Author: Jeff Morgan (Page 100 of 260)

Riot to allow players to participate in the ban process

Tribunal.

As I mentioned in yesterday’s post about Renekton, it’s been a busy few days. I finally got to catch up on the forums a couple days back and found a strange post in the Announcements forums. The post gave us the first look at Riot’s newest disciplinary strategy: crowdsourcing.

Here’s the gist from ByronicHero:

Permit me to introduce the Tribunal, a revolutionary system by which you, the players, are empowered to evaluate cases of bad behavior. Soon, when you log into your account on the League of Legends website, you will be presented with the option to review random player reports. Bundled with each report will be supporting information relevant to the case, such as chat logs and game stats. With these materials at your disposal, you will be asked to vote to either punish or pardon the reported player. Once a case receives enough votes in either direction, the case will be resolved. In accordance with the verdict, the reported player will receive either a pardon or be subject to disciplinary action.

So why should you take part in Tribunal? Well, for starters, you will have the opportunity to help clean up the League of Legends community by ensuring that reports of player harassment are handled in a quick and timely manner. But if civic virtue isn’t incentive enough, we’re going to throw in an IP reward for each case in which you’re part of the majority vote.

This is a strange system, though I’m not quite ready to pass judgement. This is definitely the most direct way I’ve seen a company deal with the complaints about disciplinary panels. Has anyone played another game with this type of system?

There are a couple potential problems. First, by rewarding IP for the majority vote, it doesn’t necessarily encourage people to act fairly, just to act in groups. Granted, the easiest way to do that would be to vote on the evidence, but it wouldn’t exactly be difficult to organize large groups of voters to farm up IP. If the reward is large enough, I could easily see people doing just that.

Then there’s the simple fact that you can grief players you don’t like. I’m hoping there’s some sort of pseudonym system, whereby reported players are given an alias for the review. Without that, it seems like your’e really asking for people to abuse the system.

Those problems aside, though, it might be a decent way to get things done. The ban process is notoriously long and seems a bit useless when the bans don’t happen for several weeks or even months. This could make a things much quicker, which means players feel the penalty for poor behavior close enough to the behavior that, hopefully, they’ll wise up.

FG LoL Mondays are on! (9:30PM EST)

UPDATE: Postponed until 10 – not many people online and we have some people in games. Check back around 10EST to see if we can get a game together.

We are go for tonight, folks. If you’d like to play some arranged games with myself and the other readers here, log on to LoL around 9:20PM EST tonight and join the chat room ‘Fearless Gamer.’ I’ll try to get things started as promptly as possible.

Though we can definitely do the All Random, All Mid we’ve run in the past, I’d like to get some normal games going. If we have enough people, we could do a progressive ban like we’ve tried in the past.

Hope to see you there!

Renekton ability list announced alongside the ‘Fury’ resource system

Renekton.

It’s been a busy week, and I’m sad to say it has set me a little bit behind on my forum reading. I did get a little bit of time after dinner today to check out the recently announced ability list for Renekton, including his new resource system. Let’s dive in, shall we?

You can’t talk about Renekton without talking about the new resource system. Renekton uses ‘fury,’ which, from the sound of things, should work like most any warrior in any RPG you’d be familiar with. You hit stuff, you get fury. You use fury, you hit stuff harder. It’s a bit of an odd system for League of Legends, because you really need to be able to cast, even when you haven’t hit anything in a while. Riot deals with that by (as far as I can tell) making Renekton’s abilities free to use. By using them while he has enough fury, Renekton augments his abilities in some way. It seems a little confusing, but I’m sure it will make sense once I can play it.

I’ve interspersed my commentary with the ability list because there’s a lot to cover. My comments are in italics. Here’s the list:

Tyrant’s Reach: Renekton cleaves, dealing damage to nearby enemies and healing for 20% of the damage dealt. Each target hit grants 5 fury, up to 25. Heal amount is tripled against champions up to a hard cap.

When Renekton has more than 50 Fury he heals for a large portion of damage dealt. Consumes 50 Fury.

Few skills in LoL scream ‘jungler’ quite as loudly as this. With auto attacks generating fury along with that cleave he should be healing very quickly. The only way this isn’t a jungle skill is if it has a massive cooldown, but I doubt that. I know it is possible to jungle on Nasus (I do it myself here and there), but this skill will serve you much better in the early game than Siphon Strike.

