Tag: lol (Page 2 of 12)

Riot Kills Mac Client, My Remaining Faith in Their Customer Service [RANT]

Note: This is the rant version of a post on communication I wrote earlier today. This is centered on Riot’s Mac Client shutdown. It is long. If you’d rather read suggestions for solving the problem, here’s the link to my earlier post.

I’ve been trying to give Riot the benefit of the doubt over the past 6 months. I got a bit cynical for a while there, but the bottom line was that I was enjoying their game, a game that experienced such explosive growth that very few companies could possibly have maintained, and if I wanted to play with new friends they could jump in the game for free. All of that is great stuff.

There were a few bumps along the way – we were promised things we never got. We were promised reparations for some customer services snafus and never got them. We’ve been promised new features for more than a year and they still aren’t here. But today a friend of mine sent me a thread that trumped it all and effectively killed any remaining faith I had in Riot as “the most player-focused game company in the world.” As of this past Tuesday, Riot officially killed the League of Legends Mac client.

I’m not here to bitch about the disintegration of the Mac client. It had been unsupported for months, and though it ran, some fairly serious problems would pop up from time to time for many of the users. I understand that maybe it was just more work than it could ever be worth, or that it just might never get to an acceptable state. I get that. What I don’t get is the method Riot used to communicate the change, the way rewards are being handled, and the message Riot is sending to a portion of its playerbase.

Forums have a couple problems, not the least of which is the amount of data they generate. Important posts get buried and can be incredibly difficult to find again, and that’s only for the forums you actually read. When a platform has been unsupported for months, chances are good that players stopped reading the Mac Client forum. Hell, who says they were even reading it in the first place? I know for a fact my brother didn’t read it, and the Mac client was the only way we were able to play LoL together since his PC died.

Then there’s the timing. The announcement was made on September 2nd. The shutoff date was September 6th. That’s four days. Four days. That has to be a joke. It’s not just that the notice window is so small, it’s also that the consolation prize for Mac testers can only be verified within that window. Here’s a quote from Tamat’s post:

Riot would like to give all active participants in the Mac beta a code that unlocks the Champions Pack, as a token of appreciation for the time they have dedicated to helping us evaluate the Mac client and our sincere apology for not being able to have the testing work out as originally planned. To qualify for the reward, you must have a majority of your logins come from the Mac client, and you must login to the Mac client and click on the Store button between Friday, September 2 and Tuesday, September 6.

So if you aren’t actively reading the Mac Testing forum (which is probably most people) and don’t log in for four days, you get nothing but a giant middle finger to stare at. This might not affect millions of customers. This might not affect even a thousand customers. It will affect some, though, and the message from Riot to those players is loud and clear: We don’t want you. Despite the time you spent testing the stillbirth that was our Mac client, we’re only going to offer a thank you once, and only for four days.

It’s pretty easy to imagine a situation in which players wouldn’t be able to log in for four days, or that they might choose not to. You know, like if they had been planning for the end of a season that was delayed without explanation. If they made the grind to Bronze or Silver or Gold status and then decided to check out other games while they waited for those rewards to come through. Gee, wasn’t that also a holiday weekend? You don’t think anyone may have been traveling or otherwise away from a computer that entire weekend, do you?

Well, we actually don’t know the answer to that because, as far as I can tell, Riot hasn’t been back to that announcement thread since Friday. I say “as far as I can tell” because that thread is now more than 100 pages long, and I’ve only been through about 30 of them. I would use Riot’s DevTracker, but it’s actually more polluted than the thread itself (more on that in today’s earlier post). I would use CL Gaming’s redtracker, but I can’t filter for the Mac Testing forum because, again, no one reads it or posts in it.

So I’m done. I’m done digging through thousands of forum posts for information that should be easy to find. I’m done assuming Riot knows best. Most of all, though, I’m done believing that somewhere Riot has a plan, that when the timing is right they’ll let us in on it, or that they’re actually in touch with their playerbase at all.

Come at me, most player-focused game company in the world. Prove me wrong.

Today I learned how big League of Legends truly is

Shrimp Tacos

My girlfriend and I are headed on a road trip up to Ohio this coming weekend to spend 10 days or so with our families. We’ve been preparing for the trip for the better part of the week so far – buying snacks for the road, doing laundry, all the boring stuff you do before a road trip. We also wanted to get together with some friends before taking off, which tonight meant dollar tacos at a local bar. They’re good too – way beyond fast food fare, replete with cherry tomatoes and a sprinkle of cheese.

