How to make the game overall more fun

Jean WiT RaZoR·4/23/2016, 10:59:25 AM·2 votes·637 views
My take on why the game isn´t fun anymore (Personal Opinion)

My whole reasoning of why I don´t consider the game that fun anymore is in the link above.

Even if you don´t agree with my points on why the game isn´t as fun as how it used to be, you might find my proposals a little bit appealing and if not I would like to know why and what flaws do they have that I didn´t notice.

Now I believe that mechanical skill is directly proportional to the game´s overall enjoyment, something I addressed in the previous discussion on a different point of view. As an example, I used the game mode URF; URF brings an environment of excitement and fun, but if you break it down It is really because of how empowered you can be when used your champ correctly. It doesn´t matter how op Syndra is or how stupid Alistar´s perma cc becomes, really any champion has the exploiting potential of outplaying any other, but to do that you need skill. A good zed will dodge Alistar´s E with his ult and kite him around with his shadows, a good lee sin will E Q a Syndra to dodge her stun and ult her before she ults him. The game becomes a lot harder because Its almost impossible to keep track of the enemy team´s abilities. Even if I get camped, or if I fed early I really can´t be mad because anytime in the game I will have the potential to outplay someone.

But how can Riot emphasize on the player´s mechanical skill? Well, there are plenty of ways but the one I think is the healthiest and easier to control is through the money income. See, with the bounty system a team can focus on the fed player, slow him down, get an "objective" which ultimately gets them all gold, and recover some part if not the entire way the game is going. But that only benefited the team with the player of players that went through mistakes to get the other player fed in the first place, the one who got fed didn´t actually get anything and now he´s being hunted down. The bounty system is actually a good feature in the game don´t get me wrong, but players should be more rewarded when taking big risks such as dying for a killing spree. Players in killing sprees should be rewarded a base amount of more gold for each consecutive kill on any other player (This also includes the players that have their gold count lowered). Say + 20, 35, 50 and 60 on each kill (I don´t know what would be the perfect numbers, this just sounds ok for me), but still holding on the lowering of the gold value of players who keep dying and haven´t reset their gold count. This would allow the individual player to have more rewards based on his personal mechanical skill and it could shift teamwork strategy on how well you either protect or handle a fed player.

Now, you would wonder, there are snowball based champions that are quite strong already, this would set them loose on a rampage. Well, a way to balance things out would be by adding more gold to minions and monsters. Maybe the most important thing on league revolves around creep score. And as little as it may seem, keeping a good creepy score actually requires lots of skill. By adding more value to minions and monsters players will have the option to suppress the snowball hungry players that actually want to take risks. A very important decision in the laning phase is whether or not you would like to take the risk of trading/fighting your opponent. This is not only based on chance, a player needs to take in count his champion´s kit, the enemy´s one, the way the minion wave is positioned, the position of the fight, the position of junglers and other laners, and his personal skill to take that decision. A skilled player will opt for the trades while those who know their strengths will rather play safe. His options depending on the match can be: freeze the lane next to turret to farm, farm under turret, push and take jungle camps, push and go to other lanes, etc.

Gold is one of the most important things on League, intelligent decision making based around how much gold you think you are able to get would make the game a lot more exciting for me and I hope for others too. Not only does it give the skilled more power but it also gives the not so skilled a way to emphasize on using their brains rather than their rushed adrenaline. This could also solve the problem of how many more players are in bronze rather than kind of distributed along the ranks. A lot of bronze players would be able to get out of there truly by pure skill and by being able to exploit their enemy´s poor decision making. They could learn about strategic decision making once they reach higher places where they don´t feel frustrated playing. Tell me what you think on the comments, would like thoughts on this matter.

EDIT: TL;TD: Give an increasing additional base amount of gold on consecutive kills and make minions and monsters more valuable goldwise (If anyone has a suggestion on how to make them more valuable otherwise it would be interesting to see)

4 Comments

Sasogwa4/23/2016, 11:57:28 AM2 votes

[{quoted}](name=Jean WiT RaZoR,realm=NA,application-id=3ErqAdtq,discussion-id=ncoyAx3b,comment-id=,timestamp=2016-04-23T10:59:25.673+0000)

My whole reasoning of why I don´t consider the game that fun anymore is in the link above.

Even if you don´t agree with my points on why the game isn´t as fun as how it used to be, you might find my proposals a little bit appealing and if not I would like to know why and what flaws do they have that I didn´t notice.

We'll see

Now I believe that mechanical skill is directly proportional to the game´s overall enjoyment, something I addressed in the previous discussion on a different point of view.

Not necessarily. Mechanical skill is nice when you do outplays, but it's a very little part of league. Also some people don't want league to be absolutely linked 100% to _ mechanical_ skill and it has gone way too much in this way for a while. Tons of free outplay champions, that actually have so much tools in their kits, you don't even need to think thoroughly to automatically "outplay" someone. While the other interesting aspects of the game aka strategy, smart builds.. are kinda left apart. So you want to emphasize on something that's already too much present.

