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6.68: Reliable and Unreliable
DotA developer IceFrog is introducing a major economic function into the next full version of DotA, which will have a drastic effect upon the game.
By Samuel 'DarthBotto' Horton
Jul 13, 2010 03:09
DotA developer IceFrog is introducing a major economic function into the next full version of DotA, which will have a drastic effect upon the game.The upcoming version of DotA, (6.68), has turned out to be one of the most major modifications of the game, having been in development for nearly four months and introducing five to six new heroes. The train of new intel, however, appears to be far from over, as a new separation of currency is being implemented, which will likely prompt games to shorten up and and overhaul the core mechanics of the game.
The two new, separate kinds of currency are "reliable" and "unreliable" gold. Reliable gold is currency gained from killing enemy heroes, with additional bounties and AoE income going to this pot. Dying will not remove currency from the player's reliable gold, but rather their unreliable gold. Unreliable gold is gained from functions besides hero kills, such as destroying creeps and neutral units. When the player purchases an item, the unreliable gold will be the first source of currency to be depleted.
IceFrog has assured the community, in his blog, that this will not disturb the total gold tally and that no extra precautions must be taken by players to ensure that it works. However, this new feature may be adjusted in future versions beyond 6.68, to ensure the best user experience.
Thus far, the community's response has been universally positive for this new feature. Many have stated that this is the developer's assurance to keep matches shorter and to promote hero-on-hero action, rather than drawn-out hero-on-creep skirmishes. Some, however, have expressed pessimistic views, seeing this as only creating more things to look at and over-complicating the game.
Source: IceFrog's Blog
The two new, separate kinds of currency are "reliable" and "unreliable" gold. Reliable gold is currency gained from killing enemy heroes, with additional bounties and AoE income going to this pot. Dying will not remove currency from the player's reliable gold, but rather their unreliable gold. Unreliable gold is gained from functions besides hero kills, such as destroying creeps and neutral units. When the player purchases an item, the unreliable gold will be the first source of currency to be depleted.
IceFrog has assured the community, in his blog, that this will not disturb the total gold tally and that no extra precautions must be taken by players to ensure that it works. However, this new feature may be adjusted in future versions beyond 6.68, to ensure the best user experience.
Thus far, the community's response has been universally positive for this new feature. Many have stated that this is the developer's assurance to keep matches shorter and to promote hero-on-hero action, rather than drawn-out hero-on-creep skirmishes. Some, however, have expressed pessimistic views, seeing this as only creating more things to look at and over-complicating the game.
Source: IceFrog's Blog
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Over-complicated game? You have 1 hero :)