Author: Jeff Morgan (Page 83 of 260)

Live at the GT Academy finals

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Nissan was kind enough to bring me down to Orlando for the US GT Academy finals. Until this year, GT Academy had only run in Europe, giving virtual racers a shot at competing for a spot on Nissan’s GT4 racing team. I’ve had a chance to run around with Lucas Ordonez, the winner from the first season of GT Academy and even been behind the wheel of a 2012 Black Edition Nissan GTR, a Nismo 370Z and, just for kicks, the Nissan Juke.

It’s a strange experience to be among a group of aspiring racers whose experiences have been solely virtual to this point. They are definitely excited, but there’s also an intense level of focus. I’m not a Gran Turismo player by any stretch of the imagination, so listening to these guys talk about their races, picking apart switchbacks and hairpins and straightaway strategies, is like listening in on a discussion of chaos theory from a physics professor.

I’ll be watching the finals play out over the next several hours. This last round consists of several 4-man races that will narrow the field down from 24 racers 16. Those 16 will then undergo a series of tests to prepare them for a trip to the UK where they will begin the physical competition to determine the winner of GT Academy 3.

No FG LoL Monday tonight (obviously)

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Sorry for the late notice here guys. Though I am dying to see all of your Nocturne skills, I drove some 11 hours to get back home just to leave again tomorrow. I’ll be flying to Orlando in the morning to check out the GT Academy finals with Nissan and Sony. For those who don’t know, GT Academy is a reality show that takes the best Gran Turismo drivers in the world and pits them against each other in several virtual and real world driving scenarios. The winner of the show goes on to become a real life GT circuit driver.

I’ll be covering the event Tuesday and Wednesday and will be back home once again Thursday midday. Until that time, expect some pictures of the GT Academy event and check in with me @jeffplaysgames on Twitter (yes, I changed my username).

Riot adds “Unskilled Player” to reportable offenses

You Suck.

I’m sure you’ve been in plenty of games with players saying things like, “report this Shaco for sucking,” or “report Eve for being a moron.” Of course you wouldn’t report them. After all, isn’t matchmaking supposed to weed out the unskilled, matching them against similarly unskilled players? Well, Riot wants you to give matchmaking a hand by reporting the unskilled just like you report the trolls.

I’m going to put this in italics because I don’t want anyone to miss it: The “unskilled player” offense is NOT bannable. No one will be catching a ban because they aren’t as good at this game as someone else. In fact, Tamat said the expected impact is small at best but “worth implementing all the same.” My question is, how?

I’m trying to think of the ways that Riot can pull valuable data from this metric and I’m coming up short. For starters, the kinds of players that typically want to be able to report unskilled players tend to be unskilled themselves, just searching for external reasons a game is going poorly. As an example, I recently played a game with an Udyr who was calling for reports on his team’s Shaco, who ended the game something like 4-12. Thing is, Udyr himself was 4-13, picking up his kills late in the game. To top things off, their team actually beat us (they had a solid Amumu/Kat/Corki and we had no tank). I know that examples don’t prove anything, but this is exactly the situation I see skill based reports being asked for most. Even if decent players are using this feature, there’s going to be a LOT of unreliable data, and that’s not good for anything.

Isn’t the real issue here that matchmaking and ELO simply don’t work well for assessing a team game. Solo queue is a nightmare to balance simply by its nature. There’s not a reliable statistical method for evaluating player performance as it relates to game outcome when you’re matching 10 random players. There just isn’t. The best we’ll get is an approximation. Throwing a set of unreliable data at the problem won’t do us any good.

How does tanky DPS feel now?

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This patch was supposed to address some of the issues with Tanky DPS characters. There were health nerfs and shield nerfs, but from my perspective the game doesn’t seem much different. Tanky teams are still able to drag out what appear to be landslide wins.

Does tanky DPS still need a nerf? Sound off in the comments.

Nocturne Impressions

Frozen Nocturne.

I’ve been traveling over the past couple days so I haven’t had much time to spend in League of Legends. Last night I finally had the time to sit down and give him some decent testing so here we are, back at another impression post.

Nocturne feels pretty good, on the whole. He’s a strong jungler, capable of staying healthy enough for a gank without returning to base. Duskbringer gives him a nice damage bump that makes for fast jungle clears, especially when coupled with the passive of Shroud of Darkness.

Nocturne’s ganking power before level 6 is actually a little bit underwhelming with all the dashes in the game. He gets much better at six, but unless you have the jump on an unsuspecting opponent, his slow isn’t overwhelming enough to stop someone (like Nunu’s Ice Blast, for instance) from running to tower. His fear is nice, but it’s short, and in most cases I was out of melee range when using it, so I wasn’t getting hits in, the fear would land and I would get a hit or two, and then the player was out of range again.

Like I said, that’s before level six. Once you’re level nine, things get much easier. Duskbringer starts to hit damn hard, especially if you’ve snagged a Wriggle’s or a Brutalizer. The slow is also at a point that you can hopefully sneak in a few more hits before your target Flashes or Ghosts away.

I think Nocturne might actually fall into the Xin Zhao category of junglers, though. He’s definitely strong in the jungle, but he can also be utterly devastating in lane. Without the help of a lanemate, he’s pretty tough to lane against. He regenerates health quickly with his passive, even if it is best used when pushing a lane. He also does big damage to single targets, and his spell shield gives him extra staying power against those pesky casters.

The big selling point for Nocturne is his ult, which is one of the most terrifying skills in the game. Vision is so important to the execution of a good teamfight that losing it can be crippling. I’m still not sure how I feel about the skill. It’s a great flavor skill, but I don’t like it when champion skills make it mechanically difficult for me to perform in the game. I would love to think that people will just get used to it, understand how to fight with it, but when that ult is up, everything around you is basically brush, and it becomes impossible to discern whether your team is winning or losing the fight. This is especially brutal in solo play, where you don’t have teammates able to call the fight out to you.

The only other issue I have with Nocturne is that tanky DPS still reigns supreme. Yes, it got a small nerf this patch, but for the most part you’ll be best served by building a Ghostblade or an Infinity (if things are going particularly well) and then stacking up some health so you can compete with the bruisers.

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