Dota 2 Betting, Esport Bets at GG.BET

Betting on NBA2K: High Winnings and Joy of Victory

Betting on NBA2K: High Winnings and Joy of Victory
NBA2K is the favorite game of many basketball fans. The number of fans of this simulator is gradually growing. A decent amount of gamers dreams of gathering a universal basketball player and conquering the sports world with him. Or at least to "score five three-pointers per match" or "make five block shots" like a pro.
Relatively recently, virtual basketball has become part of eSports. Thus, this game has become an excellent tool for raising money. Gamers of different levels of training, as well as gamblers, can now earn on the popular simulator by making predictions and bets on NBA2K. Bets on this discipline are made on the sites of many bookmakers. In Russia, bettors favor the following services:
  • EGB (Egamingbets);
  • 1xStavka;
  • Olymp;
  • Pari-Match;
  • Liga Stavok.
EGB (Egamingbets) is a specialized site that accepts bets on eSports. Here you can bet on Dota 2, CS:GO, Overwatch, Hearthstone, HOTS, and other disciplines. This bookmaker's office offers its customers a reasonable payout ratio, a wide range of bets, quick deposit, and withdrawal of funds from the account of the personal cabinet. Here you can get a nice bonus for cooperation and deposits. The margin value of the operator varies within 8%, which means that the coefficient corresponds to 1.85.
Bets on NBA2K on this site can be made long before the match or in live mode. The bookmaker's office offers its clients a lot of opportunities for profitable betting. Users can earn quite good money on the regular sports season NBA 2K League. It includes many promising matches.
This eSports League starts every year with the help of the National Basketball Association. About 70 thousand players from all corners of the globe take part in it. The prize fund of this event is $1 million + the Cup. It is not every player who gets a part of the agreed amount, but the whole team. After all, the eSports discipline NBA2K - is a team struggle for the title to be the best.
Gamblers can quickly obtain thousands of dollars in this event. Analytics, match statistics, experience, knowledge of the game, and cold calculation will help each bettor to get a positive result and win the championship on favorable bets.
https://esportsbetting.pro/nba2k
https://preview.redd.it/x1pqhy7lp9k41.jpg?width=1000&format=pjpg&auto=webp&s=595e38a98a9ce4c561dc54a2c9527460a1674097
submitted by veronikasova to u/veronikasova [link] [comments]

Travis Gafford joined an AMA event held in Chinese esports community, talking about Worlds, Doublelift, and esports media

