Visual Indicator Suggestions

Terricus·10/21/2013, 8:29:46 PM·1 votes·627 views

I believe the following visual indicators would make LoL more enjoyable for people (of all skill levels) who want to put more focus on the fun aspects of the game. They would do this by making other, highly important aspects of the game more obvious (and less like a pop math quiz filled with trick questions).

Anyways, here we go:

  • Have the game display a shining, gold-colored slice at the end of minion health bars equal to one of a player's auto-attacks (at least sometime before the minion's health reaches that point).

Explanation: Last hits on enemy minions are the most powerful objectives in LoL. Period. However, there's no actual way the game stresses this extremely important facet to players. Also, even once a player is experienced enough to know how important last hits are, it can often be tedious or annoying to visualize the amount of health you'll need to time your auto-attack for (particularly if you play lots of different champions). What's actually fun is timing your last hits to strike that zone in relation to your champions move-speed or missile-speed while simultaneously zoning out your lane opponents. This change would allow everyone to focus on that fun even more. (Plus, as an added bonus, I just imagine it that it would be really cool to have everyone's greedy side lusting after those little golden bits at the end of a minion's health bar.)

  • If an enemy champion out-levels yours by 2 or more levels, have the game display their level number (in their resource bar and perhaps on the TAB screen)in glowing red (to denote danger).

Explanation: Essentially, timing, aiming, and reflexes don't matter as much when your opponent simply out-levels you. One stun will often finish you off. However, there's no way the game stresses this highly important aspect of how it works to players. Instead, we simply have to learn through experience that we should have a constant awareness of it. But, even then, the game doesn't bring it to our attention in any obvious way. Instead we have to go out of our way to look at tedious numbers in order to discern any experience leads. Basically, I'd rather spend my time focusing on the fun challenge of fighting a tougher opponent, not trying to decode whether that opponent is actually tougher or not.

  • If an enemy champion has substantial amount of gold invested in stats, have the game make his resource bar get all shiny (...or something).

Explanation: The reasoning here is basically the same as that for the suggestion above it. When a player has invested a lot more gold into items than you have, that makes them much more dangerous to engage. We'd be able to focus on the fun of that challenge more if the game made the existence of that challenge a little more obvious in the first place.

  • Have the game display the rough times for jungle camps on the mini map. It can start with minute amounts (like 3m, 2m, 1m) and finish with seconds (9s, 8s, ..., 2s, 1s, 0s). If the team that doesn't kill the camp has vision of the camp within 5 seconds of it being killed, they'll get the same timer. Otherwise, have the game give them a minus-5-second timer when they come upon an empty camp that's followed by a ? to denote uncertainty (3m?, 2m?, 1m?, 9s?, ..., 1s?). Any uncertain timer will get cut off when the camp actually respawns.

Explanation: Jungle timings aren't self-explanatory for people trying to jungle. Also, Red buff, Blue buff, Dragon, and Baron seem to have fairly important sway over the game, but its often unclear as to when they'll spawn or re-spawn. Sure, you can keep track of the numbers in your head, but there are a lot of things that are way more fun keep track of in a game of LoL than that. And, sure, I could use some third-party app, but then why isn't that just already in the game itself? (At the very least, Baron and Dragon could use this.)

  • Loading screens should show a mastery and rune page graphic for each player that you can hover over to see what they brought with them.

Explanation: Runes and Masteries are important to the game. Depending upon what you and your opponents are using, expectations for a fight can be altered dramatically. While, yes, a skilled player can decipher what his enemies brought with them, and there are third-party sources that can give players this knowledge, it would be fun to have the actual game do this.

Uhh, that's about everything. If you bothered to read this, I thank you for your time. Please feel free to analyze or add to this discussion.

2 Comments

howang10/21/2013, 9:56:27 PM1 votes

I don't think you should make the game so simple. All these UI's are completely unnecessary after you get decent at the game. Awareness of the enemy's items as well as levels can be very easy to see. Runes and masteries can already be seen through lolnexus and lolking. Any person with good awareness while killing buffs can do the buff timer. I feel that riot can spend their time doing something much more efficient and useful.