attracking and keeping more players

Plasma Servant··1 votes·495 views

I suppose this is NOT going to be popular with really high level players ... the diamonds, platinum and above ... but then, how many players are in that group? 5%? 2% ...

The majority of players are going to be average ... by definition, half the players are below the median. If the distribution of player ability follows all other human abilities, then 68% will be "average" with 95% being with slightly wider abilities. There will be totally bad (lower 2.5%) and totally good (upper 2.5%).

How many are in those groups that are beyond the normal player you meet? if there were just 1 million players, that would be 25,000 players that are so intrinsically good that Joe Average will never beat them.

But sometimes I feel like riot puts all effort into the 25,000 at the top, and ignores the middle.

PSSST! riot! that is a recipe for disaster. The vast majority of your customers are going to be average players. (Us jokers that actually spend money on skins and stuff). If you make it so difficult for Joe Average to enjoy the game, Joe Average will play for a while, then uninstall. You lose him, you lose money. Not sure if it is enough money to justify your existence, or if it is a minor revenue stream, but when you lose a player, you probably don't get them back. So how do you make it better for Joe Average? Make it much more likely that he can succeed in game. If he plays, no matter who he plays, he should have a reasonable chance of winning.

How you want to accomplish that is up to you. It is your business after all. But remember who pays your paycheck (hint: it isn't riot, it is the customers.)

Easier for the 68% in the middle. Remember that if you remember nothing else.

2 Comments

wolfax2 votes

In the lower tiers pretty much any champion is viable, providing you have at least a basic understanding of their kits. Even non-meta picks can thrive if you know what you're doing. The FotM really doesn't mean much for the vast majority of the playerbase.

Have you ever noticed that most of the ones people whine about most tend to be really low on the overall winrates? I'm going to use Lee Sin as an example here. He's constantly well below 50%, yet people ask for him to be nerfed more and more. Why? Because they see what the good Lee Sins can do, and then believe that every Lee Sin is going to dominate like those at the top did. You said it yourself though, most people are not at the top. Many people are going to play these "OP freelo" champions terribly because they're not as simple as roll face on keyboard like they make you believe.

I'm going to play devil's advocate again. How do you balance around let's say bronze? There are a ton of people doing a ton of different things wrong. How do you balance a champion when let's say this 10% are there because they constantly overextend into ganks, and this 10% loses because they never know how to press an advantage, and this 10% doesn't set up ganks very well for their jungler, etc? You're trying to cover a multitude of issues at this point. You can't really balance here effectively because a lot of it is due to player error. You have to balance near the top because those players generally play competently. They can press advantages, they can set up ganks effectively, they can last hit like they should... They perform the mechanics right. Individual champion power really shines here because they aren't losing (as often) to stupid mechanic mistakes that they can fix.

Alljoy1 votes

"I write your paycheck so you should listen to my demands irrespective of logic or viability." - Joe Average

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