Ruthless Predator: Renekton’s next attack will swing twice dealing a percentage of his Attack Damage as physical damage and stunning his target for a short time. Applies on-hit effects.

When Renekton has more than 50 Fury, his next attack will swing three times dealing a percentage of his Attack Damage and stunning his target for an increased duration. Consumes 50 Fury.

This is where Renekton gets the sticking power Nasus so badly needs (don’t you dare say ‘what about Wither’ – that skill is almost completely countered by Merc Treads). When coupled with the dash skill below and a Phage/Trinity Force/Frozen Mallet, Renekton will be attached to you like a facesucker on anything not named Sigourney Weaver. To me, this is basically a delayed auto attack reset, likely for slightly reduced damage. A reasonable combo would probably be Slice/Dice and if you’re over 50 fury, hit Ruthless Predator, if not, use his cleave/auto attacks to break 50, hit RP and finish your target.

Slice: Renekton dashes forward, dealing physical damage to targets along the way. If he hits a target he gains the ability to use Dice. .
Dice: Renekton dashes, dealing physical damage along the way.

When Renekton has more than 50 Fury during Dice, he deals 50% additional damage and shreds the armor of targets he hits. Consumes 50 Fury.

This is an interesting skill because it is probably the first hard counter to Flash in the game. If you Slice to a target and they Flash, you Dice to them again. Even Kassadin would have a hard time getting away if Renekton takes Flash. This skill is also your setup for everything else. Depending on the cooldown, I would guess you’ll take one rank of Slice/Dice and max the other two.

Dominus (Ultimate): Renekton empowers himself with dark energies, gaining increased size and health for 15 seconds. While empowered, he deals additional magic damage and generates bonus Fury every second.

Here we have the thematic tie to Nasus, as well as a defensive skill to add a little survivability. It’s strange that he deals bonus magic damage in this form. I’ve never liked it when Riot hybridizes a champion’s damage; it makes that champion very difficult to build against in an otherwise balanced team. Again, I wonder about the cooldown. I personally think Nasus’ ult CD should be half as long as it is, but maybe that’s just me. This guy has enough other high-impact skills that this one doesn’t have to be incredible (as an aside, it sucks to write that – this is his ult and as such it should be epic).

Reign of Anger (Passive): Renekton gains 10 Fury per autoattack. Having sufficient fury empowers Renekton’s abilities with bonus effects, but this drains Fury. Out of combat, Renekton loses 5 Fury per second.

When Renekton is below 40% life, he generates 50% more Fury.

Again, this is a case for Renekton as a jungler. Melee does not do well in lane as it is. The quick Fury decay means he needs to be auto attacking fairly often to keep enough available for use on champions. In a way, it’s sort of a beautiful system for a jungler. In the early game he’ll probably struggle to get to that 50 Fury during a gank. The Fury will decay while he’s positioning in the brush and he’ll need 4-5 auto attacks plus an ability or two to get to the 50-point stun from Ruthless Predator. With Slice/Dice and a mobility summoner spell, though, I could see him sticking to targets in the early game with or without Fury. We’ll see.

On the whole, I’m really interested to see how this guy turns out. It’s strange that Riot is releasing what appears to be a very strong jungler after it’s been mentioned several times by several people that they want to reduce the importance of jungling. That could mean jungling nerfs are getting close, but it could also be that pure melee toons thrive in the jungle because they get crippled in lane and there’s no easy way to fix it. Let’s hope it’s the former.

Pro Tips: Focus on your farm

Harrowing minions.

Most of my recent writing has been editorial, looking at sweeping changes to the different games I play and what it means for the development of the title. I love writing that stuff, but I also miss writing stuff like this, so here we are. Today’s pro tip is something simple, but often overlooked, even at higher ELOs.

The other day I was laning with my brother. We always have a good time playing together but something felt different. I was having trouble last-hitting creeps, something I never struggle with, to the point that my friends usually ask me to stop last-hitting so well. The problem wasn’t me. It was him. He was last-hitting like a fiend, building up his creep count and working toward a really nice early game farm.

