Well, when I started playing, something about the game bothered me. Something about the way the heroes looked, though I couldn't quite define it.
I think I have it now, though: most heroes have very much the same shape. I mean, sure, the details vary, but basically, in a fight quite a lot of them end up looking like a vague human shape, usually with huge armor on their shoulders, weilding some sort of giant weapon and/or staff.
Don't get me wrong, the heroes are beautifully made and they look awesome; but in the middle of an intense fight I think it's neccessery that each one would have an immediatly identifiable shape, or silhouette, that can be recognised with just a glance.
Some heroes do have such shapes - the scout and the arachnia for example - and I firmly believe it would improve the game immensenly to have as many heroes as possible with their own unique silhouette (yes, I am determined to use that word).
Other than that, this game is frakking awesome.
Yeah, I gotcha on what you wrote. I was immediately thinking of Team Fortress 2 when I read your thread's title.
I'm talking about Team Fortress 2 as they had a very special attention to how their characters look like, and how to make them easily recognizable. There are some videos around which explain how they achieve that: silhouette of course, colors used...
I had the same troubles asyou when I tried HON for the first time, as I also had hard time to differenciate heroes by their looking...
Now I'm used to them, but I can't tell from a newbie point of view how long is their learning curve to assimilate the different heroes graphically.
But something can be done about that, for sure.
Very much agree with this sentiment. Often in large battles it is confusing as to who is on your team and who is not if there are too many similar characters.
"Negative! I am a meat popsicle".
I really was thinking of TF2 at first, but in the original dota you also get very different shaped heroes. It's hard to confuse the heroes in dota (though you might lose the smaller ones in a big fight, but that's another matter), while here I keep wandering what exactly I am up against.
I really think this will up the game's level significantly.
From my point of view, one of the main reasons of this (small) issue with HON is that the environnement is very rich graphically (textures, details, colors, particles and stuff). The heroes's color spectrum might be also confusing at times.
I just picked the first random HON pix I could find on Google:
Let's play "Where is Charly-Puppet Masta" (and he is not even on the grass), who in fact has a hidden passive:
Green Sorceress Robe of the Unseen: - 20% chance to be easily recognizable at a first glance for 5 seconds.
Also, on that pix, you might have hard time watching the
Last edited by EvO_Shamoke; 07-17-2009 at 05:53 AM.
I'm in complete agreement with this topic. Models in DotA (and other games like TF2) are instantly recognizable. The silhouettes need to be as unique as possible with large details. Some of the small details at high resolutions become very hard to distinguish when you're zoomed all the way out (which I would imagine most people are the majority of the game). Like Nitro mentioned, a more significant hero glow (with the player's color) would also go a long way to fixing this.
HoN is beautiful, no doubt, and the higher resolution graphics are much appreciated, but visibility/recognizability should be a primary concern.
P.S. Some of the button shine graphics have a similar effect. I know they're there to pretty the interface up, but they just make icons harder to see sometimes. Feel free to keep some sort of shine effect, but don't make it impede visibility so much!
how can you -not- see the hero at first glance? XD
99% of players will also have HP bars on at all times, which that picture does not.
The problem is not seeing the heroes, it is telling them apart.
True, in some places it would be hard to see some heroes, but I think that's a lesser (if closely related) problem. What I ment was that in a large battle, it seems to be difficult to decide which of the heroes is, say, the overleveled tank on which your attacks would be wasted as oppused to the melee stunner who you must take out fast.
Yeah, no doubt you'll find them eventually, but I think it would be much better to be able to pick them off at first glance, like in DotA and in most other games.
About the glow: it might be very effective for some, but I personally don't like it very much and I'm sure I'm not the only one. Having (more) hero glow would probably be very nice and helpful, but not as the sole soloution and you should be able to toggle it on or off for you personally.
@ Tulkas, in a team battle everything is lost, since the aoe effects just spam the screens for several seconds.
A glow would hardly change that. You can probably only hope to get better at recognizing over the time.
Last edited by monteyuma; 07-17-2009 at 10:25 AM.
I second this. TF2 sets a good example. Not that they had so many characters to work with, but anyway.
Here, a bit out of subject, but not totally: an extract from Valve's Pdf "Illustrative Rendering In TF2"; this passage concerns specifically characters, and it is rather interesting:
Signed - It is EXTREMLY hard to tell the difference between some heros and I dare say impossible in large team fights.
Example: Blacksmith, Jereziah, Hammerstorm all look somewhat similar and in a 5on5 battle with creeps it is to hard to tell which is which.
Example2: Chronos, Tempest (sorta), Thunderbringer have simliar size and shapes.
There are probably more, I personally have not even seen all the heros, I have only played about 10 games.
Also along the same lines. It is really hard to tell when a unit is invisible and when it is not.
Big coke bottle glasses is what you need.
obviously he'll get better at it over time, but I think more distinguishable characteristics wouldn't just help lessen the sharp learning curve, but will also give the heroes more character on an artistic level.
Graphics wise I think having more distinguished character would help polish up the game.
Sure, you might be able to learn it over time, but frankly, why?
Why make people work to learn these things if you can make it more intuitive?
This is simple in my mind: it's hard to distinguish characters from one another, make it easier.
It also alienates new players. No one likes getting in the game and not understanding who you are up against at any given time. I have a few friends who just started playing and they found themselves frustrated enough from this to lose most of the motivation to play.