Plant Spawn Full System Design (PBE)

RiotRiot GMang·10/19/2016, 8:47:55 PM·1 votes·30,883 views

EDIT: System changes are in the 10/25 PBE build, click here!

Cross-posting from the PBE thread :

Before I begin: most players won't need to read this. I'm going to go into A LOT of detail. The target audience for this post is people who really want to understand the system design, like theorycrafters and Wiki editors. You shouldn't need to know most of these rules to play with plants well. We expect the vast majority of players to get familiar with plant spawning behavior just by playing a few games.

And that's not to mention that this system could change a lot in the next few weeks! This is a long PBE cycle, and we'll be listening closely to your feedback. We're particularly interested in how you feel about spawn rates, plant locations, and the experience of scouting them.

(Info here should be up-to-date as of the Oct 19 PBE build.)


Spawn System Goals

The spawn system has several goals:

  • Enrich map and vision control by providing mini-objectives for teams to scout and plan around
  • Provide interesting combat situations and reward players who adapt to them
  • Make League more fun to play and master by challenging you in ways that avoid solvable routine
  • Ensure individual plants appear at the location and time when they'll have the most positive impact on each phase of the game
  • Make Summoner's Rift feel more alive

All the details and mechanics described in the rest of this post exist to deliver on these goals. We'll be listening closely to feedback and observing game results to make whatever changes are needed to ensure that they do.


#Where Each Type of Plant Spawns There are a handful of fixed locations where plants can spawn. At any of those locations, only one kind of plant is possible. Within a couple games, you should have a good sense of where each kind of plant can spawn.

http://i.imgur.com/R0DuPhT.jpg

Plant types by region (green river Honeyfruit, blue ramp Scryer's Bloom, red jungle Blast Cone)

Rules of thumb for plant types by location:

  • Honeyfruit spawn in river
  • Scryer's Blooms spawn at a few specific locations near river ramps
  • Blast Cones spawn in the jungle quadrants

#Early Game

http://i.imgur.com/jcxnpG6.jpg

Map of plants that always appear shortly after game start (red Blast Cones, blue Scryer's Blooms)

During the very early game, like your first jungle clear, plants have reliable spawn locations and timings. We want to avoid jungle success and failure being determined by RNG. You should have a good sense of which plants spawn during your first clear after a couple jungler games. Over the course of the game, more spawn locations become available, and their spawns will be less predictable.


#Plant Life Cycle

When a plant spawns, it first appears as a seedling that takes 30 seconds to grow into a usable plant. This gives nearby players a chance to notice it and plan around it before it becomes usable -- we don't want plants magically appearing underneath people's feet in the middle of encounters. Additionally, plants leave a corpse for 30 seconds after being destroyed, so you can tell if a plant was recently used even if you didn't see it happen.

Your team only knows about plants that one of you has seen, so you may want to scout them. If you get vision of a plant during its lifetime, it will be visible to you and your teammates in its "last known state" even after reentering fog of war, similar to a structure in a traditional RTS game, and appear on your minimap.

  • While it's in fog of war, if an opponent destroys the plant, your view of that plant will not update until you get real vision of its position. Only then will you know it was destroyed.

There are two exceptions to this partial reveal rule:

  1. If you get real vision of a seedling, your view of the plant will get an update as it becomes fully grown, even if you don't have real vision of the plant at that moment. Likewise, if you get real vision of a plant corpse, it will clean up from your view at the accurate time.
  • If a plant still appears in your view after it's been dead for 3 minutes, it will update and remove the plant from your view (we feel, at that point, the value isn't worth the clutter).

Respawn Rules

Fair Warning: This is the part that gets particularly gnarly and technical. It's also the part most likely to get changes during the PBE cycle.

The early spawns during your first clear are a reliable sequence, but after that, different locations have different respawn systems (called "Gank," "Ramp," "River," and "Deep", explained below). Because of the unique nature of these different map locations, each respawn system has its own logic and tracks its own respawn timers to ensure the desired amount of reliability, fairness, and unpredictability.