Travis recently joined an AMA event held in a Chinese esports community called Wanplus. Here are the Q&A's:
Q: What do you think of LPL teams? EDG, RNG and WE?
A: I was very surprised by EDG's performance and I think it is unfortunate because it seems like the fans here really, really love them. At least in the arena. WE is hard for me to really root for because they're in the same group as TSM and I would like Doublelift to get out =P. I really like how dominant RNG is, they're fun to watch and it's great to see UZI continue to dominate.
Q: The franchising fees for 2018 NA LCS is $10M, isn't it too expensive? How to compare the future prospect of OW, DOTA, CSGO, and LOL in NA?
A: I do not think that $10 million is too expensive, especially when you compare it to Overwatch fees of $20 million. The 10 million shows that the buyers are serious about their commitments and are willing to make a strong investment into the LCS. I am very skeptical about Overwatch esports and today there was an article suggesting that investors downgrade Activision (Blizzard's company) stock because they think Overwatch might fail. Dota is always dota, doesn't seem to go up or down in NA. CSGO is also big but it's hard for any esports business people to make money on it.
Q: Do you think there will be a game can surpass LOL? I mean the number of users, influence, attention and so on. If there will be, how long will it takes?
A: I am very interested in the rise of PUBG. It seems to be taking over the gaming world. I actually wonder if Riot, Blizzard, or Valve will create their own version of PUBG that will become even more popular. I really love the game.
All that being said, when people ask me how long League of Legends will last, I always point to World of Warcraft. 7 years ago people said World of Warcraft is dying but the game is still very popular and successful and I continue to play it when new expansions come out so I think it will take a very long time for League to go away.
Q: Remember me? I wonder what do you think of fans in Wuhan. By the way, I love your interview very much .
A: Hi, yes! It was nice to meet you. It is always exciting when a league fan approaches me in China. I get to meet many fans in the west but in China people rarely say hi. I assume it is because no one in China knows about me. It is unfortunate because the Chinese fans seem so nice and cool!
Q: which player do you like most in NA LCS?
A: I have to say Doublelift, because he is my best friend. NA fans joke that Doublelift is the "main character" of NA LCS because he has been around so long and has such a crazy story. It is hard for me to disagree.
Q: Hi Travis, do you think which region will be the center of esports in the future? Korea, China of NA?
A: I think that maybe NA will be the center of esports creation, where the game companies are. China will be the biggest market, where most of the fans are. Korea will be where all of the trophies and prize money goes =P
Q: What do you think of EDG, the first seed from LPL, got 0-3 in the first week?
A: It is surprising to me, but when before I went to Worlds the experts from the west who watch LPL told me that Team WE was actually the strongest LPL team at Worlds, so I expected them to perform better than EDG. I have heard all of the Chinese fans are going crazy about EDG losing so much.
Q: Any interesting story when you and Peter were roomates?
A: Peter is a great friend and amazing at League of Legends but he was not a good roommate when we lived together, lol! He always forgot to close the freezer door and one time he was screaming so loud in the middle of the night streaming. The security guard tried to get his attention to be quiet and also knocked on the door but Peter did not hear him, so in the morning I woke up to a noise warning from the apartment building.
Q: Which one is better? G2 or TSM?
A: TSM! I mean after all, TSM is 2-1 and G2 is 1-2 so far.
Q: Which non-Korean team do you think will go the furthest in Worlds 2017?
A: RIght now, it looks like RNG will go the furthest. They are the only team to beat a Korean team and look very dominant. It helps that the fans in China are cheering them on! Also, Uzi is getting a boost from Ardent and he is already very good.
Q: What do you think about the development of esports media in the recent years?
A: Esports media is a difficult business. In the west, there is still not very much money in esports yet so most of it is going to the leagues and the teams, so it is difficult to make money. There is also not much of the structure compared to what you see in sports media. Many players and team owners still do not understand how to work properly with the media. I end up with many headaches and sometimes think about doing a different job in esports, but telling the stories of the players and the support I receive from fans keeps me going.
Q: Any interesting story when you stay in Wuhan recently?
A: Unfortunately, no. It has been a bit hard for me in Wuhan because I have had a hard time finding Western food and I have random problems like bad hotel internet or difficulties finding a cab. I did go to Yellow Crane tower yesterday with Sjokz (the English host) and that was very fun. I think one of these nights I will try to go to one of the clubs with some of my friends and see what we can do!
Q: Thanks for helping Peter in the very beginning, so the question is, Bonnie or Biofrost :D
A: This is such a funny question to me because it is very similar to questions I receive on english reddit. I actually saw it before it was translated and could only read "Bonnie or Biofrost" in english and started laughing. I sent a picture of the question to Bonnie who thought it was funny too.
Maybe I will answer the same Doublelift would answer it: Biofrost during Worlds, Bonnie after Worlds. =)
Q: Tell us about the situation of NA esports media, any struggles or chances?
A: Yes, there are struggles. For instance, I recently ran Yahoo Esports. It was very fun and I loved my team of colleagues but Yahoo was purchased by another company and they shut down Yahoo Esports. I was very sad about that, so I have been working independently for my own channel right now while I figure out what to do next. That can be difficult too, because it is hard to make money on your own.
I think it is also difficult sometimes to criticize things that are wrong in esports because the media doesn't have very much power in this industry. I have been very critical of Overwatch League recently and I think I have made some people angry.
Q: Do you ever think of working for other esports media? Like ESPN or Tencent
A: I like ESPN, but they are very serious with their coverage and tend to be more "sports" style. My videos are usually more fun and "gaming" style if that makes sense. They also don't do any video right now, mostly just articles, and I do almost all video.
I don't believe Tencent currently has an esports website in English, but I would be happy to talk to them if they wanted to create one =P They do have lolking in NA, but that is more based around the game itself.
I do want to run another esports media team again though, so I am trying to find out what the best option is for that.
Q: Did you manage to register a Weibo account?
A: I did not. My name, "Travis" has "av" in it, and I have heard "av" is banned. It's hard to make a Weibo if I cannot use the name everyone knows me as!
Q: Travis, a little question, tell us your relationship with pr0lly xD
A: It is funny that people still remember my interviews with pr0lly since I can't interview him now that he is in EU LCS. I like pr0lly a lot and we are good friends. He is a very good person. He's also very funny and so we like to act like we hate each other in interviews. That's why they are always so strange. I don't know how much of the humor crosses the language barrier =P
Q: How do you evaluate the series of evaluation in 2018 NA LCS?
A: It is hard to say yet without knowing what the final teams are. My guess is that CLG, TSM, Cloud9, IMT, and Team Liquid are safe. I do not know how safe the other 5 teams are, especially because I have heard rumors of big NBA teams applying. It will be interesting to see if anything leaks during Worlds, because I imagine Riot is coming close to their selection.
Q: How do NA LOL players(normal players, not pro) think of Pro Players and Streamers?
A: I don't think that they "worship" them the way I have seen some Chinese fans worship pro players. It is crazy to see all the fans outside the stadium every night cheering at the bus of the LPL teams. There are lots of fans but I think part of the appeal of esports pros is that they feel like "normal people" - for NA LCS fans, the NA players could just be their roommate or friend from school.
There are some players that give stronger responses from the fans like Dardoch, for example.
Q: Hi Travis, please say something about LMQ, I saw you had interviewed them, how do you think of their "success" in NA?
A: I really loved LMQ and so did the NA fans. They did a great job of learning English and trying to connect with the NA audience with funny videos. Vasilii and Xiao Wei Xiao were especially fan favorites. I think Riot was afraid of losing all of their teams to full Chinese and Korean teams, but LMQ gave me faith that a foreign team could exist in NA and still gain many fans.
Q: Tell us about Biofrost, including Bio in the daily life, not just as a pro player. And what do you expect from TSM in Worlds 2017?
A: Biofrost is great. When I first met him he was very shy but he has become more friendly. I think he is very innocent which is why Doublelift loves to tease him so much. I actually have a funny story:
In 2016 I went to Anime Expo with Biofrost, Hauntzer, and Doublelift. While we were all hanging out I said that I saw a comment online that called Biofrost "BioDaddy." Doublelift thought this was the most hilarious thing he had heard and told Biofrost he would only call him "Biodaddy" from then on, and Biofrost groaned. It worked and now many people call him "Biodaddy."
Everyone loves to tease Biofrost.
Q: Do you think Hauntzer is the best top laner in NA LCS history? And prediction about how far can TSM go this year?
A: I don't know if Hauntzer is the best top laner in NA LCS history. There is still much debate in the west about if people "overhype" him. He has much of his success on Gnar, for instance, who is not the hardest champion to look good with. I do think he is very good, but I am not ready to say he is the best ever.
I think TSM can make semi's, though I am very nervous for them after their loss against Misfits.
Q: What left you the deepest impression so far in 2017 Worlds in China? atmosphere, scenery, food or something else?
A: I think the fans have left the deepest impression on me. I have traveled to most of the different regions but I have never seen fans like the ones here. The light-up signs and passion is very awesome. I met a great group of SKT fans that gave me SKT signs and gifts in a bag. I interviewed them and they were so nice.
It is also worth noting that in other regions, maybe 80-90% of the fans are men. Here it feels like it is 50/50 men and women.
Q: When teams are not performing well, there are quite a lot "haters" saying hate words to them in social media. What do you think of it? And what about NA situation?
A: There are lots of haters in NA and often times the NA players get really terrible messages on twitter. That said, I hear that China and Korean fans come up with the harshest of messages for their teams when they lose. For instance, I hear that when their teams lose overseas, they tell them to "swim back home."
While I find that one particular insult a little funny, I will say that after being around pro players for so long, they can never stop themselves from reading social media and those types of messages can be brutal and terrible for them. It is certainly not a good way to increase your region's chances of winning.
My friend Kelsey Moser who is a western journalist that covers China told me about something Chinese fans do called "sour milk" where they talk about how terrible their teams are in an effort to make them succeed before an event. I find that hilarious.
Q: It seems that Doublelift is not talking much trash talk recently, why?
A: Doublelift was trash talking a lot in NA, but I think he wants to remain humble at Worlds after such an embarrassing defeat last year. Maybe he will regain his trash talk if he gets out of groups 5-1.
Q: Prediction about Group D? Which teams will make it to quarterfinals
A: I want to say Team WE and TSM. Wouldn't it be nice if you guys and I can both have what we want? Also, it would be good to see more than 1 LPL team make it out since Worlds is in China and it's not looking very good for EDG right now =/
Q: Doublelift always gives especially high comments on Uzi, why?
A: I think it is because Uzi is an ADC legend in the west and Doublelift is always willing to give praise to the players that he really respects.
Q: In the interview after TSM beats WE, Hauntzer said"What really gives us the win today is that, you know, last night, after our scrims, we realize that, you know, these are the important things to focus on stage tomorrow, as long as we have like pretty solid drafts, we know that if we have like the right communication, the right steps looking for the right plays." And there are some rumors that EDG leaked BP strategies to TSM through scrims. Any comments?
A: If these rumors have made their way to the english community, I have not heard of them. I also would not have any extra information because I don't really talk to TSM during Worlds outside of interviews, even Doublelift.
Q: How did you manage to get a job in esport field? It’s a dream job for me and I would like to know under which circumstances you can get opportunities like that :D
A: I get this question frequently on reddit as well. It was really just several good opportunities. I had just started living with Doublelift and he suggested that I start interviewing pro players. I was looking for a job and thought it would be a good thing for a resume. I also realized that at the time, no one was making content around the pro players. When I saw that fans liked it, I just stayed dedicated to creating content and getting better.
My advice is always "just start doing something" - can be writing, video, hosting small tournaments, whatever, but you'll learn a lot just by doing something.
Q: What do you think is the biggest gap between LCK and other regions?
A: The biggest gap is the gap between first and second place =P
But to answer seriously, it is hard to say. It is probably a combination of things. I have heard that Korean solo queue is very focused on succeeding and winning, so that might create a better environment for players to become great. I think it is helpful that esports has been so popular in Korea for so long so they have a lot of experienced coaches and staff. Ultimately, it is hard to say one thing.
Q: Welcome to Wanplus! What do you think about some teams had a dominant performance in their own region but poor performance on Worlds? You know teams like EDG, FW, G2 and you bet, TSM are very dominant in their region, but they seldom play well on worlds: even worse than their third seed. Why this always happens?
A: It may be because when you are dominant in your own region, you may not face the challenge that forces you to find multiple ways to win through different strategies. Doublelift said in an interview with me this summer split that TSM knew they could win every game in LCS if they just used the same strategy, but they forced themselves to try different approaches so they could be more versatile at Worlds.
Q: Any comments on some EU teams tempt to join NA LCS?
A: It just goes to show that NA LCS is so good, that at first all their players wanted to join our teams, now their teams want to join our league!
Just kidding, but I do think that it shows some issues with the financial situation in Europe. I actually don't think that our financial situation is much better in NA, but I think NA business people in esports are just willing to lose more money than Europeans are.
Q: Who will win Worlds? Longzhu, SKT or RNG?
A: I am confused, why didn't you list Cloud9, TSM, or Immortals?
Q: Do you think SKT is in good condition? Huni seems to do what he should do, Bang also dealt tons of damage, but they look so weak in the early game.
A: I am a little worried for SKT. The players don't seem to be in the best of mood when I see them other than maybe Wolf (who is always in a good mood). I would not be surprised to see them drop a game this coming week and this might be the toughest Worlds they've ever faced.
Q: Last question, do you like AMA with Chinese fans? Any comments about the atmosphere of Wanplus community xD
A: Yes, I love the Chinese fans! I actually requested to do this AMA and I am very thankful that Wanplus was willing to host it and help with the translations. I have had such a good experience this past week that I just wanted to find a better way to connect with all of you.
All of the questions I was asked seemed very polite, though maybe the less polite ones did not get translated to me =P I will assume you were all very nice to me.
My only real complaint with the Chinese gaming audience is how well the Warcraft movie did over here, because it was one of the worst movies I have ever seen.
Anyway, if any of you have any suggestions for me or ideas, please feel free to reply to this message with them! I'll try and find another Chinese speaker to read them to me later. Thank you so much for all the great questions and your time!
submitted by Amono1ogue to leagueoflegends [link] [comments]

An Insight into Paragon, Epic, Tencent & the Games Industry.

I'd like to share a probable explanation someone wrote (not me, so I may not be able to answer your questions) after EPIC's announcement on the game's future. It's been written in another community as comments over time, and I tried my best to modify it as paper.
TLDR:
This means that a more risk-avoiding/forgiving/casual MOBA experience is tailored toward Chinese audiences because they are the biggest market on the global stage.
A more risk-taking/punishing/competitive MOBA experience is tailored toward American audiences because that is where the game first originated! AOE, DOTA, DOTA: Allstars & DOTA2 were all built by and for the core MOBA player base of the genre.
 

INTRO

Just in case you're wondering: WHY?!
I want everyone to see this.
 
