Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
The game is saved remotely.
I agree with your impression of the skills being a slow. Certainly want to make them a little more diverse, the first thing will probably be a lightweight talent tree to improve the skills. But, current priority is to release the entire map. There are 3 of 6 areas currently released.
Side priorities are adding skills to the bosses, and improving the quest/item system. Then tackle the skills and such.
Appreciate it.
Also can I ask you what RPG Maps inspired you? I played almost every RPG map in Warcraft and there were alot of maps I would love to see in DotA or at least some elements from it
The Black Road RPG 1.36b was the best imho. It was very challenging which I liked and had an awesome Craft system for items/potions and sets (relics, regalias etc.)
As for inspiration, I'm inspired by the text based Gemstone 3 that I played for years, as well as ultima online, and world of warcraft. I've spent time building my own text based rpg. But, nothing released. I do appreciate DotA as a platform for this recreation.
Crafting is something I consider for the post-content polish phase. Areas, quests, followed by bosses with enjoyable mechanics is the current top priority.
Too bad dota cant support 255x255 =(
my feedback is only about hotkey.. On my PC, it only shows 4 hotkey for 6 skills.. the 4th & 5th skill did not have hotkey.. It would be much better if we could edit the hotkey like on Dota2.. :D
Btw, I luv the new equipment slot on body.
Well done.