Case Study On HTT And URF: Problems And Solutions For All Future FGMs
So, after seeing the biggest failure points on both URF and Hexakill TT, I couldn't help but think that both of these modes would be able to enjoy more longevity, or be able to fill in a more frequent rotation with just a few simple changes.
Problem: Staleness Big in URF, shows up a bit in HK. The game just gets stale. And why? champion variety. When you can expect a handful out of the same dozen champions in every single game, you get sick of it.
Solution: Auto-Ban Rotation The original URF almost had the right idea. Banning certain champions that were overused is moderately heavy-handed, but it works. It's not that they are OP, it's just that the staleness of seeing them every game, because all the little nooblets thing they are OP, gets frustrating fast. The solution: Every hour, the server updates their statistics for pick rate (over a large period, not just that hour). Any champions picked a certain percentage more than the median are put into the auto-ban list for the next hour. Custom games never use the auto-ban list. Basically this just forces people to keep things fresh. After a champion is banned and other champions are picked for a while instead, it will come back off the ban list, and only go back up if it is overplayed during its uptime. The more overplayed it is, the harder it will be for that pickrate to come back down below the threshold, so it may sit in the banlist for a few cycles.
The overall effect simply reduces stale picks.
Problem: Matchmaking This is the big one on HK TT. When you take every single player, and default them to the exact same elo, there is never a good outcome. Trolls, AFks, feeders, so much of it all mixed into 1, that it forces pure entropy, continuing to drag good players down, boost bad players up, and reset everyone back to that crab bucket default again. In a temporary mode, matchmaking will never have enough time to settle, and every game will be terrible.
Solution: Persistent MMR. I know featured game modes are all different, but there are general mechanics that players have that can translate to multiple things. My solution: provide a hidden "featured" MMR that persists on every account. During every FGM, matchmaking is done using the average between the player's featured MMR, and their normal MMR on the map being played. If the player is an expert on a map, they will be matched above their featured MMR to compensate for that expertise. If they are good at FGMs but bad at a map, they will be matched below their featured MMR to allow room for mistakes caused by not knowing the map well.
Problem: Snowballing What fun is a game when they enemy can win through sheer numbers, numbers usually caused by mistakes from your weakest teammate?
Solution: Dominionize Lower kill gold/exp, higher passive gain.
Games are meant to be a constant struggle against your opponents, relatively evenly matched at all stages of the game with skill as the deciding factor. Let skill be the deciding factor. "fed" is a concept that should not exist. Doing well is a reward unto itself, with the progress it provides towards the game's objective. There's no need for it to turn the remainder of the game into a free win/auto-loss. A lot of negative attitude comes from people giving up early on when the enemy gets a small lead. These are obviously SR players conditioned by the horrors of that map to expect their efforts to be meaningless from then on (and it's a self-fulfilling prophecy since they drop all their effort at that point), It's time we re-train them. Dominionize the power curve, and make it known publicly that these mechanics exist to make comebacks always a possibility, as long as you put in the effort.
These changes would help FGMs have a bit more longevity, and be more enjoyable for more people. Currently, people get frustrated with the problems of FGMs too quickly, and it leads them to have no possible fate beyond their temporary releases. With these changes, it would be possible to put in a permanent featured rotation, centered around selecting a new mode/map combination each week for a matchmade queue.