What has been confirmed is that Steve Superville (the original creative director) was working on a new way of traversing Legacy to replace travel mode. Since he failed to finish it in time, Epic basically agreed to go ahead with Monolith and told him that if he didn't like that, he could leave. At that point he was forced to abandon his lead role and became more of an idea person. Just prior to V42 he chose to walk out the door because the game wasn't going the direction he had envisioned. We all know that Cam Winston has been the one to take over Steve's position since he's been gone and that most of his decisions to date have been the result of looking at "data". Well, Steve is happily working as creative director for a budding dev studio and this is their behind-the-scenes video. He's featured in the video (bandana, dreads), but he's also the one in the middle of the staff picture on their homepage. It's safe to say that in his short timeframe there, he holds a pretty strong position in the company. I want to get in touch and get his thoughts on the game of Paragon (outside of Epic's role) and how things transpired. Anyway... I believe this video is a subliminal message to the Epic community.
 
Listen closely:
"One of the great things about the product team here at Big Huge Games is that they're always digging in to anything and everything that our players are doing. However, they work very closely with our design team to actually determine what the best approach is to solve the problem that the data has identified. Which often times means that our design team can come up with creative solutions or often times things you wouldn't think of as a way of solving a specific problem if you're only looking at the data."
 
I'm pretty sure he wrote this... but regardless, I wish him all the best.
I'll look him up in the future if the project goes independent.
 

OBSERVATION, THOUGHTS, AND DISCUSSION

You know, I realized, Steve did things like I'm doing it. Top down. He said lets do as much as we can, then keep what we want. On account of the difficulties with travel mode I think a lot of the team decided it was time to start taking things away... but they drastically took them all. I'm going to start again conceptually and let the players decide what should be kept. I'm using every single person's idea that voices an opinion. The future of our GAME depends on it.
 
I think this sums it up well. They didn't give up, they had... complications. The original creative director of the game parted ways with Epic and his position was filled by someone else. What happened was the visionary of the game was given infinite possibility by the owners of Epic. What he did was manage to talk them into spending 2 years on creating the framework for a high poly MOBA (like no other). When the beta launched there were slight issues with the map (that I don't have to repeat again here). These issues culminated in the ultimate problem that fast travel was. After launching the beta the marketing plan would have been to ready the game for launch. However, the original creator of the game (who knew he couldn't compromise on travel mode) was given a deadline to find a solution for his vision. This may have been reasonable, but what was unreasonable was that after he failed to meet the deadline he was overlooked as the creative lead. Epic decided to go with a smaller project that was on the table (Monolith probably used to be a 3v3 mode) and other people were creating ideas. Eventually the original creative director told the board at Epic that he felt his original vision was being restricted by a game that wasn't "ours" (he might have asked for a longer period of time, but with investors like TENCENT looking at the game for launch in China it was clear that they couldn't afford any more setbacks) and they parted ways... just like that.
 
In the words of a Turkish fan on the forums who couldn't speak English: Love is gone...
 
So in a way, I don't blame the new creative director or any of the team because I know that it was just volatile market pressures and "data" that made them make decisions. These decisions, but mostly the Epic corporation's decision, to not treat this game like the Enigma that it is, not only within their studio, but the world, was the issue. They're getting bucked up to the moon with FNBG, but that bull ride will NOT last.
 
The original philosophy was "let's put as much into this as we can -then get rid of what we don't need". So don't think that Epic can't make an even better game than they originally did with Legacy, they are the BEST of the BEST. The problem was that they already passed the right time to get rid of the unnecessary and so they took SO much off, they got rid of the necessary!
 
Monolith was a half-baked emergency plan that I actually still spent time on, just to see where it would go! They can make a better game... but trying again to pull Paragon off when you would have to abandon all business models and self-invest, is quite a risky embarrassment Mr. Sweeny doesn't want to take. In my opinion, they should DEFINITELY do it. Tell Tencent, sorry, here's the money back for your stock if you don't like it, we believe in our games and community!
 
BUT real life doesn't work like that.
 
Everyone loves this game, it's clear, but with the original creative director on to (cellular) pastures it looks like no one has the creative leadership to get it there. Right now at least, I'm skeptical about and most concerned with the future of the GAME.
 
I think Epic has the tools, but not the faculties and resources to put this game together and I think they need their community right now more than any other company out. We have the heart for the GAME to step it up. I don't know about you, but I'm going to be trying to get this game developed with or without Epic and I want so desperately for it to work out between the core Paragon players (vision keepers, I like to call us) and the amazingly talented studio at Epic, but I fear it's the business that will do us all in. Honestly, if Epic doesn't go balls to -ALL- the walls with this they will have nothing in a few years time and they can kiss that sweet transition into the big times goodbye. This is a make or break moment for them.
 
In all honestly I'm more worried about Epic than the GAME... -because the GAME will last on. Someone will make a game like this one day, I just WISH epic would see the people posting and reach out to some of us to spark the conversation and do so. Here is a related Reddit post of the timeline of "the fall of Paragon"

TENCENT BACKGROUND

Ok, hold on to your socks for some more insight everyone.
As everyone knows, Tencent owns 48% of Epic Games and therefore Paragon.
What you might not know is... Tencent Holdings Limited is a Chinese multinational investment holding conglomerate.
 
Tencent is the world's biggest investment corporation, one of the largest Internet and technology companies, as well as the largest and most valuable gaming and social media company in the world.
 
As of January 2018, the company has a market value of US$578 billion and is Asia's most valuable company, with continued revenue growth, massive user base and investments into new areas. It maintained an exceedingly high buy rating of 98% from stock watchers, credited to its bullish outlook. It is the first Asian company to cross the US$500 billion valuation mark, while surpassing Facebook in market value on 20 November 2017, and became the world's most valuable social media company.
 
Tencent has remained the largest video game publisher in the world by revenue for years and had a recent market capitalization of around $475 billion. Tencent announced the company's results exceeded optimistic expectations with skyrocketing sales, net income and gaming revenue.
 
It is one of the most active investment corporations in the world, with recent focus on start-ups within Asia’s burgeoning tech scene. The company employs more than 7000 active Chinese Communist Party members, 60 percent of which in leading technical positions throughout the firm, accounting for roughly 23 percent of its total work force.... That's not my point though.
 
Tencent Games is an international video game company and a division of Tencent. As of 2017, it is the largest gaming company in the world by revenue.
 
Tencent's first game was QQ Tang in 2004. This was soon followed QQ YinSu in 2006 and QQ SanGuo in 2007. In 2008, Tencent acquired 22.34% of the equity interest in Riot Games, developer of the popular MOBA game League of Legends. In 2011, Tencent started hosting the game League of Legends. On February 18, 2011, Tencent acquired a majority equity interest (92.78%) in 2011, and finished the full acquisition on the 16th December 2015. Starting in 2016, Tencent developed a video gaming console dubbed TGP (Tencent Gaming Platform) Box. The TGP BOX is called the Blade. It is an Intel- powered console running Windows 10 and a TGP Box mode. So far, the TGP console has imported many Tencent games, such as League of Legends, FIFA Online 3, NBA 2K, Monster Hunter, Need for Speed, etc. Tencent even hopes to bring on third-party developed games (Paragon???).
 
Tencent acquired a 40% minority stake in Epic Games, developer of franchises like Unreal, Gears of War and Infinity Blade, Fortnite in June 2012, after Epic Games realized that the video game industry was heavily developing towards the games as a service/software on demand model (free-to-play).
 
Around 2012, Epic Games observed that the video game industry was shifting to a games as a service model. Lacking experience, they made an agreement with the Chinese company Tencent Holdings, who had several games under their banner (including Riot Games' League of Legends) operating successfully as games as a service.
 
In exchange for Tencent's help, Tencent acquired approximately 48.4% of Epic then issued share capital, equating to 40 percent of total Epic — inclusive of both stock and employee stock options, for $330 million in June 2012. Tencent Holdings has the right to nominate directors to the board of Epic Games and thus counts as an associate of the Group. A number of high-profile staff left the company months after the deal was announced. In October 2012, Cliff Bleszinski, then the design director, announced he was leaving Epic Games after 20 years with the company. His official reason was "It's time for a much needed break". Later in December 2012, Epic Games president Mike Capps announced his retirement and cited the reasons as the arrival of a baby boy he was having with his wife and his plans to be a stay-at-home dad. He subsequently announced his departure of his advisory role as well as his affiliation with the company March 2013.
 

