Every week the pros file into the studio and play two games that, for most fans, are largely inconsequential. At the end of the regular season they will have played 4 games against each of the other 7 teams for 28 in total. It is great that the LCS has given us plenty to watch, but it is hard not to regret that most games do not mean much. It does not matter where a team finally places in the regular season as long as they are not in the bottom 2 – the 6th place team goes to playoffs and has just as much a chance to win the split as the 3rd place team and barely less of a chance than the 1st place team. Although the top 2 teams are rewarded with byes in the quarter finals, those byes are ultimately only worth just 2 wins (the quarter finals are a best of 3). In the 2014 Spring Split, Team Curse ended the regular season in 5th place with a record of 11-17, 13 wins behind 1st place Cloud 9 at 24-4, and managed to beat Team Dignitas in a quarter finals set that went to three games. Once they made it into the semifinals, they were on precisely equal footing with Cloud 9. They had won 13 of their 31 games up until that point, or roughly 42%; Cloud 9, on the other hand, had won 24 of 28, almost 86%.
It's the second entry in our ongoing League of Legends design values! Last time we had environment and clarity designer Richard "Nome" Liu go in-depth on why Clarity is important in League of Legends. Up this week is Riot Games' Vice President of Game Design, Tom "Zileas" Cadwell, here to talk to one of League's most central themes: the pursuit of mastery.
Zileas has been a part of Riot Games for a long time and he's actually the one who first introduced several of the terms used in our design values series – like Counterplay. Today, however, Zileas will be focusing more on mastery as it relates to every design decision we make in League and why it's so important to the game as a whole. Onward!
Players are driven to play different game genres for different reasons. In MMOs, it might be a feeling of progression or social achievement. In single-player, story-focused games, it might be about immersion, or making your way through a deep narrative. In the MOBA genre, we believe the main thing that motivates players to stick around is the pursuit of mastery.
Whether you're trying to be the best League player in the world or you're just picking up on how to last hit, playing League of Legends is about continually growing and becoming a better player. We believe that players who play League are seeking mastery, and our design philosophy is deeply tied to this idea. For our part, we hope to make a player's journey endlessly rich and fulfilling; someone who adapts quickly and instinctually should be rewarded as much as the one who spends days figuring out the most optimal path forward - both are pursuing mastery in their own unique ways.
We’ve identified three major areas of mastery: personalexpertise, teamwork, and adaptability.
Would you consider removing the level restriction on Doom Bots?
I was trying to play with an NA friend earlier, but couldn't because his EUW account was only level 2. Really unfortunate and super sucky.
I get why you would have a restriction, but featured game modes can be a fun, non-serious way for us to play with friends from other regions. Especially if we have a group of 5 and it's against AI.
We generally add these restrictions because game modes are alternate ways of exploring League of Legends in the context of League of Legends. We don't want a new player's first experience in League of Legends to be in an alternate game mode, where the rules don't make sense if you aren't familiar with League of Legends.
That said, we should empower players to make those decisions, and your situation is likely not an uncommon one. We will likely revisit our stance on queue restrictions for future modes.
The team responsible for unleashing the doomiest bots ever is hosting a Q&A session, so come armed with your game mode questions and ideas! Oh, and if you have any horror stories about your slaughter at the hands of the Doom Bots, please share them! The team feeds on your tears.
NOTE: Those files were withdrawn from PBE today, so i decided to do some roundup. Have in mind that those datamined values not necessarily are new, they could be hidden stats in other gamemodes too. I didn't list everything, only interesting files.
Key: HeroStats*COMBAT_PLAYER_SCORE - It suggests that there's a combat score. Possibly the gamemode will be played on edited Dominion map (where such score system exist). There are also other values like capture/neutalize assist, further confirming it.
Key: HeroStats*CONSUMABLES_PURCHASED - I don't remember any stat like this for any mode.
Key: HeroStats*ITEMS_PURCHASED - And this too.
Key: HeroStats*LONGEST_TIME_SPENT_LIVING - We have time spent dead, but not this.