Player vs Environment

BeeCuz·10/25/2016, 3:13:31 PM·1 votes·541 views

This is a great place for those who cut their programming teeth on RPGs and DM-ing, a natural extension of that adversarial environment. And there's plenty work to entertain both the player and the developer.

When you look closely, it can be seen the rules of engagement for the PvE bot games are different from those of PvP games.

  • Bots are excellent at avoiding long-range skill shots, which means that the value of those skill shots changes for the player. They can be used as a form of encouraging the bot to move from a spot, and they can be demoted to last skill to put points in, and it affects which champions will be popular in bot games.
  • Outer turrets fall around 12 minutes. This is more than just the hit-point/shield buffs enforcing a specific (and non-playable) timing. It's also the timing of reinforcement waves and when to force a bot to back or die.
  • The bots' threat assessment utility function does not rank the ZZ'rot Portal high enough, and the voidlings that enter the battle do substantial preventable harm to their position as a result.

Taking that last one as an example situation, portals shouldn't be nerfed nor should bots be given some sort of bonus to kill voidlings. Those are crass and inflexible enforcements of a strategy, and strategies are subject to becoming outdated over time. Better is to directly address the problem at hand, that bots don't evaluate the enemy portal in terms of the amount of damage it will do to their side.

https://s6.postimg.org/6zzh0rbyp/Ahri6.jpg

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