Under the hood, each quadrant has a separate "respawn time list" for each of these respawn systems (the lists get generated during the game). When it's time for a quadrant to spawn its next generation of plants for a given system, it looks up the expected spawn time for that new generation in the relevant respawn time list (or generates a new time if the list is exhausted).

  • So when a Scryer's Bloom "Ramp" plant in the west quadrant says "Let's start the spawn sequence for generation 9," it will look up entry 9 in the respawn list for "west quadrant Ramp plants." If entry 9 doesn't exist yet, the system will generate it, add it to the list, and use it.

Plants have four different respawn systems: two for Blast Cones ("Gank" and "Deep"), one for Honeyfruit ("River"), and one for Scryer's Bloom ("Ramp").

"Gank" Blast Cones

http://i.imgur.com/yhTXoMT.jpg

Map of all "Gank" Blast Cones

  • Gank Blast Cones let you jump into the epic monster pit and into the side lane river brush. Because of their strategic importance, we want these to be reliable and fair between teams and across games.
  • These use the most reliable respawn method. The game rolls respawn times for north-south quadrants together and east-west quadrants together, so both blue and red teams have precisely the same respawn times.
  • Each quadrant has exactly one possible spawn location (see map).
  • Currently, the respawn time range is between 3 and 4 minutes.
  • Respawn time begins after the plant corpse has been cleaned up.

"Ramp" Scryer's Blooms

http://i.imgur.com/okOytYl.jpg

Map of all Scryer's Blooms. Blooms labeled 'S' spawn shortly after game start. Limit one living Bloom per quadrant.

  • Scryer's Blooms help you control map vision by revealing enemies and wards. While both teams should have equal access to this vision control in any given game, having a bit more or fewer blooms between games won't create unfair advantages.
  • When a quadrant exhausts its respawn time list, it rolls three new respawn times. It then takes these same times, shuffles their order, and assigns them to the mirrored quadrant on the opposing side of the map.
  • This means that if the west quadrant (home to the top side blue buff) is going to get two fast respawn times and one slow time for generations four through six, the east quadrant (bot side blue buff) will also get two fast times and one slow time for those same generations, though the order might be different.
  • Each quadrant has exactly two possible spawn locations, which are mutually exclusive (if one is present, the other won't spawn).
  • Currently, the respawn time range is between 4 and 6 minutes.
  • Respawn time begins after the plant corpse has been cleaned up.

"Deep" Blast Cones

http://i.imgur.com/ZEsE8xl.jpg

Map of all "Deep" Blast Cones. Cones labeled 'S' spawn shortly after game start, those labeled 'L' are late-game-only. Connected spots won't spawn a second plant if one of them is already occupied.

  • "Deep" Blast Cones make it faster to maneuver around the jungle. They let players optimize travel and make plays in late game jungle fights. Since their value is less strategic than other plant types, their spawn rules are designed to make them fair over the course of a game but allow moment to moment differences across the map.
  • When a quadrant exhausts its respawn time list, it rolls six new respawn times. It then takes these same times, shuffles their order, and assigns them to the mirrored quadrant on the opposing side of the map.
  • This means that if the west quadrant (home to the top side blue buff) is going to get two fast respawn times and four slow times for generations 13 through 18, the east quadrant (bot side blue buff) will also get two fast times and four slow times for those same generations, though the order might be different.
  • Each quadrant can have at most two Deep Blast Clones at any given time, one per group (see map).
  • Currently, the respawn time range is between four and six minutes.
  • Respawn time begins immediately after a plant becomes fully grown, at which point a random group in the quadrant is selected to spawn a plant. If the group is occupied, no plant will grow for that generation. This means that a "Deep" Blast Cone is less likely to spawn in a quadrant if one already exists there. If your team gets unlucky in this way more often than your opponents, the spawn system will compensate by speeding up future spawn times.