THE THEORY ON MARKETS

IN LIGHT OF ALL THAT INFORMATION...
It is my informed opinion that Tencent is specifically developing MOBAs for the largest video game market in the world, which just happens to be the majority users of their software... Chinese gamers. When Paragon was announced for release sometime in late 2016/early 2017 Tencent set up their market in China for it's drop. THAT'S the reason why they couldn't delay the game any longer under Steve Superville and THAT'S the reason why they are developing toward a more casual... feminine player base. (I'm not a racist.)
This is a study done that explains the motivations people have for getting into MOBAs (leading factors include egoism, sense of power, standing out, domination, competition) and illustrates how as people enter the game wanting to bring down others they must learn quickly that ironically it's working together, cooperation and teamwork that accomplish this goal; MOBAs are a learning and teaching process that efficiently solve the problems that are presented in the social dynamics of modern society
... and here is a study done showing the apparently clear-cut differences between the play styles of top rated professional MOBA players of America and China
 
I'm waiting on the full-text document, but...
"The result indicates some cultural differences in online games between two countries’ teams as following. Chinese teams are risk-avoiding while American teams are risk-taking. In addition, American teams show potential stronger masculinity than Chinese teams."
 
This means that a more risk-avoiding/forgiving/casual MOBA experience is tailored toward Chinese audiences because they are the biggest market on the global stage.
A more risk-taking/punishing/competitive MOBA experience is tailored toward American audiences because that is where the game first originated!!! AOE, DOTA, DOTA: Allstars & DOTA2 were all built by and for the core MOBA player base of the genre.
 
I predicted that this tailoring would occur before they announced continuing Paragon in China.
 
Unfortunately, those who prefer the original play style aren't getting what they want out of newer larger games because they are being tailored for the larger market.
This is for two reasons:
 
On one hand... I can't blame Epic, they're recent worldwide success with Gears of War that sent them skyrocketing to the moon is now over, they're resting on the laurels of they're Unreal Engine (Guiness World Record's most successful video game engine... ever) and riding the deplorable coattails of they're Fortnite Battle Royale abomination (the developers of PUBG could do the genre so much better if they had Epic's clout!), so for them to bend the knee so to speak and have Tencent influence the development of the game is a real no-brainer. Epic even has a "Epic Launcher" that they were trying to compete with Valve and Steam through (like honestly? dumb move) and with Tencent's WeGame launcher taking over the globe they will most likely merge with them.
 
Tim Sweeny himself has stated: "Tencent is not our publisher here [in America] but our investor... and our publisher in China." The future of Paragon and Epic looks pretty bleak.
But you should never bet against Epic...
 
I'm telling you though, I work independently as a consultant and I KNOW markets...
If Epic had any balls, they would buy back they're stocks from Tencent with cold hard cash, if they had to, in order to bet on the American audiences. For two reasons:
 
For instance, on another topic, Asian markets are just recently being introduced to the NBA (or being marketed to by them rather) and it's solely because of the efforts of the stand-up guy of a current director of the NBA that he is, which is socially inclusive of all nations. He aims to engage untapped markets with the sport, which is so great, but my point is that, it's not until those markets spend a few years in the competitive sports scene that they will be truly ready for any sort of professional video game league. This is because of the competitive nature that it instills, which I already touched on.
 
My point is that investing in the American market in the long term is the smart thing to do for these companies and for that, you need a professional game that is sophisticated enough to last.... DOTA2 will continue to evolve for years to come and may even be considered to have skill at the level of regular sports on a national level. The only downside to DOTA2's outlook is that it is not cross-platform and even though the PC gamer market currently makes up the majority of the competitive scene, it doesn't even compare to the console market. Herein lies the key; revolutionizing the future of NA competitive gaming and elevating it to the level of physical sports on an international level -and it can only start here.
 
As an ASIA dominated game, LOL will fade away into the history of video games from those nations that were respected by, strictly, gamers in those nations.
Paragon has the possibility to tap into so much more.
 
If Paragon is to succeed in the future, it must be tailored toward the hidden markets. That means the level of sophistication (uniqueness or novelty/unawareness/challenge) that Paragon presents will be it's defining factor in it's success or failure.
 
Hence... my reason for the complete overhaul I've redesigned from the community. Please help contribute, the GAME can only be made by YOU the player.
 
Here is a study done on the reasons why we start, stay and stop playing MOBAs
"More broadly, previous research has established the value of social connectedness through video game play. Thus, the primary recommendation offered for improving player experience and wellbeing outcomes is to find ways to facilitate new friendships among MOBA players and ultimately, the formation of communities."
If you've read this far... I'm proud for you to be a part of this community. We can make the game we want. It is possible for Epic to help us accomplish this.
Here is the original 7-page GINORMOUS article on the future of Epic. It's as much worth reading as it is long... keep that in mind. Make sure you read all the pages (the arrows are at the bottom). If you care about the future of the game at EPIC, read it.
 

Further Findings and Comments

I just recently realized this.
"Following Tencent's purchase of Epic shares, Epic Games announced it had founded a new studio in Baltimore, saving some Big Huge Games folks from the collapse of 38 Studios to work on Infinity Blade: Dungeons – only for Epic to eventually shutter the studio in February of this year."
This is the reason why Steve Superville now works at Big Huge Games! It's a vendetta!
This is from the Big Huge Games wikipedia page
"On January 15, 2008, THQ acquired the developer.
On March 18, 2009, THQ announced that due to declining economic conditions, it would close Big Huge Games unless an outside buyer could be found in the next 60 days.
On May 27, 2009, 38 Studios announced that they were acquiring Big Huge Games and retaining 70 employees out of approximately 120 who were at THQ.
It was reported on May 24, 2012 that the studio and their parent company 38 Studios had laid off their entire staff (this was the lowest point).
In June 2012, Epic Games announced the opening of a new studio in Baltimore called Epic Baltimore. THE STUDIO CONSISTED OF A SIGNIFICANT PORTION OF EX-BIG HUGE DEVELOPERS. It was later renamed Impossible Studios.
Impossible Studios was officially closed on February 8, 2013.
In October 2014, it was revealed that Reynolds and Train (original founders) had acquired the name "Big Huge Games" at auction from the state of Rhode Island, which owned it following the bankruptcy of 38 Studios. This name was given to their new venture founded in 2013, which was formerly known as SecretNewCo."
Epic declined to comment beyond a statement posted on the company's website Feb. 8 by founder Tim Sweeney:
"When former members of Big Huge Games approached Epic last year, we saw the opportunity to help a great group of people while putting them to work on a project that needed a team. It was a bold initiative and the Impossible folks made a gallant effort, but ultimately it wasn’t working out for Epic."
...
"Former Impossible employees declined to comment about the six-month stint with Epic. One said that saying anything about those months would break a separation agreement that included a line about disparaging the company."
 
Paul Meegan, Former LucasArts president and Epic Games China founder, President of Epic Games.
"We play a lot of Paragon. We played many, many months of it before we started public testing and then we had online tests that started in about December and ran through March. Then of course, we began early access. I've played a lot of it and I'm very deeply invested in the game and it is a game where the more you play the more you understand and it really is reaching a point where the ability level of other players in the community is... astonishing... I mean it's far beyond what most of us expected to happen this quickly. That's really exciting to see and we look at this as the very, very beginning for the game. These games grow over many years so we're extremely committed to getting this game right and making it something that lives for a long time, where we have competitive play and a great community. It's super exciting, it's been a great first month."
I will hold you to that Paul.
"It's a constant balance that we have to strike. We talk a lot about when we say no and when we say yes. A big challenge for us is that there's so many cool things happening and so many great ideas that we come across either internally or people bring to us externally and the ability to choose what we do, where we partner and where we might just support people to help them do something on their own is really a challenge because we're curious and we're passionate and we want to do everything that we can... -BUT, we can't. It's something that we have to constantly think about and be vigilant about, so that we don't lose our focus and are still able to do relatively few things really well."
 
"So we did a bunch of pretty crazy things," Sweeney says. "For the first time in Epic's history, we brought in an outside investor, Tencent, who put money into the company and also has provided an enormous amount of useful advice."
In June 2012, Tencent purchased about 48 percent of Epic’s outstanding shares, or roughly 40 percent of the company, for $330 million. Along with a sizable chunk of the company, Tencent also picked up the right to have two representatives on Epic’s seven-person board of directors. But Sweeney says that has no real impact on the games the team makes.
"Epic Games is incorporated and has a board of directors that makes major financial decisions about the company but doesn't involve itself in the design or product development of games," he says. "It made sense at that point in our history after 25 years to do that and we thought that that was the way to really reliably establish Epic in this generation. We realized this would be a big leap. In the past, we had done a publishing deal with Microsoft that had brought in enough funding to operate the company for several years and Tencent's involvement in Epic had a similar effect on our ability to make this massive change and make this huge leap without the immediate of fear of money."
Tencent, Sweeney is quick to point out, is the number one operator of live games in the world, the number one game publisher in China and the number three internet company in the world. "They're not a game developer," he says. "Their expertise is how to operate these games on the large scale and to really appeal to customers, and we found that their values are very similar to ours and that we had a great deal we could learn from them."
 
