Dota 2’s paid “avoid player” option is part of a pattern of developers sidelining anti-abuse features
Dota 2‘s International 2019 Battle Pass has plenty of issues. As Matt wrote earlier this month, alongside a waterfall of cosmetics and a special mode, the pass will unlock an in-game assistant that seems to give owners an advantage over those who haven’t forked over at least £7.50/$10. But (as reported by The Verge) the pass is paywalling another key feature – the ability to avoid players.
Obviously, you shouldn’t have to pay to access the ability to not group up with abusive players. Valve calls this an “experimental” feature (by many accounts it’s not working well), suggesting that it could be extended out to all players after this test on Battle Pass owners. More surprising, then, is the fact that Dota 2 has been out for six years without the option to not have to play with someone ruining the fun, whether it be throwing games or yelling slurs. And yet, even though how other people act is a huge part of the experience of many online games, giving players the ability to regulate their interactions often seems to be a secondary concern for developers.
from Search Results for “” – Rock Paper Shotgun – PC Game Reviews, Previews, Subjectivity http://bit.ly/2VOKKfd
Jay Castello
Dota 2‘s International 2019 Battle Pass has plenty of issues. As Matt wrote earlier this month, alongside a waterfall of cosmetics and a special mode, the pass will unlock an in-game assistant that seems to give owners an advantage over those who haven’t forked over at least £7.50/$10. But (as reported by The Verge) the pass is paywalling another key feature – the ability to avoid players.
Obviously, you shouldn’t have to pay to access the ability to not group up with abusive players. Valve calls this an “experimental” feature (by many accounts it’s not working well), suggesting that it could be extended out to all players after this test on Battle Pass owners. More surprising, then, is the fact that Dota 2 has been out for six years without the option to not have to play with someone ruining the fun, whether it be throwing games or yelling slurs. And yet, even though how other people act is a huge part of the experience of many online games, giving players the ability to regulate their interactions often seems to be a secondary concern for developers.
http://bit.ly/2JuJGq4 May 19, 2019 at 06:00PM
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