"River" Honeyfruit

http://i.imgur.com/Dmdg8pw.jpg

Map of all Honeyfruit. Spots labeled 'L' are late-game-only. Limit one living Honeyfruit per grouping.

  • Honeyfruit's combination of heal and slow provides sustain if you're willing to spend time in river, a contested area. Since it's accessible to both teams and most useful when it's most dangerous to take, Honeyfruit doesn't need complex respawn rules to ensure fairness.
  • Each half of the river selects its own spawn times independently.
  • Each half of the river can have at most two Honeyfruit at any given time, one per group (see map).
  • Currently, the respawn time range is between 4.5 and 6.5 minutes.
  • Respawn time begins immediately after a plant becomes fully grown, at which point a random group in that half of the river is selected to spawn a plant. If the group is occupied, no plant will grow for that generation.
  • Note: The initial Honeyfruit first spawn happens much later than the other plants (in the 4:30 to 5:00 range).

http://i.imgur.com/DWrenTX.jpg

Composite map of every single possible plant position (see previous maps)


#Closing As you can see, there are a lot of rules governing how plants spawn. The system is pretty complicated. In a sense, this is by design. We want the system's overall shape to be learnable: which plants spawn where and in what phase of the game. And we want the system to be fair: both teams have equivalent access to all plants. But to ensure that we're actually rewarding map control, scouting, and tactical skill, we have to use more than just timers that you can memorize or calculate.

You can get your hands on plants now on PBE. We're looking forward to your feedback on them. We're especially interested in how you feel about spawn rates, plant locations, and the experience of scouting them. And just in case you thought we couldn't make it a whole post without a plant pun: we'll leaf it here.

24 Comments

sit kid10/21/2016, 5:29:01 PM6 votes

I dont like the idea of the plants, but if they're added into the game, please reduce the amount of them, they're everywhere

Decrit10/20/2016, 12:04:36 AM5 votes

Do you think honeyfruit will make lanes more fest and famine, since only a champion with the upper hand on a lane can gain access to them ( or the jungler)? or do you think the fruits will allow the beated opponent a chanc eto farm at the price of some map presence?

Are you afraid of some plants being treated as "weed" to be consumed to make room for other things?

I like a lot the system whole, but not too much the current plant choice ( obviously i will judge better when i can actually play them). Do you have any plans/intrest to add some other plants, like mid/late game only or tied to battlefield events, or you prefer keeping that for other things?

iLynx10/25/2016, 8:38:53 AM4 votes

We all know what will happen. Riot asks us for an opinion. The mojority will be against it. But they will still add it in. [slayer-pantheon-thumbs]

Lord Desert10/20/2016, 8:32:55 PM4 votes

I have a big concerns about the vision plant beeing to abusiable by a dominating team. If they get ahead so that they gain jungle control(which happens after the tier 1 towers fall), they can use the plant to clear the last enemy vision remaining in the controlled jungle, and then use their own vision plants to clear the vision around the objectivs! This "complete clearing of enemy vision" is without the new controlward and sweeper! This is a bit much in my eyes.(and the new wardclearing on duskblade)

Next up, the plants near the river top/bot bushes should be only late game plants! if the laner goes to ward, he can easily pick up the fruit too! while not losing much time! So you basicly have 3 lategame honeyfruits and 3 normal in each group!(im quiet happy that i guess every location right :D even the late game plants xD)

I thought about a way to make those plants a bit more tactical/balanced in my eyes: The change makes that the plants have 2 stages: 1."jung", after the seedling grows up and can be used. The plant is a bit weaker then the current plant versions 2. "old/adult", after 1-2mins beeing "jung", the plants grow fully up, losing debuffs from the jung version, getting increased power etc.

