Job Recruitment Website - Zhaopincom - Why is there a mechanism of "eliminating the wild" and "compensating" in DOTA2?

Why is there a mechanism of "eliminating the wild" and "compensating" in DOTA2?

There is a reason for the mechanism of "swallowing wild animals" and "paying back compensation" in DotA2. Because of paying back compensation, DotA's technical terms for Warcraft against RPG maps were originally based on the heroic tactics of killing our army or letting the army send monsters to contain each other in war3. In DotA, it refers to the action of killing our lines or defensive towers to prevent the other side from gaining experience and money, so that the small soldiers can pull towards us from the beginning. More than half of their own blood can attack them gradually. If the compensation is successful, it is not easy for enemy heroes to gain general work experience, but they will also gain a small amount of compensation work experience. How much compensation work experience the compensated soldier gets depends on whether the enemy hero is in close combat or remote control. The experience gained by short-range enemy heroes is 36/n, and the experience gained by remote control enemy heroes is 18/n within the range of 1000.

If the enemy has two melee heroes and 1 remote control heroes within the range of 1000, each melee hero will gain 12 (36/3) working experience. Remote control hero gained 6 (18/3) work experience. As far as Tunye is concerned, he is a player, and sometimes he miscalculates the length of time. From a competitive point of view, tunye system is to speed up the formation of characters, and then speed up the pace of mobile games.

Needless to say, Bian Xiao believes that every dota player has been taught by his opponent. It is worth mentioning that this operation comes from war3. Dota was born out of war3 online editor, and built-in RTS features. In one-on-one combat, attack enemy lines or engineering vehicles, gain economic development and experience, and complete the promotion of heroes and the upgrading of weapons and equipment. In DOTA2, only the last attack knocks down the line of soldiers to get money. Tower pushing can be divided into positive compensation and negative compensation, in which positive compensation is to push down the other party's soldiers and negative compensation is to push down our party's soldiers.