Found this very intriguing article about Tencent. They don't seem to be a very transparent company.
TENCENT GOING TO PUBLISH PARAGON IN CHINA, CONFIRMED
"For us in the West, it seems Tencent's ambitions are limited to beating Steam in China - at least for now. It's not clear that they have plans to compete in the rest of the world."
...These are communist Chinese we're talking about here.
I just like this quote, (and) I'd like it here:
Sweeney says the game that best represents Epic’s new approach to development is Paragon.
“It’s a clear picture of Epic’s values,” he says. “It’s not like the retail era where a game went from God to Epic to gamers. The team is constantly listening to gamers. This is being developed very much in partnership with them.”
Early reactions, while mostly positive, seem to question how the game will set itself apart in so flooded a genre and whether the game’s system for powering up heroes using cards will work.
 
It's seems even the kids on the Fortnite forums are just as unsatisfied with Epic's newest business practices, looking for someone (in particular) to blame.
 
Just wanted to highlight the struggles that Steve went through... he never got it.
Steve Superville PC Invasion interview
Steve Superville PC Invasion follow-up
 
Watch this video for a summary.
It is the very latest... from some very insightful gamers... who know nothing of paragon.
The intro alone is worth watching. They just released the video earlier a week ago.
"Well, I mean... if that basket is so FUCKIN' huge!"
I just... don't believe in it... Fortnite will die.
... Man that Kallari blade at 7 minutes and 10 seconds made me stand up on my feet! Just watch...
 
Another really great article guys. Rest assured I've already contacted all the authors and journalists covering this story. They're not doing it to get paid, they're doing it because they care to spread the word. ... and because we all want to be heard... well, maybe to get paid too.
 
What REALLY happened to Steve Superville though? He played a game with Tencent. That's actually him in-game (dying that is) lol.
submitted by Lord_Frydae_XIII to paragon [link] [comments]

Dota 2 Elo Model - Overview and Q&A

Hi all -
I've implemented an Elo model that works for forecasting Dota 2 matches. I'd like to explain a bit about how the model works, and how to use the model forecasts that I post in the prediction threads.
Overview of Elo
Elo is a dude who came up with a way of rating players / teams based on their performance history. An adaptation of the Elo rating system is most popularly used within FIDE for ranking chess players. Nate Silver has applied Elo to NCAA and NBA basketball forecasts on www.fivethirtyeight.com.
One feature which makes Elo popular is that it is able to differentiate between quality and quantity - a team is not going to end up with a high rating just because it has a winning record and plays more matches than its rivals.
The main idea behind Elo is that all teams have ratings, and when teams face off, the winning team gains rating, and losing team loses rating. The difference in rating between two teams can be translated into a likelihood of winning using a bit of math.
Backtesting and Data
I've pulled all professional Dota 2 matches from www.gosugamers.net. In total, this is just over 32,000 maps played. This historical data can be used to calibrate our model, and to test how well the model could have performed, historically (called backtesting).
We can only provide an accurate rating for a team if we have enough historical games played for that team (and it's players). Any game where we don't have enough historical data is called a provisional game - and our model can produce 27,000 non-provisional forecasts using our historical data. The model can forecast the winning team 64.5% of the time, historically.
http://i.imgur.com/amOSxY5.png
A rough method to check model accuracy is to group up the model's forecasts into bands. If we look at all games where the model has forecasted the favorite to have a 70 - 75% chance to win (2966 maps), we can then check how often the favorite actually won - it turns out to be 71% of the time. We would have expected around the midpoint of the band (72.5%) so this is a modelling error of about 1.5% - not bad. Full results follow:
http://i.imgur.com/LLrTM5T.png
You can see more error on the bands at the extremes - this is not a real issue, as the expected win rate for say band 10 - 20% should be more like 17% than 15% as I think there are more 'close' than 'lopsided' match ups on average.
Rating Players - not Teams
In my first iteration of the model, I was only rating based on team histories. There are obvious problems with this, as this cannot properly account for roster changes, and it is impossible to rate a newly formed team. I now have built the rating system over top of the players, which has improved accuracy and better captures the data.
For a player like 'syndereN', for example, who has played on many teams - it only makes sense that his rating takes his entire history into account.
http://i.imgur.com/gidBxQB.png
Interpreting Model Forecasts
In the model forecasts I output a lot of information coming from the model, to help make proper betting decisions. Let me explain in detail what you are seeing in a model forecast, like this one between Vici Gaming Reborn and Vici Gaming:
http://i.imgur.com/SELvG15.png
Here's a quick overview of the areas on the display:
http://i.imgur.com/zdX5fTT.png
The most important thing to look at are the Model Forecasts - right in the middle of the display. Each row represents a different bet - you see the model's forecast (probability) for the bet winning, and the odds that you require so that the bet is profitable according to the model. The required odds incorporate a 5% safety edge.
The "No Roster Adj" is a forecast for a single map, using an Elo model that only looks at Team history (not accounting for team rosters - this is the 'old' model). This is mostly for comparison only - but can help to show if there was a recent important roster change for either team.
The -1.5 / +1.5 are for series handicap bets. -1.5 means that you add this to your team's score, and see if you still win the match. So in a Bo3, if your team won 2:1, you would add -1.5 to your 2 to get 0.5:1, so your team would lose the handicap bet. So in a Bo3, -1.5 means your team needs to win 2:0, and +1.5 means your team needs to win at least one map.
Team and Player Rankings
To finish up, here are the current top teams and players, according to the model.
In the teams chart - Pelo is the model's player based Elo rating, and Elo is the team history-only based Elo rating. The player based rating is using the most recent roster used by the team.
http://i.imgur.com/ZZX6tkF.png
Here are the top players, according to the model -
http://i.imgur.com/thAWMOg.png
Feedback and Q&A
If you have any feedback about the model and forecasts, please let me know. I'm interested in any ways to improve the model. If you have questions about the model, I'm happy to answer them. I'll link back to this post in my future forecast comments so that most common Q&A will be cleared up.
One question I may as well answer ahead of time - I can't currently forecast F10k or Kill Handicap bets - I don't have KDA info flowing into the model right now, and don't think this will be added any time soon.
Alpha Version for Download
I don't always have time to post model predictions, so if you would like to try this out on your own computer, check out my new website www.esportsforecasts.com to download the alpha version for free.
Model Commands
I've put up a list of the most important model commands here: http://www.esportsforecasts.com/model-commands/
submitted by sixf0ur to Dota2Betting [link] [comments]

TEST

I'd like to share a probable explanation someone wrote (not me, so I may not be able to answer your questions) after EPIC's announcement on the game's future. It's been written in a discord group, and I tried my best to modify it as paper.
 

INTRO

Just in case you're wondering: WHY?!
I want everyone to see this.
 
What has been confirmed is that Steve Superville (the original creative director) was working on a new way of traversing Legacy to replace travel mode. Since he failed to finish it in time, Epic basically agreed to go ahead with Monolith and told him that if he didn't like that, he could leave. At that point he was forced to abandon his lead role and became more of an idea person. Just prior to V42 he chose to walk out the door because the game wasn't going the direction he had envisioned. We all know that Cam Winston has been the one to take over Steve's position since he's been gone and that most of his decisions to date have been the result of looking at "data". Well, Steve is happily working as creative director for a budding dev studio and this is their behind-the-scenes video. He's featured in the video (bandana, dreads), but he's also the one in the middle of the staff picture on their homepage. It's safe to say that in his short timeframe there, he holds a pretty strong position in the company. I want to get in touch and get his thoughts on the game of Paragon (outside of Epic's role) and how things transpired. Anyway... I believe this video is a subliminal message to the Epic community.
 
Listen closely:
"One of the great things about the product team here at Big Huge Games is that they're always digging in to anything and everything that our players are doing. However, they work very closely with our design team to actually determine what the best approach is to solve the problem that the data has identified. Which often times means that our design team can come up with creative solutions or often times things you wouldn't think of as a way of solving a specific problem if you're only looking at the data."
 
I'm pretty sure he wrote this... but regardless, I wish him all the best.
I'll look him up in the future if the project goes independent.
 

OBSERVATION, THOUGHTS, AND DISCUSSION

You know, I realized, Steve did things like I'm doing it. Top down. He said lets do as much as we can, then keep what we want. On account of the difficulties with travel mode I think a lot of the team decided it was time to start taking things away... but they drastically took them all. I'm going to start again conceptually and let the players decide what should be kept. I'm using every single person's idea that voices an opinion. The future of our GAME depends on it.
 
