[Patch 5.20] League of Legends General Discussion - Page 14
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Alaric
France45622 Posts
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brokenwatch
Azerbaijan99 Posts
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yamato77
11589 Posts
I find that quite a bit more interesting, personally. Backtracking, blatantly making excuses, not giving a real answer in any meaningful way. Why isn't Riot working on this mode if it's not actually toxic? Just wtf. On October 25 2015 01:44 brokenwatch wrote: i think soloq is perfect as it is everyone could be a diamond if you played a little bit better it makes no sense to invent a bicycle all other again for no reason whatsoever its so annoying to listen to you people whine about thgings that are not worth whining about its just a game dont take it so extra seriously i mean if the system wasnt good you wouldnt see all those good players in great games in the finals we have now the system you guys want would indubitably promote bad plays 1) No one is whining, they are discussing something someone actually said was going to happen and thinking about pros and cons. One of the biggest posts on the subject actually says more bans would be bad for soloq, although I disagree. 2) "If the system [presumably in soloq?] wasn't good you wouldn't see all those good players in great games in the finals" Uhh... soloq has nothing to do with the quality of players in competitive games, and thus the quality of games they produce at the professional level. Would more bans be bad for competitive? I don't think so. You seem to think so. Why do you think that? Perhaps not just MORE bans, but a different system altogether from 3 bans each before any picks are made. Blanket statements like "any change would be bad" doesn't really add to the discussion at all. Change IS being made, as confirmed by someone from Riot, so you're bound to be unhappy. | ||
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Sufficiency
Canada23833 Posts
On October 25 2015 04:18 yamato77 wrote: http://ask.fm/RiotLyte/answer/133465551810 I find that quite a bit more interesting, personally. Backtracking, blatantly making excuses, not giving a real answer in any meaningful way. Why isn't Riot working on this mode if it's not actually toxic? Just wtf. 1. Poor monetization potential (by "poor" I mean none whatsoever) 2. Little interests from a vast majority of the player base 3. Difficult and expensive to implement. | ||
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GrandInquisitor
New York City13113 Posts
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yamato77
11589 Posts
On October 25 2015 04:56 Sufficiency wrote: 1. Poor monetization potential (by "poor" I mean none whatsoever) 2. Little interests from a vast majority of the player base 3. Difficult and expensive to implement. I doubt that it's actually that difficult to implement given URF mode. I do agree that they don't do it because it can't make them money. Locking the mode behind a diamond wall would be even more backwards than just not releasing it. A mode designed to help players improve mechanically given only to the top 1% of players. lol. | ||
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Ketara
United States15065 Posts
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Fildun
Netherlands4124 Posts
On October 25 2015 06:37 Ketara wrote: I wonder how angry people would get if they made it and then charged 5$ for it. Not as angry as you think, probably. Actually, this might be a pretty good idea. At least better than GrandInquisitor's one. | ||
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Sufficiency
Canada23833 Posts
On October 25 2015 06:14 yamato77 wrote: I doubt that it's actually that difficult to implement given URF mode. I do agree that they don't do it because it can't make them money. Locking the mode behind a diamond wall would be even more backwards than just not releasing it. A mode designed to help players improve mechanically given only to the top 1% of players. lol. It's not even remotely comparable to URF mode. The set of features that are needed to be a "sandbox" is enormous. | ||
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Sufficiency
Canada23833 Posts
On October 25 2015 06:37 Ketara wrote: I wonder how angry people would get if they made it and then charged 5$ for it. Or just don't do it at all and make more skins - easier monetization, less backlash. | ||
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Ansibled
United Kingdom9872 Posts
On October 25 2015 06:05 GrandInquisitor wrote: Personally I'd love it if Sandbox was locked to only like, Diamond players and up. I know that will never happen but it's fun to imagine, and reinforces the idea that game knowledge is 10x as important as mechanics. What is the point of this? It's just going to annoy people who want to use it. | ||
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krndandaman
Mozambique16569 Posts
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Plexa
Aotearoa39261 Posts
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killerdog
Denmark6522 Posts
On October 25 2015 06:56 Fildun wrote: Not as angry as you think, probably. Actually, this might be a pretty good idea. At least better than GrandInquisitor's one. If they charged for it then it would have to be 100% completely bug free, and I think we know the chances of it not constantly breaking are pretty low. | ||
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Uldridge
Belgium5232 Posts
On October 25 2015 07:01 Sufficiency wrote: It's not even remotely comparable to URF mode. The set of features that are needed to be a "sandbox" is enormous. What. Make cooldowns zero seconds instead of almost zero. Make it that you can play against other people and not take damage to practise skillshots. It's basically a more condensed version of URF and they already have the framework. It's basically like the training mode every single fighting game ever has implemented. And a sandbox mode. I'm pretty sceptical about the whole idea to be honest. Pro players already know what terrain is flashable for example. They play enough games daily to have had enough situations pop up where they had to make a certain move and see it succeed or fail. It's all about this: do you have enough composure to actually take enough damage to walk to the absolute edge of a certain wall to flash it and make that flash. Players know they can make that flash, it's just about timing. For example, that gank in CLG vs FW where Doublelift knows he can make that flash only if he's a bit further, but uses the summoner anyway and fails because he doesn't wait long enough or doesn't understand that it was a hopeless situation. It's all context based. And I don't think that a sandbox mode would improve the top players that much. There's a reason they get their kills in ganks or in teamfights and that's because they force the opponent to choose a lesser of two evils. A sandbox mode won't ever make you better in choosing the lesser of two evils, since that's entirey situational. | ||