As an example, I used the game mode URF; URF brings an environment of excitement and fun, but if you break it down It is really because of how empowered you can be when used your champ correctly. It doesn´t matter how op Syndra is or how stupid Alistar´s perma cc becomes, really any champion has the exploiting potential of outplaying any other, but to do that you need skill. A good zed will dodge Alistar´s E with his ult and kite him around with his shadows, a good lee sin will E Q a Syndra to dodge her stun and ult her before she ults him. The game becomes a lot harder because Its almost impossible to keep track of the enemy team´s abilities. Even if I get camped, or if I fed early I really can´t be mad because anytime in the game I will have the potential to outplay someone.

Yeah, if you chose your champion accordingly. I don't think you'll ever outplay Zed or ranged champions with some form of CC/kite with Darius, or Garen, or Tryndamere.. It's kinda pick dependant too. Mechanical skill does not define if you will win against someone else, no matter what you pick or how behind you are. It just doesn't (and shouldn't) work like that. Also, not all people like URF. A lot of people start complaining (just look some threads) that it is ridiculously unbalanced and unfun because games are too short and people will eventually tryhard and stop playing for the sake of fun.

But how can Riot emphasize on the player´s mechanical skill? Well, there are plenty of ways but the one I think is the healthiest and easier to control is through the money income. See, with the bounty system a team can focus on the fed player, slow him down,

Bounty doesn't slow people down at all. It just gives catchup gold to the enemy, that's COMPLETELY different. It even gives him the possibility to earn more gold now because his opponents are worth more gold now.

get an "objective" which ultimately gets them all gold, and recover some part if not the entire way the game is going. But that only benefited the team with the player of players that went through mistakes to get the other player fed in the first place, the one who got fed didn´t actually get anything and now he´s being hunted down. The bounty system is actually a good feature in the game don´t get me wrong, but players should be more rewarded when taking big risks such as dying for a killing spree. Players in killing sprees should be rewarded a base amount of more gold for each consecutive kill on any other player (This also includes the players that have their gold count lowered). Say + 20, 35, 50 and 60 on each kill (I don´t know what would be the perfect numbers, this just sounds ok for me), but still holding on the lowering of the gold value of players who keep dying and haven´t reset their gold count. This would allow the individual player to have more rewards based on his personal mechanical skill and it could shift teamwork strategy on how well you either protect or handle a fed player.

Personal mechanical skill? So when you chainkill someone now you're mechanically skilled. I didn't know that. It didn't occur to me when I was snowballing as Yi/Darius for instance and my enemies couldn't do anything as they died that I was so unbelievably skilled too. So basically, that only means "buff snowball"

Now, you would wonder, there are snowball based champions that are quite strong already, this would set them loose on a rampage.

Good, you saw that

Well, a way to balance things out would be by adding more gold to minions and monsters. Maybe the most important thing on league revolves around creep score. And as little as it may seem, keeping a good creepy score actually requires lots of skill.

Meh, just focus and experience

By adding more value to minions and monsters players will have the option to suppress the snowball hungry players that actually want to take risks. A very important decision in the laning phase is whether or not you would like to take the risk of trading/fighting your opponent. This is not only based on chance, a player needs to take in count his champion´s kit, the enemy´s one, the way the minion wave is positioned, the position of the fight, the position of junglers and other laners, and his personal skill to take that decision. A skilled player will opt for the trades while those who know their strengths will rather play safe. His options depending on the match can be: freeze the lane next to turret to farm, farm under turret, push and take jungle camps, push and go to other lanes, etc.

So you're giving people who snowball more gold, and giving farming people more gold. Why just amplify the gold, I don't get it. Overall, the only things that this does are :

  • nerfing supports as they don't lasthit
  • nerfing champions that are reliant on base damages, linked to their level and not their items
  • nerfing champions that rely on some other scaling than gold (mostly stacks : Nasus Veigar Thresh Bard Kindred ) for no apparent reasons -hardbuffing champions that are item-reliant and snowbally (Riven MasterYi Zed YasuoFizz among others )

The last category of champions will have to be nerfed, and your changes won't have done anything.

Gold is one of the most important things on League, intelligent decision making based around how much gold you think you are able to get would make the game a lot more exciting for me and I hope for others too. Not only does it give the skilled more power but it also gives the not so skilled a way to emphasize on using their brains rather than their rushed adrenaline.

_

This could also solve the problem of how many more players are in bronze rather than kind of distributed along the ranks.

How so?

A lot of bronze players would be able to get out of there truly by pure skill and by being able to exploit their enemy´s poor decision making. They could learn about strategic decision making once they reach higher places where they don´t feel frustrated playing. Tell me what you think on the comments, would like thoughts on this matter.

Bronze is already 100% about capitalizing on the obvious mistakes everyone does there. Snowball is sufficiently powerful as a mechanic right now for any decent player to have ridiculous scores in bronze such as 35/0/8 or similar.

EDIT: TL;TD: Give an increasing additional base amount of gold on consecutive kills and make minions and monsters more valuable goldwise (If anyone has a suggestion on how to make them more valuable otherwise it would be interesting to see)

Yup. Overall the intention is nice, but it's not a good idea in the current state of things, and the proposed balance changes around gold would cause way more problems than they would help. Sorry, I don't think this would make up for good changes