I think this sums it up well. They didn't give up, they had... complications. The original creative director of the game parted ways with Epic and his position was filled by someone else. What happened was the visionary of the game was given infinite possibility by the owners of Epic. What he did was manage to talk them into spending 2 years on creating the framework for a high poly MOBA (like no other). When the beta launched there were slight issues with the map (that I don't have to repeat again here). These issues culminated in the ultimate problem that fast travel was. After launching the beta the marketing plan would have been to ready the game for launch. However, the original creator of the game (who knew he couldn't compromise on travel mode) was given a deadline to find a solution for his vision. This may have been reasonable, but what was unreasonable was that after he failed to meet the deadline he was overlooked as the creative lead. Epic decided to go with a smaller project that was on the table (Monolith probably used to be a 3v3 mode) and other people were creating ideas. Eventually the original creative director told the board at Epic that he felt his original vision was being restricted by a game that wasn't "ours" (he might have asked for a longer period of time, but with investors like TENCENT looking at the game for launch in China it was clear that they couldn't afford any more setbacks) and they parted ways... just like that.
 
In the words of a Turkish fan on the forums who couldn't speak English: Love is gone...
 
So in a way, I don't blame the new creative director or any of the team because I know that it was just volatile market pressures and "data" that made them make decisions. These decisions, but mostly the Epic corporation's decision, to not treat this game like the Enigma that it is, not only within their studio, but the world, was the issue. They're getting bucked up to the moon with FNBG, but that bull ride will NOT last.
 
The original philosophy was "let's put as much into this as we can -then get rid of what we don't need". So don't think that Epic can't make an even better game than they originally did with Legacy, they are the BEST of the BEST. The problem was that they already passed the right time to get rid of the unnecessary and so they took SO much off, they got rid of the necessary!
 
Monolith was a half-baked emergency plan that I actually still spent time on, just to see where it would go! They can make a better game... but trying again to pull Paragon off when you would have to abandon all business models and self-invest, is quite a risky embarrassment Mr. Sweeny doesn't want to take. In my opinion, they should DEFINITELY do it. Tell Tencent, sorry, here's the money back for your stock if you don't like it, we believe in our games and community!
 
BUT real life doesn't work like that.
 
Everyone loves this game, it's clear, but with the original creative director on to (cellular) pastures it looks like no one has the creative leadership to get it there. Right now at least, I'm skeptical about and most concerned with the future of the GAME.
 
I think Epic has the tools, but not the faculties and resources to put this game together and I think they need their community right now more than any other company out. We have the heart for the GAME to step it up. I don't know about you, but I'm going to be trying to get this game developed with or without Epic and I want so desperately for it to work out between the core Paragon players (vision keepers, I like to call us) and the amazingly talented studio at Epic, but I fear it's the business that will do us all in. Honestly, if Epic doesn't go balls to -ALL- the walls with this they will have nothing in a few years time and they can kiss that sweet transition into the big times goodbye. This is a make or break moment for them.
 
In all honestly I'm more worried about Epic than the GAME... -because the GAME will last on. Someone will make a game like this one day, I just WISH epic would see the people posting and reach out to some of us to spark the conversation and do so. Here is a related Reddit post of the timeline of "the fall of Paragon"

TENCENT BACKGROUND

Ok, hold on to your socks for some more insight everyone.
As everyone knows, Tencent owns 48% of Epic Games and therefore Paragon.
What you might not know is... Tencent Holdings Limited is a Chinese multinational investment holding conglomerate.
 
Tencent is the world's biggest investment corporation, one of the largest Internet and technology companies, as well as the largest and most valuable gaming and social media company in the world.
 
As of January 2018, the company has a market value of US$578 billion and is Asia's most valuable company, with continued revenue growth, massive user base and investments into new areas. It maintained an exceedingly high buy rating of 98% from stock watchers, credited to its bullish outlook. It is the first Asian company to cross the US$500 billion valuation mark, while surpassing Facebook in market value on 20 November 2017, and became the world's most valuable social media company.
 
Tencent has remained the largest video game publisher in the world by revenue for years and had a recent market capitalization of around $475 billion. Tencent announced the company's results exceeded optimistic expectations with skyrocketing sales, net income and gaming revenue.
 
It is one of the most active investment corporations in the world, with recent focus on start-ups within Asia’s burgeoning tech scene. The company employs more than 7000 active Chinese Communist Party members, 60 percent of which in leading technical positions throughout the firm, accounting for roughly 23 percent of its total work force.... That's not my point though.
 
Tencent Games is an international video game company and a division of Tencent. As of 2017, it is the largest gaming company in the world by revenue.
 
Tencent's first game was QQ Tang in 2004. This was soon followed QQ YinSu in 2006 and QQ SanGuo in 2007. In 2008, Tencent acquired 22.34% of the equity interest in Riot Games, developer of the popular MOBA game League of Legends. In 2011, Tencent started hosting the game League of Legends. On February 18, 2011, Tencent acquired a majority equity interest (92.78%) in 2011, and finished the full acquisition on the 16th December 2015. Starting in 2016, Tencent developed a video gaming console dubbed TGP (Tencent Gaming Platform) Box. The TGP BOX is called the Blade. It is an Intel- powered console running Windows 10 and a TGP Box mode. So far, the TGP console has imported many Tencent games, such as League of Legends, FIFA Online 3, NBA 2K, Monster Hunter, Need for Speed, etc. Tencent even hopes to bring on third-party developed games (Paragon???).
 
Tencent acquired a 40% minority stake in Epic Games, developer of franchises like Unreal, Gears of War and Infinity Blade, Fortnite in June 2012, after Epic Games realized that the video game industry was heavily developing towards the games as a service/software on demand model (free-to-play).
 
Around 2012, Epic Games observed that the video game industry was shifting to a games as a service model. Lacking experience, they made an agreement with the Chinese company Tencent Holdings, who had several games under their banner (including Riot Games' League of Legends) operating successfully as games as a service.
 
In exchange for Tencent's help, Tencent acquired approximately 48.4% of Epic then issued share capital, equating to 40 percent of total Epic — inclusive of both stock and employee stock options, for $330 million in June 2012. Tencent Holdings has the right to nominate directors to the board of Epic Games and thus counts as an associate of the Group. A number of high-profile staff left the company months after the deal was announced. In October 2012, Cliff Bleszinski, then the design director, announced he was leaving Epic Games after 20 years with the company. His official reason was "It's time for a much needed break". Later in December 2012, Epic Games president Mike Capps announced his retirement and cited the reasons as the arrival of a baby boy he was having with his wife and his plans to be a stay-at-home dad. He subsequently announced his departure of his advisory role as well as his affiliation with the company March 2013.
 

THE THEORY ON MARKETS

IN LIGHT OF ALL THAT INFORMATION...
It is my informed opinion that Tencent is specifically developing MOBAs for the largest video game market in the world, which just happens to be the majority users of their software... Chinese gamers. When Paragon was announced for release sometime in late 2016/early 2017 Tencent set up their market in China for it's drop. THAT'S the reason why they couldn't delay the game any longer under Steve Superville and THAT'S the reason why they are developing toward a more casual... feminine player base. (I'm not a racist.)
This is a study done that explains the motivations people have for getting into MOBAs (leading factors include egoism, sense of power, standing out, domination, competition) and illustrates how as people enter the game wanting to bring down others they must learn quickly that ironically it's working together, cooperation and teamwork that accomplish this goal; MOBAs are a learning and teaching process that efficiently solve the problems that are presented in the social dynamics of modern society
... and here is a study done showing the apparently clear-cut differences between the play styles of top rated professional MOBA players of America and China
 
I'm waiting on the full-text document, but...
"The result indicates some cultural differences in online games between two countries’ teams as following. Chinese teams are risk-avoiding while American teams are risk-taking. In addition, American teams show potential stronger masculinity than Chinese teams."
 
This means that a more risk-avoiding/forgiving/casual MOBA experience is tailored toward Chinese audiences because they are the biggest market on the global stage.
A more risk-taking/punishing/competitive MOBA experience is tailored toward American audiences because that is where the game first originated!!! AOE, DOTA, DOTA: Allstars & DOTA2 were all built by and for the core MOBA player base of the genre.
 
I predicted that this tailoring would occur before they announced continuing Paragon in China.
 
Unfortunately, those who prefer the original play style aren't getting what they want out of newer larger games because they are being tailored for the larger market.
This is for two reasons:
 
On one hand... I can't blame Epic, they're recent worldwide success with Gears of War that sent them skyrocketing to the moon is now over, they're resting on the laurels of they're Unreal Engine (Guiness World Record's most successful video game engine... ever) and riding the deplorable coattails of they're Fortnite Battle Royale abomination (the developers of PUBG could do the genre so much better if they had Epic's clout!), so for them to bend the knee so to speak and have Tencent influence the development of the game is a real no-brainer. Epic even has a "Epic Launcher" that they were trying to compete with Valve and Steam through (like honestly? dumb move) and with Tencent's WeGame launcher taking over the globe they will most likely merge with them.
 
