28 Comments

LuaDotExe3 votes

Neat, but my primary issue in these kind of gamemodes is the "what happens" question?

When your team loses their Nexus, what then? Do you have to stick around and spectate for the rest of the game? Or are you the loser and everyone else is the winner, meaning it's optimal to just have three teams ganging up on one team?

Anu3isII2 votes

They could, in theory, make it so the defeat screen appears for the team who lost their Nexus and the game would continue until there would be only one Nexus standing (the last standing team being the winner).

To make it feel rewarding, at the end of the match a ranking of the teams would appear, and the rewards (Exp and maybe some event related stuff) gradually increase as a team goes higher in ranking (if your team was close to win the game, your team should be rewarded more than the first team that died for example).

LuaDotExe1 votes

Maybe, but then would you be forced to watch everyone else play the game after you've lost? That's pretty feels-bad.

There's lots of questions about the implications of the game length, as well. A game with so many more teams would take a lot more time than the typical match of League of Legends.

Anu3isII1 votes

As I said, if you lost, the Defeat screen would appear and you would exit the game before it finishes. The end game results would appear later and the losing team should be able to start another match even if the previous one didn't end.

Game length can be easily reduced by adding events similar to Nexus Blitz and Objectives that provide end-game buffs/effects (like Baron/Herald). Forcing the Nexus to fight in middle lane (the last Nexus Blitz event) would remove any stall potential from Summoner's Rift and force teams to fight for the survival of their Nexus.

LuaDotExe1 votes

Oh, whoops; sorry, I missed it XD

That's fair, but the event system is a tad chaotic, and isn't amazing for game balance. It also makes it so that there are some pretty specific Champions in meta. I feel like other systems would probably be better.

Anu3isII1 votes

To make events less chaotic, I would make them take place only in the middle lane, offer a small reward and take place in a very specific order.

For example, lets say at the 15 minute mark starts the Ring of Fire event (with no reward), at 25 minute mark King of the Hill (which gives Gold to those who hold it more), at 35 minute mark Baron appears (which gives the Summoner's Rift Baron Buff) and at minute 45 the Walking Nexus event happens to end the game.

Another idea is keeping the Blue and Red Buff from Summoner's and greatly enchant them as the game goes on. Teams would be forced to fight for them since they share the jungle with their neighbours and they could be some great end-game effects if the team protects the buffed up character.

Pacattack251 votes

{quoted}

Neat, but my primary issue in these kind of gamemodes is the "what happens" question?

When your team loses their Nexus, what then? Do you have to stick around and spectate for the rest of the game? Or are you the loser and everyone else is the winner, meaning it's optimal to just have three teams ganging up on one team?

Or: Hear me out here - we let the people who lost leave As an extra alternative - when You lose your inner turrets inward respond and you are now part of the team that beat you (the global advantage mentioned earlier) This way your still playing but your color can never 'win' past that point

Beatrice falls2 votes

That would mean 20 players on a map ? Lol RIP Hexakill took so long to implement because 12 players was already too much.

Tr0n0s4 votes

alternatively if it is very difficult, it can be implemented with 4v4v4v4 (16 players)

FOR JUSTICE2 votes

well hexakill already proved 12 players, so it would most probably work with 3v3v3v3

granted it means it wouldnt work with this map ofc

Śhunpo1 votes

And yet DOTA 2 is able to do so. Goes to show the difference in quality between the two game engines.

lightwolf10302 votes

Yikes, farming mid lane would be absolute chaos, intresting idea, definitely worth for riot to take a look into. Maybe make it a rotational game mode

MrGerund2 votes

it is a simply good and potentialy fun idea, but...

if it happends, i will be happy to wait half an hour again to make a lobby and queue up (remeber clash?)

SwiftKitten882 votes

as a jungler this would be horrible, hell it would be horrible as a laner

Tr0n0s1 votes

Making the map a little larger than the usual map would avoid that problem.

Tr0n0s1 votes

Maybe, for example, adding jungle to the exterior of the outer lines of the map as well.

SwiftKitten881 votes

{quoted}

Making the map a little larger than the usual map would avoid that problem.

it would have to be nearly 3x as large...

Hotarµ1 votes

This actually seems pretty cool, even if it was just the map design alone. Well done mate.

I'd love to see some crazy ass teamfights going on here

FOR JUSTICE1 votes

ive actually got a question or two.

first, regarding minion pathing. in our regular 2 team games, they go forward and eventually hit the enemy nexus. but what happens once my minions beat the directly corrosponding nexus? do they turn left and right at midlane or once they hit the opposing nexus?

second, how are the major objectives placed?

third, what is the enemy base used for once its defeated? (would be cool if it repaired into your team colored nexus and granted a global team buff)

Vztah1 votes

this waiting for info

Tr0n0s1 votes

It is a basic concept, there are several options that are there. I would like to know how you would like more:

1: The minions are divided into three groups.

2: The minions follow the straight path, dodging the enemy minions from the sides.

2.1 (My preferred option): Maybe a bridge that separates the 4 central lanes that intersect in 2 lanes, one above and one below. Each player sees the lane in which it is located superimposed. (example: If you are on the top line of the intersection, you see that line, if you are on the line below you see the line above transparent and almost invisible). Being able to alternate the visibility of the bridge with a key.

Tr0n0s1 votes

Once defeated the enemy base: There are many options that occur to me, one of them that I like is:

The defeated first enemy base becomes where the Dragon spawn appears in the jungle normally. The second where spawn the Nashor.

The minions will continue advancing when they reach that base, avoiding the mentioned jungle. Those who come from one end of the map, will continue towards the other end of the map. Those who come from the center will be divided into two groups.

So, major objectives are placed on the nexuses destroyed.

MasterDClone1 votes

+1 looks fun

JumpinJellyFish11 votes

Looks Good [slayer-pantheon-thumbs]

ShowStoppingBB1 votes

The map would have to huge you would have to think about the jungle and how big they would have to make it to get full camps there.

SociaI Justice1 votes

so there would be a 4-8 player ffa in the mid lane with 4x minions or what?

Solidair31 votes

It was difficult enough for them to make hexakill work, but I do like the concept of more than two teams. I wonder if a Nexus structure would work, because the team that comes in last place might have to hang around and just watch for a while, so I'm wondering if a score system either based around kills or some form of objective score would be more appropriate with a reasonable time limit put in place with the team with the most points at the end winning.

Maybe three people per team, or even just two, would be more appropriate here. Hard to say! But I like the concept of a crazy (team) ffa concept.

SomeOneButNoOne1 votes

You'd have to have 2 junglers & 3 laners, since if you had 4v4v4v4 on midlane, and 1v1v1v1 in the jungle, junglers would just be way too ahead.

More from Gameplay

More by Tr0n0s