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I no longer play, but I still watch the pro teams from time to time. One of the things that has impressed me the most about Riot's approach has been their willi
by Cyranix 12y ago
I no longer play, but I still watch the pro teams from time to time. One of the things that has impressed me the most about Riot's approach has been their willingness to make dramatic modifications to core game mechanics in an effort to keep games exciting for both players and spectators.
An example that indicates the difference between last year's world championship games and this year's is the ward system. Wards are items that a player can place near their current location, invisible to the enemy team, to gain vision into the fog of war, which is vital for decreasing risk in map-wide coordinated team strategies. Under the old system, pro teams often bogged down during the mid- and late-game phases as they vied for map vision superiority, and the only viable strategy was to purchase as many of the superior ward type (pink, with green being inferior) as possible and equip at least one player with a long-term ability to see invisible elements. Under the new system, both green and pink wards are valuable — the former are invisible to enemies and time-limited, the latter are visible to enemies but can detect invisible elements and are not time-limited — and all players have access to a periodic ability to place an extra ward or shut down enemy wards. As a result, the action in this year's matches has been much more consistent, as teams can still angle for vision control without losing momentum.
Just today, I saw some rough notes (http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/9dG0ndq0-rough-notes-pbe http://boards.pbe.leagueoflegends.com/en/c/champions-gamepla...) on changes being tested in public beta. The scope of changes is massive! Starting stats, behavior of towers, and the range of temporary buffs are all on the table for a major revamp. It would be really easy for Riot to resist improving their game under the excuse of "this is the way we've always done it", but they continue to push and innovate from within. A great example of keeping a startup mentality alive within an established company!
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On another note more closely related to the posted article: for anyone that doesn't already watch pro-level League of Legends and is interested based on this article, you can follow the remainder of the current world championship matches through http://na.lolesports.com http://na.lolesports.com — the next best-of-five between two Samsung-sponsored teams should be very exciting. Past matches are available via http://na.lolesports.com/vods/league/worlds http://na.lolesports.com/vods/league/worlds and I would highly recommend the Fnatic vs. OMG game from the group stages (direct link: https://www.youtube.com/watch?v=O345c46mFqY https://www.youtube.com/watch?v=O345c46mFqY).
- sliverstorm 12y agoI don't know if you are familiar with DoTA, but can you comment on why DoTA doesn't seem to have the problem with games stalling as players fight for vision control? I believe the DoTA ward model is very similar to the original LoL ward model.
- cheepin 12y agoVision choices are more limited, access to team stealth is just an item away. However, I would say that Dota still has a problem with stalling, maybe even more than League of Legends. There are often one-sided games that drag on for quite a long time before the winning team has a decisive enough advantage to actually finish the game. This comes from a few features, foremost 'buyback' which lets players come back from the dead before their timer expires for a fee, which means that even if you kill their entire team inside their base, unless you have the force to kill them all again, you usually cannot take any ground.
- sliverstorm 12y agoDoTA games definitely stall, part of which I think has to do with a desire by the developers to avoid "freak" outcomes- it's rare to be able to win in DoTA with only a small advantage, so even if it is pretty obvious who is going to win they have to build up their advantage to end the game. Most of the time it's frustrating, although the extra time sometimes leads to incredible turnabouts. I am most curious about the ward aspect, specifically. Are you saying DoTA has less vision choices? And you are referencing smoke?
- duskwuff 12y ago> DoTA games definitely stall... That's been in flux recently! Patch 6.81, which was active from April 2014 until a few weeks ago, devolved into a "deathball" meta which tended to end games early. (This was responsible for the rather anticlimactic conclusion of The International this past July.) Patch 6.82 introduced some new "comeback" mechanics, which generally enhance the ability of a team that's playing from behind to recover after taking a teamfight, or finding high-value pickoffs. The details are still being tweaked, but so far the result does seem to have been less one-sided games, both in amateur and pro games. And yes, "team stealth" is referring to Smoke of Deceit. A really interesting item, available in limited quantities, which allows a group of players to become temporarily invisible and sneak around the map -- even under sentry wards, which usually reveal invisible heroes! -- until they close in on enemy heroes or towers.