Multiplayer Online Battle Arena
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About this ebook
MOBA, fundamentals of the battle arena...
We all know what it's about, but do you truly understand the neurological pathways of the game engine!
We all have been in the battle arena at some time, but have you found your soul's true capabilities ?
Yea, nobody likes to waste their time, just make your own world happen. And grow our MOBA community. Remember everyone is great, but being a legend isn't just about the logic!
Die trying, knowing you can be the best, honestly what is skill??
Did your friend buy hacks or are you trying to help him get pro?
If you buy this manual script, you'll find truth and purpose!
No jokes, honestly what are you doing??? Be the best!!
Stop that hacks and get pro. #MOBA #DieHard #makeINNOVATIVE
FrozenKing173
Dear gamers and proffesional inovative dreamers I'm a true gamer, creative proffesional and passionate about designing innovation. I thrive to reach beyond the stars into the realm of impossibilty where eternity is a blink of an eye. My goal is for dreamers to dream and gamers to be sure about their reality again. Some things will fade away but the truth will always rise again. Light your pathway, stop chasing shadows in darkness or waves to whirl your wind. Find peace, heart and joy. So follow me as I start my journey into the deeps of the unknown!
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Multiplayer Online Battle Arena - FrozenKing173
RTS
R
eal-Time-Strategy, as you know. This genre changed games from playing on a per turn based on an actual real-time game. All the game mechanics are reliant of real-time, which means you choose how you spend your time rather than spending time on the right move from turn based games. So RTS brought the idea of clicks per minute than waiting for your turn. However, this genre wasn’t the first genre of real-time, this genre is purposely focused on growth over time.
MOBA is mostly RTS because the game is in most cases dependent on gaining resources over real-time or managing assets, thus it enables the strategic aspect. While MOBA describes the environment, RTS describes the gameplay and how progression will be made over time. It doesn’t mean that MOBA can’t be RTS. RTS involves the strategic aspect of the game, hence why the game is focused on long-term goals rather than focusing the game on First-Person-Shooter games where the focus is plainly on operations with a lower potential strategy concept.
Because of RTS, we know games have resulted in players rushing experience and value over time, because essentially beating your opponent in efficiency and effectiveness was the simplest way of domination, along with counter strategies.
The standard RTS games we know consists of a lot more components and units for players to control, thus a lot more organizing and managing are required to prioritize the advantage of fighting a war.
With MOBA we can say the game has become simpler, more personal and more intense and it's slowly growing in becoming complex in the tactical dimension of battles.
Having different viewing perspectives is already a thought of the future, depending on where developers want the player to become competent intense. Strategically, tactically or operational, the focus of the game, the whole experience describes the focus of the game and goal of how the game wants the problematic environment to be solved.
We can be grateful and thankful for all the millions of games out there, that we’re designed with a stable environment with suitable components for players to compete in, knowing it all and being organized while playing efficient and effective. Never has competitive gaming come this far to enable players to be more competent.
The future is clearly a focus of strategical, tactical and operational design for players to grow more intense with more detail to the solution at a higher skill variety, to empower gamers to reach the ultimate goal.
To be redesigned into a problem-solving expert. That is what the gaming environment was always about. Being innovative and overcoming objectives and problems. Now it has become more dynamic than ever before and with such great experience, who doesn’t want to learn and become great?
Terminologies
T
hese are just terms I use to make it all understandable. I hope you understand what I'm talking about, I won't we be talking about detailed mechanics, only the basics of how the genre's components work.
Attack
Any action that outputs damage, even with different effects, or other mechanics that enhance the damage output. This component originated from the well-known attacker role, and new unique mechanics have advanced from this component, but the component remains the same.
Support
Any action that influences the battle in some advantage, this could even mean enhancing attack- or survive capabilities or abilities. It can influence the abilities and capabilities or actions of an enemy creature, like movability. There are new unique advanced concepts about this component/mechanic, but the effect stays the same.
Survive
Any component/mechanic that contributes to the enduring of a battle. It is the resistance of an attack capability. This component originated from the well-known defensive role. New unique advanced components/mechanics have been generated from this role, but the effect stays the same.
Capabilities and Abilities
Capabilities have become more complicated or abilities are being used differently. It has the same effect as the original base-role it provides. However, these unique components/mechanics should be interpreted differently especially when you want to analyze the situation with specifics to certain capability or abilities.
Capabilities and abilities are every component/mechanic that the controllable creature can do. These components are mechanics to simulate the cause and effect relationship in the environment. A component can have more than one component/mechanic to it, depending on conditions and relationships of the game environment. These many mechanics are just added to the component, to the ideal role. However, you want to enhance it or extend the particular component. Examples of these are move-capabilities, attack capabilities and basically any action that is possible to perform that influences some component. It describes the function of a part of the game engine, for cause and effect to manifest within the virtual environment created. Thus, a component depends on the environment, and a capability is a controllable action to achieve solutions in the environment.
The best way you could use a capability regarding fighting conditions, is to use it efficiently and effectively, keeping in mind that you want to use it at full potential, bearing in mind of the purpose of your abilities.
Capabilities and abilities fall into two categories, actions, and activations. Because actions have a more consistent relation with the environment, while activations are inconsistent and more controllable by adding a purpose for the possible situation.
Attributes
Are a measurement or condition of a capability or ability, which is used as a unique component in the game environment. A unique separate mechanic that is set and possibly influenced. Thus, it describes the cause and effect relationship when an action is performed in the game. Anything concerning cause and effect needs to be controlled by some attributes, to effectively resolve capabilities and abilities along with conditions.
Formations
F
ormations have always been a thing from the history, many wars have been faced concerning these strategical planning and tactical aligning of the formation. When the team is entering with a structure, mainly their position and engagement are what tactics are all about versus their opponent’s formation, mostly in the picking stage of competitive mode the captains mainly focus on the formation. However, the captain also wants to control the environment as to be effective and efficient as possible. So that the advantage can be kept in the overall ultimate battle.
Creatures
Creatures are what we control and play an important part of the environment and the formation. Besides the existence of these units, some mechanics needed to be put in place for certain behaviors to occur. Naturally some attributes are necessary to be added to have a cause and effect relation to manifest mechanics within the game.