusuals are actually only a tiny portion of commerce compared to hats, paints, weapons, and every other item. Would you mind explaining that cancer comment?