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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)FA
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2 yr. ago

  • Totally, my comment is with regards to the current state of the game and so far they’ve fallen into the same pitfalls as other MOBAs.

    Personally, allowing the team to vote to concede and to get rid of increasing respawn timers would help a lot in getting rid of the biggest causes of frustration noted so far however these were comments about DOTA2 and sadly Valve never implemented them there either.

  • Snowballing

    30/40min games where you’re unable to concede when loss is clear early on (causing other team mates to become stressed and rude). Games can sometimes be decided in 5 minutes yet there can potentially another half hour to go before you have a chance to requeue with different team mates.

    One team mate’s mistake early on can lead to the opposing team snowballing and the rest of the team becomes toxic due to the first point.

    The respawn timer increasing in length penalises the team further for being behind the enemy team, and the downtime as someone is waiting to spawn gives them time to type and be toxic. By mid-game, I’ve seen some players spend as much time waiting to respawn than they did playing.

    Losing begets losing.

    Macro and Meta

    The volume of items leads there to be objectively better builds (and meta after each patch as items stats are changed) leads expectations on all team mates to follow that meta and know which build to play otherwise they get raged on.

    Map awareness is more important that aiming and it takes the whole team to remain aware of the map for success.

    The lack of transparency as to why a person is losing to another (item selection, ability upgrades etc) irritates players into feeling cheated.

    Competitive

    As a competitive game, players are trying to prove themselves yet, as a team game, individual performance can’t make up for a weak team thus rage. Competition drives emotion.

    Note: I played Deadlock for about 15 to 20 matches but all the typical MOBA issues emerged within a couple of games, I’ve already bounced off of it.

  • I have a strong feeling they’ll be working on Deadlock given their experience with third person hero shooters with crazy items that change your build.

    Which is a shame because Deadlock is destined for the land of toxicity most other MOBAs exist in unless they do something meaningful to change the game’s design.

  • I’m not insisting anything; stating C is not a memory-safe language isn’t a subjective opinion.

    Note I’m not even a Rust fan; I still prefer C because it’s what I know. But the kernel isn’t written by a bunch of Lewis Hamiltons; so many patches are from one-time contributors and the kernel continues to get inundated with memory safety bugs that no amount of infrastructure, testing, code review, etc is catching. Linux is written by monkeys with a few Hamiltons doing their best to review everything before merging.

    Linus has talked about this repeatedly over the past few years at numerous conferences and there’s a reason he’s integrating Rust drivers and subsystems (and not asking them to fork as you are suggesting) to stop the kernel stagnating and to begin to address the issues like one-off patches that aren’t maintained by their original author and to start squashing the volume of memory corruption bugs that are causing 2/3rds of the kernel’s vulnerabilities.

  • No idea what you’re being downvoted. Just take a look at all the critical CVSS scored vulnerabilities in the Linux kernel over the past decade. They’re all overwhelmingly due to pitfalls of the C language - they’re rarely architectural issues but instead because some extra fluff wasn’t added to double check the size of an int or a struct etc resulting in memory corruption. Use after frees, out of bounds reads, etc.

    These are pretty much wiped out entirely by Rust and caught at compile time (or at runtime with a panic).

    The cognitive load of writing safe C, and the volume of extra code it requires, is the problem of C.

    You can write safe C, if you know what you’re doing (but as shown by the volume of vulns, even the world’s best C programmers still make slip ups).

    Rust forces safe(r) code without any of the cognitive load of C and without having to go out of your way to learn it and religiously implement it.