Tag Archives: losing

Losing (and winning)

One of the things that annoys me the most about the programming is the zone of suck, and how very large and expansive it can be. Probably because I’m a mediocre programmer, at best, but a lot of the time it feels like I’m single-handedly trying to fight backdoor protection on the other team’s ancient as Faceless Void.

Losses in Dota 2 feel like that, too. Sometimes you’ll realise you have nothing to stop the other team’s push strategy, other times you’ll know that your entire team can’t deal with one hero on the other team who got a few kills early on, and by that time, the game is pretty much over. I hate calling “gg” early as much as the next guy, but fighting against a split push with little farm and little to no hope against of coming back is incredibly frustrating1.

Yes, I’ve been playing a lot of Dota 2 recently, and while it might sound like I say that a lot, it’s the truth. Last weekend, a couple of friends and I gathered at my place for some five-stack ranked shenanigans. Incredulously, we somehow managed to win 10 of the 11 games we played; an impressive win rate on a good day, a downright amazing win-loss ratio on any other.

After a warmup game, we refined the strat we were running. We’d insta-pick the heroes we wanted when All Pick came up, and tried to not get them banned in Captain’s Mode. Provided none of us got off to a particularly bad start in the laning stage, we guaranteed kills with a triple-stun trilane, a mid Drow, and solo Invoker. And even if one of us was killed a few times during the early game, we usually had enough recovery mechanisms to get back into the game; usually involving the other players making space for the fifth to farm. Split pushing, adding pressure around the map, stacking neutrals, that kind of thing. By the time late game rolled around, we would be ready.

We did have a bit of trouble against some really good Tinkers. With no real mechanism to catch him out, an enemy Tinker ended up split pushing every lane while we were taking 4v5 teamfights, which would favour us most of the time. Eventually the Tinker would make a mistake and we’d pull him up on it, securing the kill, and because not even an incredibly farmed Tinker can carry a game single-handedly, we’d go on to win the game off the back of those pick-offs.

For the most part, our strategy carried us through games. Our team hero composition allowed us to be a little lazier in terms of items; Wraith King’s lifesteal aura helped out our team early-game with HP regen, and Maiden was the same was her mana regen. By running two position threes, both with the potent carry potential, any time a game went late always favoured us. At the same time, because our Invoker was building Necronomicons and doing his best to push down towers any time he was away from a teamfight, we’d usually have such a gold lead that one or two farmed heroes on the other team didn’t matter that much. Of the 11 games we played, only four went longer than 40 minutes — and of those four, the three we won we were playing against a Tinker, master of the split push.

But despite our impressive win-loss ratio, the game we didn’t win still sticks out like a sore thumb. Thanks to some combination of the Von Restorff effect and likely some negativity bias, I remember that game more than any of the others, despite the fact we won 10 of the other 11 games we played that night. It hurts even more to know that we could have won that game, too — the scoreboard showed kills that were more or less even all the way through, and we punished them for their mistakes every opportunity we got. Every time they got greedy and tried to push for more kills or objectives after using their ultimates, we’d wipe them, but couldn’t seem to take any objectives off the back of our kills.

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Winning (and losing)

Dota Dire Ancient Gone

If there’s a universal truth, it’s that people don’t like losing. Ask anyone, and they’ll tell you that losing sucks; anyone that tells you otherwise is either lying or a sadist.

The question is: do I take winning too seriously? There was one time, years ago, where a friend and I were playing Left 4 Dead. We were in a co-op match with two other folks, and I was shouting obscenities into our team’s text chat in an attempt to get the other players on our team to do something useful. After the match, the friend I was playing with pointed out “that guy” that was trying to get the team to win. I pointed out that “that guy” was actually me, and things were pretty awkward from that point on.

I’ve played a number of DotA 2 games now. As of writing, dotabuff says 249 real matches, with perhaps an extra 10-15 versus bots on top of that. At the moment, my win-loss ratio is sitting just under the 50-50 ratio, at 124 wins to 125 losses. Anecdotal evidence (i.e. the dotabuff profiles of a number of friends who have played hundreds of more games than I have) leads me to believe the matchmaking in DotA conspires to keep you around a 50-50 WL ratio, but with a good enough team, you can beat the odds.