Tim Sweeny himself has stated: "Tencent is not our publisher here [in America] but our investor... and our publisher in China." The future of Paragon and Epic looks pretty bleak.
But you should never bet against Epic...
 
I'm telling you though, I work independently as a consultant and I KNOW markets...
If Epic had any balls, they would buy back they're stocks from Tencent with cold hard cash, if they had to, in order to bet on the American audiences. For two reasons:
 
For instance, on another topic, Asian markets are just recently being introduced to the NBA (or being marketed to by them rather) and it's solely because of the efforts of the stand-up guy of a current director of the NBA that he is, which is socially inclusive of all nations. He aims to engage untapped markets with the sport, which is so great, but my point is that, it's not until those markets spend a few years in the competitive sports scene that they will be truly ready for any sort of professional video game league. This is because of the competitive nature that it instills, which I already touched on.
 
My point is that investing in the American market in the long term is the smart thing to do for these companies and for that, you need a professional game that is sophisticated enough to last.... DOTA2 will continue to evolve for years to come and may even be considered to have skill at the level of regular sports on a national level. The only downside to DOTA2's outlook is that it is not cross-platform and even though the PC gamer market currently makes up the majority of the competitive scene, it doesn't even compare to the console market. Herein lies the key; revolutionizing the future of NA competitive gaming and elevating it to the level of physical sports on an international level -and it can only start here.
 
As an ASIA dominated game, LOL will fade away into the history of video games from those nations that were respected by, strictly, gamers in those nations.
Paragon has the possibility to tap into so much more.
 
If Paragon is to succeed in the future, it must be tailored toward the hidden markets. That means the level of sophistication (uniqueness or novelty/unawareness/challenge) that Paragon presents will be it's defining factor in it's success or failure.
 
Hence... my reason for the complete overhaul I've redesigned from the community. Please help contribute, the GAME can only be made by YOU the player.
 
Here is a study done on the reasons why we start, stay and stop playing MOBAs
"More broadly, previous research has established the value of social connectedness through video game play. Thus, the primary recommendation offered for improving player experience and wellbeing outcomes is to find ways to facilitate new friendships among MOBA players and ultimately, the formation of communities."
If you've read this far... I'm proud for you to be a part of this community. We can make the game we want. It is possible for Epic to help us accomplish this.
Here is the original 7-page GINORMOUS article on the future of Epic. It's as much worth reading as it is long... keep that in mind. Make sure you read all the pages (the arrows are at the bottom). If you care about the future of the game at EPIC, read it.
 

Further Findings and Comments

I just recently realized this.
"Following Tencent's purchase of Epic shares, Epic Games announced it had founded a new studio in Baltimore, saving some Big Huge Games folks from the collapse of 38 Studios to work on Infinity Blade: Dungeons – only for Epic to eventually shutter the studio in February of this year."
This is the reason why Steve Superville now works at Big Huge Games! It's a vendetta!
This is from the Big Huge Games wikipedia page
"On January 15, 2008, THQ acquired the developer.
On March 18, 2009, THQ announced that due to declining economic conditions, it would close Big Huge Games unless an outside buyer could be found in the next 60 days.
On May 27, 2009, 38 Studios announced that they were acquiring Big Huge Games and retaining 70 employees out of approximately 120 who were at THQ.
It was reported on May 24, 2012 that the studio and their parent company 38 Studios had laid off their entire staff (this was the lowest point).
In June 2012, Epic Games announced the opening of a new studio in Baltimore called Epic Baltimore. THE STUDIO CONSISTED OF A SIGNIFICANT PORTION OF EX-BIG HUGE DEVELOPERS. It was later renamed Impossible Studios.
Impossible Studios was officially closed on February 8, 2013.
In October 2014, it was revealed that Reynolds and Train (original founders) had acquired the name "Big Huge Games" at auction from the state of Rhode Island, which owned it following the bankruptcy of 38 Studios. This name was given to their new venture founded in 2013, which was formerly known as SecretNewCo."
Epic declined to comment beyond a statement posted on the company's website Feb. 8 by founder Tim Sweeney:
"When former members of Big Huge Games approached Epic last year, we saw the opportunity to help a great group of people while putting them to work on a project that needed a team. It was a bold initiative and the Impossible folks made a gallant effort, but ultimately it wasn’t working out for Epic."
...
"Former Impossible employees declined to comment about the six-month stint with Epic. One said that saying anything about those months would break a separation agreement that included a line about disparaging the company."
 
Paul Meegan, Former LucasArts president and Epic Games China founder, President of Epic Games.
"We play a lot of Paragon. We played many, many months of it before we started public testing and then we had online tests that started in about December and ran through March. Then of course, we began early access. I've played a lot of it and I'm very deeply invested in the game and it is a game where the more you play the more you understand and it really is reaching a point where the ability level of other players in the community is... astonishing... I mean it's far beyond what most of us expected to happen this quickly. That's really exciting to see and we look at this as the very, very beginning for the game. These games grow over many years so we're extremely committed to getting this game right and making it something that lives for a long time, where we have competitive play and a great community. It's super exciting, it's been a great first month."
I will hold you to that Paul.
"It's a constant balance that we have to strike. We talk a lot about when we say no and when we say yes. A big challenge for us is that there's so many cool things happening and so many great ideas that we come across either internally or people bring to us externally and the ability to choose what we do, where we partner and where we might just support people to help them do something on their own is really a challenge because we're curious and we're passionate and we want to do everything that we can... -BUT, we can't. It's something that we have to constantly think about and be vigilant about, so that we don't lose our focus and are still able to do relatively few things really well."
 
"So we did a bunch of pretty crazy things," Sweeney says. "For the first time in Epic's history, we brought in an outside investor, Tencent, who put money into the company and also has provided an enormous amount of useful advice."
In June 2012, Tencent purchased about 48 percent of Epic’s outstanding shares, or roughly 40 percent of the company, for $330 million. Along with a sizable chunk of the company, Tencent also picked up the right to have two representatives on Epic’s seven-person board of directors. But Sweeney says that has no real impact on the games the team makes.
"Epic Games is incorporated and has a board of directors that makes major financial decisions about the company but doesn't involve itself in the design or product development of games," he says. "It made sense at that point in our history after 25 years to do that and we thought that that was the way to really reliably establish Epic in this generation. We realized this would be a big leap. In the past, we had done a publishing deal with Microsoft that had brought in enough funding to operate the company for several years and Tencent's involvement in Epic had a similar effect on our ability to make this massive change and make this huge leap without the immediate of fear of money."
Tencent, Sweeney is quick to point out, is the number one operator of live games in the world, the number one game publisher in China and the number three internet company in the world. "They're not a game developer," he says. "Their expertise is how to operate these games on the large scale and to really appeal to customers, and we found that their values are very similar to ours and that we had a great deal we could learn from them."
 
Found this very intriguing article about Tencent. They don't seem to be a very transparent company.
TENCENT GOING TO PUBLISH PARAGON IN CHINA, CONFIRMED
"For us in the West, it seems Tencent's ambitions are limited to beating Steam in China - at least for now. It's not clear that they have plans to compete in the rest of the world."
...These are communist Chinese we're talking about here.
I just like this quote, (and) I'd like it here:
Sweeney says the game that best represents Epic’s new approach to development is Paragon.
“It’s a clear picture of Epic’s values,” he says. “It’s not like the retail era where a game went from God to Epic to gamers. The team is constantly listening to gamers. This is being developed very much in partnership with them.”
Early reactions, while mostly positive, seem to question how the game will set itself apart in so flooded a genre and whether the game’s system for powering up heroes using cards will work.
 
It's seems even the kids on the Fortnite forums are just as unsatisfied with Epic's newest business practices, looking for someone (in particular) to blame.
 
Just wanted to highlight the struggles that Steve went through... he never got it.
Steve Superville PC Invasion interview
Steve Superville PC Invasion follow-up
 
Watch this video for a summary.
It is the very latest... from some very insightful gamers... who know nothing of paragon.
The intro alone is worth watching. They just released the video earlier a week ago.
"Well, I mean... if that basket is so FUCKIN' huge!"
I just... don't believe in it... Fortnite will die.
... Man that Kallari blade at 7 minutes and 10 seconds made me stand up on my feet! Just watch...
 
Another really great article guys. Rest assured I've already contacted all the authors and journalists covering this story. They're not doing it to get paid, they're doing it because they care to spread the word. ... and because we all want to be heard... well, maybe to get paid too.
 