And you can "rescue" a plant that has beeing used by the enym team. In the timeframe where there is this "withered remains" of the plant (think it was 30 sec), you can use them so that the plant will be spawning again(as a seedling), this can be combined with the previous idea, so only fully grown up plants can be rescued or so. this rewards taking care of your plants so that not just 1 roaming sup/mid/top takes your plant, because you didnt watched it 24/7. (i would make it so that you only can "rescue" it when the ENEMY takes it! so you cant just kill&resuce your plant over and over)'

I have several balance changes for the plants in mind, if you want to hear them/get maybe some new ideas, just ask! I will not write down everything in this post here, because you dont want to read a 13 page essay without beeing prepared for it :D

And lastly 1 important thing, pls dont remove the variaty of the smite buffs! Reducing everything to a close to useless Heal mid/lategame is not good! We right now have 6-5 options to use our smite lategame , if you do that change we only have 2 left and with the vision jungle item only 1!!! options to use that smite. Tweak them a little, i also have some in mind for them, but dont remove them! They did bring alot of stratigic thinking/planning in the jungle! So if you have questions or are interested and would like to hear more details feel free to ask :D

DarkRitual10/19/2016, 9:07:00 PM4 votes

This means that if the west quadrant (home to the top side blue buff)

That wording sounds a little unclear. "top lane blue buff" or "blue team's blue buff" or something like that may make things more clear. Got everything else decently understood, but that took me several moments to figure out what you had meant.

Lord Desert10/23/2016, 8:42:11 PM1 votes

So from one theorycrafter to another, what do you think about the possible "plants grow futher up" theme/mechanic?

WaifuRem10/26/2016, 5:47:00 PM1 votes

my idea on this is that first of all just why i currently think it will ruin the jungle mains out there will be having a hard time jungle because we cant get the buffs that we need. i just think this will ruin the junglers and people will barly play it anymore. not having the krugs stun will make it hard for some junglers that start krugs for say rengar already having trouble clearing krugs into red into raptors which will probaly make u get executed. i dont really like this idea at all it will just ruin the game no more skill needed in the jungle instead it depends on your RNG which people hate.

angelgrozd10/31/2016, 3:12:37 PM1 votes

I think plants are good idea . They buff champions that have weaknesses like low mobility low vision or low healing . the new masteries and assassin rework buff and nerf some champs . many champs will need new tools to counter the assassins .

Best Kog NA10/19/2016, 8:56:06 PM1 votes

Would a plant be able to spawn in the middle of... say a Taliyah wall? If that would happen what would happen to the seed? Would it just move out the way like a ward or would it not even spawn there in the first place?

Kitsunes Lust2/16/2017, 12:35:29 PM1 votes

This is definatly useful for junglers who need vision or quick escape or fast routes, especially champions like kindred, who heavily depend on vision and invading enemy jungle

Landorin10/19/2016, 8:56:43 PM1 votes

Only semi-related and I apologize for that, but are there any plans to cross-post some of the other preseason changes to the Dev Corner for a wider discussion? I would really like to give feedback since my main is getting reworked, but I don't have a PBE account and it seems like the only way to reach you guys is just to post in Gameplay or something and hope somebody notices it. If not I understand. Thanks!

Magnus Nix10/19/2016, 10:21:15 PM1 votes

seems interesting, my main comment would be that as per the "Gank Blast Cones" if they intend to somehow teleport you into the epic monster pits or something akin to that, they aren't equal dependant on which side you are on. Quick explanation: the blue side baron gank and the red side dragon gank are heavily favored towards their respective sides. Furthermore their distance is extremely long and normalcy of warding there is extremely low. Additionally, if i were to say that baron is more impactful for the game, blue side would have an extreme advantage using the gank into the baron pit from a normally unwarded, far away position.

Just some thoughts, let me know what you think @Riot GMang @SAFELOCKED

CrimsonCobra310/20/2016, 12:01:06 AM1 votes

I just realized that this might be an indirect buff to Teemo. He knows where you might want to go, and can shroom there to catch you consistently.

Firenheit10/23/2016, 2:38:23 PM1 votes

Rito, this is always random, can you understand please? Say "this isn't completely random" isn't the way, and this sistem is massively broke. League of Legends doesn't need random, stop it please.