Despite what you may believe, the number one influencer on your win-loss ratio isn’t yourself. At least, it’s not about yourself as much as it is about other players. For example: if another player on your team, in a different lane, decides to die repeatedly to one of your opponents in the early game, then that opposing hero now has a level and gold advantage. And even if you’re playing to the best of your ability, there’s very little you can do from preventing that opposing hero from dominating the rest of the match. From there, your fate is all but sealed: the opposing hero which received early kills dominates teamfights, and hence wipes the floor with your team. Eventually, through no fault of your own, you lose. Good game, sir.

But I’ve played enough games of DotA 2 now to realise that it’s a little more complicated than that. I’ve seen my share of impressive comebacks and last-gasp pushes that result in a win to know that the balance in DotA is incredibly delicate. What one player does or doesn’t do can tip the scales in your favour, or lose you the match. Didn’t deny the tower when you had the chance? You lose because the enemy all gained gold. Didn’t carry a TP scroll when pushing? You lose because a Nature’s Prophet decided to teleport into your base and demolish your ancient with his army of trees. Spent too much time jungling instead of pushing with your team? You lose because your team just lost that 4v5 teamfight, the enemy pushed, and you lost a tower and barracks.

Don’t get me wrong, good team work is of the utmost importance in DotA 2. It’s why I gently push others to be the best they can be if they’re having a bad game, because good teamwork means you can bring a game back from 9-0, their advantage. 30 minutes in, and it’s 16-32, still their advantage. We’re behind in kills the entire time, but when we finally take their ancient, the scoreboard reads 44-54, still in their favour. You’ll notice I went 2-17 in that match. I contributed almost nothing to that game, and yet we won. So how does that work, exactly?

Teamwork.

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Tough Crowd

Remember that one time where I managed to get a Divine Rapier as Drow in a public game? Good times, good times.

Remember that one time where I managed to get a Divine Rapier as Drow in a public game? Good times, good times.

Hi. My name is Benny Ling, and by the time you read this, it will have been a week since the last time I played badly in DotA 2.

It might not be the end of semester (at least not for me, thanks to some fortuitous mechanism), but once again I find myself playing games when I should be doing something else. I’ve dipped my toes into the world of Los Santos in GTA V, I’ve wandered through the tall grass in Pokémon X, and I’ve fed the opposition in highly-strung matches of DotA 2.

I remember it almost as if it were yesterday, even though it was actually 29 days ago. I was playing Faceless Void, and for those who aren’t familiar with DotA, Faceless Void is what they call a “hard carry” — that is, he can carry the game, but only if he gains a significant advantage in terms of gold (and therefore items). Faceless Void has this really cool ultimate ability called Chronosphere which temporarily stops time within a sphere, where only he can move around — once you get the right items, you can do some real damage to the opposition who were unlucky enough to be caught in your Chronosphere.

But hard carries, by their very nature, are incredibly easy to kill right up until the point when they get their items. Think of them like a Magikarp before the awe-inspiring Gyrados — the Magikarp has essentially no defences, and no real attacks. Almost any Pokémon can KO a Magikarp, but it takes a much stronger Pokémon to take down a Gyrados, the evolution of Magikarp.

It was in that fateful game that I experienced, first-hand, how tough the DotA crowd can be. We lost that game, of course, but it was honestly the second time I had played Faceless Void in a public game. I did OK the first time I played (well, we won that match, anyway, and I was 9/9/6 in terms of kills, deaths, and assists), but what I’ll always remember is the abuse I copped because I played badly. Some of it was my fault — like the time I managed to trap an allied hero in a Chronosphere and get him killed — sure, but the team as a whole was doing pretty badly. Only two heroes out of five had any kills at all, and by the time our ancient fell, the numbers weren’t exactly pretty.

As much as I deserved some of the comments — “Faceless doesn’t even have boots” — I was made to feel as if I was the sole reason our team was losing, when it was really our shared fault. Two other heroes had died more times than I had, so I could hardly be blamed for our eventual loss, right?

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