What REALLY happened to Steve Superville though? He played a game with Tencent. That's actually him in-game (dying that is) lol.
submitted by Lord_Frydae_XIII to test [link] [comments]

Avoid TopFrag Services

This is not an advertisement, this is for people who do not know how to bet or are underage bettors. I would like to inform you guys that you should not buy a membership for TopFrag. (Excuse my grammar or writing, I am not an English speaker)
Lopez is a great guy and when he left TopFrag for work but decided to come back and start the "betting group" again.
I would like to just point out some things: Basic information on TopFrag Membership Prices http://imgur.com/a/CTK0c
Reason for this post is lopez has been going back on his words and his "clients" In the beginning he has stated: http://imgur.com/a/Bplwm
He hasn't really been keeping his words, for example, he has hired a dev for the website (this is good), his girlfriend to take care of online support on the website (not good since others have not received anything back with their support tickets for days), has hired a dota 2 predictor (meepwned), his nba analyst from old TopFrag and neutral for EU predictions for CSGO.
He has also partnered up with sites that look shady and started a giveaway by making "US" creating an account and using the service of those sites.
To put it shorter with pictures, here are some conversations between Lopez and members of TopFrag: http://imgur.com/a/9esLW?
submitted by peekmidclub to GlobalOffensive [link] [comments]

Yesterday was a good day + my picks for today

Hello guys, I am a new better (well I used to bet a lot but new to this forum) I posted 2 days ago on NBA daily picks and lost 2 out of my 3 bets XD Anyway as I said there I am the kind of person that favors underdogs a lot, and up until now every day I am making between 5 and 10$ of winning and never losing or staying at 0. And considering that I only started with 15 dollars it is good. Yesterday and today in the morning (gmt +2 time) I made 30$ in win and I am willing to share the image of my picks with you, as well as giving you my prediction in here. PS: Please note I play for fun, and under no mean I am willing to make money out of this. A couple of hundred of bucks each month as extra pocket money is all I need, I am not going to try and win more than that. Anyway here is the Image link: http://imgur.com/AfcY1P3 As for today's pick I will post them in here as I am not allowed on picks of the day to post picks favored by more than +200 and also those are not pick of the day they are basically my picks with most of them favoring underdogs, don't attack me if you lose, again my stack are between 5 and 10$ and this is something I can afford. Don't bet more than you can afford. I will add more bets during the day in an Edit section. I currently have 60$'s and here is how I will distribute it. (I will keep 10$ for live betting and Esports bettings) 10$ on Arsenal winning on Everton @2.55 (this is the hardest pick I made today but I believe in Wenger) Won 5$ on Chelsea Drawing with WestHam @3.65 Won 5$ on more than 0.5 goals first half on Leicester vs Crystal Palace @1.50 Won 5$ on Bayern vs Koln (more than 2.5 goal in game) @1.71 Lost 5$ on Werder Bremen Win vs Mainz @2.30 Lost 5$ on Hamburg win and both team to score against Hoffenheim @4.45 Lost 5$ on Hertha Berlin winning and both team to score against Ingolstadt Won 5$ on Montpellier winning on St. Etienne @3.80 Lost 5$ on Antoine Griezmann Scoring first in Atheltico M. game vs Gijon @3.65 Won Those are for now will update with results and more bets later. Good luck :D Edit 1: Virtus Pro (live bet) to win on complexity [email protected] Lost 5$ on MVP +1.5 vs OG @1.51 Won 5$ on Na'Vi +1.5 vs Secret @2.05 Won Edit 2: 5$ Goals first half under 0.5 on Empoli vs Palermo @2.70 Won Edit 3: 5$ on Live betting on Empoli vs Palermo over 1.5 goals (bet at min 65) @4.40 Lost 5$ on Live betting on Swansea vs Aston Villa over 1.5 goals (bet at HT) @2.45 Lost All games are Esports, dota 2, dota pit competition games. Edit 4: 5$ on Draw between Angers and Lorient @3.0 Lost 5$ on Exact Score First half 1-0 for Caen vs Troyes @3.2 Lost 5$ on Lille vs Toulouse (Lille total team goal over 1.5) @2.15 Lost damn french league last time I bet on those 10$ live bet on Lyon wins against Nantes (min 54 bet) @2.0 Won Edit 5: NBA 10$ on Nuggets wining against hornets @5.20 WON HELL YEAH 5$ on Pacers +3.5 against Oklahoma @1.93 Lost on 1 points 5$ on parley: Detroit vs Brooklyn U211.5 and Wizardz vs Knicks O206.5 @3.72 Lost 10$ on Golden State winning on Spurs @2.65 Lost 5$ Live Bet on Cavaliers to win vs Heat (bet 5 min into Q2) @2.05 Lost Hit Rate: 10/23 (43.5%) Initial balance: 60$ Total Loss: 75$ Total wins: 130$ Net wins (Current balance): 55$ (115$)
submitted by jpkfoury to sportsbook [link] [comments]

VALVE is not CIA or an Intelligence service!

As you can see the title, my post is about matchfixing issues. Some of you may know my name or don't but that doesn't matter. I've been in the gamble world for over 10 years and gone through a lot. Currently, doing "hobby" thing and predicting or analyzing all kind of matches such as cs:go, dota2, football, basketball and many others sports which are available for betting. About recent rumor of Elite Wolves match vs Infamous, it was 100% matchfixing incident for any idiot can realize by watching their game play. Such things not only happens in NA dota matches but happens a lot in SEA and CIS region too. As we call e-sports market growing so fast in last few years and it will keep grow.
There have many throw or we call 322 matches happens everyday. Sad thing is Valve cannot do much against it unless they find an acceptable evidences. Even they found something, worst punishment will be only BAN from participating in any Valve sponsored tournaments in further. So what? they will still participates in small tournament and people will keep bet on their matches even you knows that they might be throw or win. Such throw incidents aren't happen only in e-sports but real sports like football and NBA throws a lot. Basically, we can't do that much against it and just cry after the lose. There have hundreds of way to throw match for money and not get spotted or detected by Valve. Because Valve is game development company not CIA, in other words they can't step in to every single matchfixing incidents and take some action. Let me give you more simple explanation as follow:
Imagine that your good friend is happened to be a member of some dota2 team who participates in many tournaments or maybe the manager of the team, so you have money or huge amount of items, you can just phone call your friend and talk about upcoming matches and decide to throw or not together. In such case, Valve even CIA cannot do that much because:
  1. Not all people knows you are friend with that playemanager
  2. Nobody can find out that you talked with your friend on the phone before the match
  3. Nobody can check your bank accounts without any proper permission which authorized by specific organization.
  4. Even people think it was obvious throw and lost their items or money, what they can do later? Seriously what they can do? answer is simple: NOTHING! Even Valve can't do shit about this case because that team throw the match as professional way such as "shitty draft" and they play serious but still shitty draft is shitty draft and lose. So if you are about to bet your items or money, you have to realize that anything can happen to your items or money. Which means, prepare your heart whatever result may come to you.
But recent dota2 matchfixing issues are really out of control, specially at SEA region. Team Mineski, Signature Trust, TNC, First Departure etc., I can't provide evidences or prove that they threw match for money because it is almost impossible for me and for you. But we can easily spot it by watching their games. Some pro teams are kinda stupid enough to think that we have no idea how to play dota2 or CS:go and make some obvious throw. The fact is we can play the game, only we are not playing at tournament, that is the difference. As a professional sport analyst and casters can easily judge the teams performance and tell it was throw or not but still can't do that much about it unless there have some kind of organization which controls or manage the right of all teams. The truth is there have none actually. So "bet at your own risk"! if you don't want to lose your money or items, then do not risk it on low quality teams! Hope you guys can understand my point and WP!
You can contact me through my personal page and discuss about any matter! https://www.facebook.com/K1nGV1nC3nT
submitted by Eli_Vincent to DotA2 [link] [comments]

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Betting on DotA 2 is silly to hope for luck if there is no experience. View information about the team, find their strengths and weaknesses, watch the interviews of players and find out further plans for the upcoming season to make the right bets on Dota 2. Our predictions for Dota 2 can also help you make the right choice. Dota 2 - The International 2017 Betting Predictions The International 2017 is the third Major of the 2017 season and the seventh annual edition of The International. Basically, the same thing as majors in CSGO, the competition every team dreams of winning it. Updated comparison table of the CURRENT trusted betting sites which let you deposit dota skins. Last updated 23/7/2020.. Dota2bestyolo added a new promotion - $5 USD FREE - use code welcome5 or just click this link. You need to verify with email to get and deposit $5 to get the $5 bonus. The Real Value of Dota 2 Betting Predictions. Whenever you’re being offered a Dota 2 betting prediction for a match, that prediction is the result of an analysis that includes pretty much everything you’d have to search for on your own if you wanted to make an informed decision. Esports betting predictions for Dota 2, CSGO, Overwatch and LoL. Stay sharp with your Esports betting and get today's expert Esports predictions now.

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