A friend turned to me at one point during the meal and said, “I just read that League of Legends has 15 million subscribers. That’s huge, right?” Granted, he knows that’s the game I write about, but he’s not a particularly avid gamer, and certainly not a PC gamer. Still, he not only knew the game, he knew the numbers, and that speaks volumes more than any number could.

To say that League of Legends holds a special place in the gaming industry would be a gross understatement. At the beginning of the week, Marc Merrill gave us proof of the game’s success in numbers so big I couldn’t begin to break them down. My conversation over dollar tacos tonight gave me tangible evidence of LoL’s unique position in the industry.

I’m tempted to quote Spider-Man here, but I think I’ll just say this: keep earning it, Riot. Riot earned my loyalty to the game by honing one of the most energetic and aggressive new genres into an excellent play experience. To keep my loyalty, they need to give us something great for Season Two. I absolutely think they can do, but I’ve also been burned before, and that’s not a good feeling going into Season Two. Here’s hoping the game gets the support it needs. Here’s hoping that six months from now I have random people rattling off news stories about a game over dinner.

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.

The importance of community involvement

Tol Barad.

If I had to pick one thing I love about Riot, it wouldn’t be the frequent champion releases, the skin sales, the contests, the fact that they provide a free game, the commitment to not sell power, or the long overdue Garen nerf (I am really happy about that last one, though). Out of all the things Riot does to give us a great game, the thing I love above all else is community involvement.

Of all the developers I’ve seen, I can comfortably say that Riot does the best job of staying involved with the community and using the forums to quickly and consistently address player concerns as soon as they’re on the radar. Sure, there are a few places the Riot staff has dropped the ball, and the occasional trolling still upsets me, but by and large, Riot’s pretty great about keeping the player base informed about the design that goes into a game.

The reason I decided to write this post today is actually because of Cataclysm. I know not many of you are playing, so I’ll try to cover the issue as briefly as possible. Blizzard made some major adjustments to the PvP system, most notably the way that you progress and earn gear. The honor system still exists but, unlike every other number system in the game, there has been point deflation. Items that used to cost tens of thousands of honor now cost 2200, max. A five-piece set of PvP gear now runs a total of 9900 honor. Obviously, battleground rewards have been scaled back, so players are earning less total honor, but about the same percentage related to gear as was the case in Wrath.

Cataclysm also introduced another world PvP zone named Tol Barad. Like Wintergrasp before it, Tol Barad offers raid access to the faction that controls it, a fight for which is waged every two and a half hours. When it launched, the defending team had a massive advantage and was able to win nearly 100 percent of the battles. To counteract the issue, Blizzard increased the reward for successfully attacking Tol Barad by a factor of 10, literally. The assaulting faction now receives 1800 honor (more than the cost of several of the pieces of gear) for a victory instead of 180. It’s a big problem because it has artificially inflated the gear level for a lot of PvP players and made running battlegrounds seem paltry by comparison.

The design issues this change raises belong to another post. The interesting part for the purposes of this post is that Blizzard hasn’t responded to the change at all, despite the fact that it just went live this past Tuesday. The latest blue posts are a full two and a half days old, one of which says we should look for a blog post after the new year discussing the design direction for Tol Barad. I realize two and half days isn’t that long, but this is prime playing time for a lot of people with the holidays in full swing and this change has already had major impact on the game, an impact that might be compounded if the fix is to re-nerf the rewards. It basically nullifies the gear reset for anyone who makes it to 85 after the change gets reverted.

I have never wished Phreak was a Blizzard employee until now.

The holiday happenings

Noxus vs. Ionia.I hope you all got to enjoy a lovely holiday (those of you who celebrate Thanksgiving, anyway) and have the good fortune to slowly get back to work today. I woke up early to get caught up on all the goings on over the weekend. It was nice to spend a few days unconnected, but I always start to feel a bit panicked when I see more than a hundred emails, a slew of comments, and all the forum posts/RSS feeds I have to catch up on. I’m getting there, slowly but surely. A lot went down over the weekend so let’s get caught up, shall we.

First, we got Trundle’s official skill list. I’ll be covering that in another post today. Riot also teased what is likely the Olaf legendary skin, Brolaf.

Next up, Riot joined in the Black Friday madness by offering several champions at reduced prices and deeply discounting several skins. My personal favorite is the Grungy Nunu sale, which brought him from 975 RP down to 243. The sale goes until the end of day today so make sure you get to spend some RP.

Riot also prepped for the Noxus vs. Ionia event, for which select summoners will be representing the two nations as they aim to resolve their conflict. I think this is a pretty cool lore-based event. I’m always happy to see the game offer a limited field of champions. It definitely makes things more interesting. You can read more about the event at the official forum post. A livestream of the match will be available on December 10th.

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