If you want to immediately improve your game, learn to last hit. Farming is the most important part of your early game, even more so than ganking. If you’ve ever left lane to attempt a gank and returned to find your opponents out-leveling you and crushing your creep count, you know what I’m talking about. If you’ve ever seen a Miss Fortune with Infinity Edge at 14 minutes, you also know what I’m talking about. A successful early farm allows you to leap past your opponents’ gear levels and sets you up for a strong end game.

A strong farm is more than just last hitting creeps, though. You should always be looking for ways to maximize your gold. Jump out of lane to briefly grab jungle creeps while the lane pushes back up. Learn when you need to help your team defend a turret and when you can avoid the stalemate and go farm a side lane. Learn when you need to abandon a tower because the defense is crippling your farm.

Also, don’t be afraid to ask your teammates to let you farm. The other day I was playing Zilean, laning with a Mundo player. That’s a great lane team, right? Well, it was, but Mundo didn’t want to zone our opponent. Instead, he was chucking his cleavers at creeps, often killing them from 30 percent health or more. Not only was it pushing our lane, it was ruining my farm. I asked him to let me farm. He wasn’t interested, so I just started bombing every creep I saw. I know, that’s not a great example, but it illustrates the point that farming is a team effort. If you aren’t cooperating with your lanemate, you better hope you have better farming skills or get out of lane. If you’re lucky, though, you’ll get a teammate who knows how to zone with abilities and last hit with attacks and who will compliment your own skillset.

The last thing I’ll say is don’t sweat it. Creeps take very predictable damage, so you’ll get better. If your opponents are beating you by 5-10 creeps, no big deal. When they go up 30-40, that’s when you need to worry. With a little focus, though, you should be able to push your creep count up, buy high-tier items early in the game, and help carry your team to victory.

The next great MMO: I need a game where the mechanics don’t break my immersion

World of Warcraft UI.

With any game, I always hit a point where I cease to be immersed in the game as a world and start thinking about the mechanics, the way the game actually works. In Counter-strike, it was the day I learned to jumpcrouch. Suddenly this game-changing mechanic turned me from a terrorist running about desperately trying to stay alive into a hopping ball of impossibly accurate death. In Halo, it was the way grenades would explode once they sat still. I perfected grenade trapping on every map, so there was always an extra burst of damage where and when I needed it. With Oblivion, it was discovering that I could beat the game at level one by choosing primary stats and never leveling them up.

WoW suffers from this immersion problem as much as any game. Creating a class for the first time, you rarely think about the different racials. If you’re going to PvP, though, it’s obvious that human is your best choice. I always loved Beast Mastery on my hunter because I got to have a big scary pet and, in Wrath of the Lich King, unique pets, but when Blizzard nerfed BM damage into the ground, it pretty much killed my favorite way to play the class. Hunters lost a lot of flavor for me that day, and it was because of a mechanical change.

The thing I’ve always loved about MMOs is the flavor of the different classes. While I love to try different things, I’ve always been a player who settles into the class I enjoy most and really identify with. Every time mechanics intrude on my class immersion, I wonder how the next great MMO will deal with it. I started taking a look at RIFT recently, a game that has been getting a lot of positive attention in its beta phase. To me, the game looks too much like WoW for me to seriously consider it. If I’m going to pay a monthly fee for WoW or a game that looks an awful lot like WoW, I’m probably going to stick with WoW if only because I have so much time invested in it. Still, I was trying to keep an open mind on RIFT, until I read the talent trees for the different classes. They’re basically the same kind of boring crap you get in Warcraft. Increases your spell haste by 3 percent. Increases your damage from this spell by 10 percent. Gives you a chance to get a free spell cast. None of that stuff is fun or flavorful – it’s all mechanical. It helps your name climb up the damage meters. It doesn’t make the game any more interesting than it was before you put your talent point there.

My hope is obviously that someone will find a way to blend flavor and mechanics for an MMO, but it’s going to take someone with serious vision. I think a lot of developers confuse depth with complexity. League of Legends is a great example of a deep gameplay experience without a super complex experience. The fact that my hunter in WoW has 50 action buttons on the screen seems to me like a design failure. With so many different skills, I’m immediately sucked out of the game to worry about where to put my latest macro. While the four button approach for LoL may be too slim for the MMO experience, there has to be some happy medium, one hopefully much closer to four buttons than 50, that allows me to engage with the game world intuitively and simply enjoy my class for what it is.

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