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Sufficiency
Canada23833 Posts
On October 25 2015 13:28 Uldridge wrote: What. Make cooldowns zero seconds instead of almost zero. Make it that you can play against other people and not take damage to practise skillshots. It's basically a more condensed version of URF and they already have the framework. It's basically like the training mode every single fighting game ever has implemented. And a sandbox mode. I'm pretty sceptical about the whole idea to be honest. Pro players already know what terrain is flashable for example. They play enough games daily to have had enough situations pop up where they had to make a certain move and see it succeed or fail. It's all about this: do you have enough composure to actually take enough damage to walk to the absolute edge of a certain wall to flash it and make that flash. Players know they can make that flash, it's just about timing. For example, that gank in CLG vs FW where Doublelift knows he can make that flash only if he's a bit further, but uses the summoner anyway and fails because he doesn't wait long enough or doesn't understand that it was a hopeless situation. It's all context based. And I don't think that a sandbox mode would improve the top players that much. There's a reason they get their kills in ganks or in teamfights and that's because they force the opponent to choose a lesser of two evils. A sandbox mode won't ever make you better in choosing the lesser of two evils, since that's entirey situational. Then we have different definitions of sandbox mode. You are saying URF mode is essentially a sandbox. I will only consider it a sandbox if it offers greater level of control by the player - spawn any units at will, modify gold/experience, etc. | ||
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killerdog
Denmark6522 Posts
On October 25 2015 13:28 Uldridge wrote: What. Make cooldowns zero seconds instead of almost zero. Make it that you can play against other people and not take damage to practise skillshots. It's basically a more condensed version of URF and they already have the framework. It's basically like the training mode every single fighting game ever has implemented. And a sandbox mode. I'm pretty sceptical about the whole idea to be honest. Pro players already know what terrain is flashable for example. They play enough games daily to have had enough situations pop up where they had to make a certain move and see it succeed or fail. It's all about this: do you have enough composure to actually take enough damage to walk to the absolute edge of a certain wall to flash it and make that flash. Players know they can make that flash, it's just about timing. For example, that gank in CLG vs FW where Doublelift knows he can make that flash only if he's a bit further, but uses the summoner anyway and fails because he doesn't wait long enough or doesn't understand that it was a hopeless situation. It's all context based. And I don't think that a sandbox mode would improve the top players that much. There's a reason they get their kills in ganks or in teamfights and that's because they force the opponent to choose a lesser of two evils. A sandbox mode won't ever make you better in choosing the lesser of two evils, since that's entirey situational. And what about all the crazy, ridiculous bugged out interactions that happen when skills start firing at the same time? Maybe if two blitz hooks shoot at once, they share an id tag and the server crashes. Maybe if karthus tries to ult while viktor has two ultimates active at once, the server crashes. Maybe if a maokai reaches 300 sapplings, the server crashes. Maybe if a draven has more then 5 spinning axes going at once the server crashes. Without knowing how every single aspect of league is coded, you have no idea what would get broken by having no cooldown, and we've had bugs in the past where one small interaction between champions has taken down games or even the whole server. It would take a HUGE amount of testing to check even a small number of the potential fringe cases. Not to mention cases with older mechanics where some things are hard coded into the game. Completely ignoring the fact that a sandbox mode would be expected to have all sorts of customiseability on top of just cooldowns, those alone are months if not more of playtesting, just to insure that the servers don't crash the second it gets released. | ||
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nafta
Bulgaria18893 Posts
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Amui
Canada10567 Posts
Probably far too hopeful to expect "spawn cannon 10" level control ever given the level of client side control available. Riot's engine wasn't built like source engine is, there's so much less flexibility it isn't even funny. Some ways I could see them implementing a pseudo sandbox. - items in store that level you up upon usage - items in store that spawn a target dummy with 2k health and 100/100 resists(or whatever is reasonable) - CDR limit set to 90% - trinkets give CDR | ||
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nafta
Bulgaria18893 Posts
On October 25 2015 19:13 Amui wrote: Well atm, we first of all don't even have a player console to enter commands into (chat box aside). Probably far too hopeful to expect "spawn cannon 10" level control ever given the level of client side control available. Riot's engine wasn't built like source engine is, there's so much less flexibility it isn't even funny. Some ways I could see them implementing a pseudo sandbox. - items in store that level you up upon usage - items in store that spawn a target dummy with 2k health and 100/100 resists(or whatever is reasonable) - CDR limit set to 90% - trinkets give CDR in other words broodwar/wc3 custom maps :D it is kinda sad that a lot of the community doesn't know what sandbox mode is and they whine about it when most people just want a practice mode so we can actually learn how to do proper combos and get better reaction time | ||
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