Permanent Mode: Training Camp

Illâoi Evê Siôn·9/13/2015, 5:28:41 AM·3 votes·676 views

Idea: Training Camp would - as its name implies - be a game mode designed to help players train. However, it would be focused only on their in lane and early game capabilities and would not emulate an actual game.

Pre-Game Settings: Training Camp would function just like Teambuilder. Five players per team choose one role and a lane and get set into game against each other. However, due to the current Meta, only one person may be placed into each lane and the jungle, aside from the Bottom Lane which can harbor two.
You can, of course, start the game on your own as well via a custom game. But then you cannot gain Achievements.

Game Settings:

  • A game lasts 15 minutes. There would be a countdown and several reminders over the course of the game. You can surrender at 8 minutes in case you are getting stomped or a player has left the game.
  • A quest system would give you goals to fulfill.
  • For non-Supports and -Junglers: Kill 50, then 60, then 70 minions by 12 minutes. Kill or assist in killing an enemy champion. Destroy a turret.
  • For Supports: Ward this brush. Ward that brush. Kill or assist in killing an enemy champion. Destroy a turret. Buy a Sightstone. Buy a Gold Item. Upgrade your gold item once.
  • For Junglers: Buy Hunter's Machete. Kill this amount of monsters by this amount of minutes (low amount due to Gank Junglers). Walk to this point in the map. Walk to that point in the map. Attack this champion (Villain System). Ward this brush (River or Enemy Jungle). Slay the Dragon. Kill or assist in killing an enemy champion. Kill three minions (Lane Taxing).
  • These goals wouldn't appear all at once. They'd appear gradually over time. If you walked to a point in the map near a lane, you might get the quest to kill three minions, or a champion. You start with "Hunter's Machete" and then get the "Slay Monsters" quest.
  • Depending on how often you have achieved certain goals, you could gain Achievements for your Summoner's Profile, too, or even Summoner Icons. For example if you played five games in which you killed 70 minions by 12 minutes, you could get a title Minion Slayer. Once per Achievement they grant Summoner Experience to reward new players.
  • Before being able to play Ranked Draft Pick, you might have to play five (or ten or so) Training Camp games first.
  • You would gain 50% Mastery Points in Training Camp, and normal IP and Experience.
  • The winning team is the team that has more points:
    • 1 Point per minion.
    • 15 Points per kill.
    • 5 more Points for First Blood.
    • 8 Points per Assist (total).
    • Points for goals fulfilled.
    • 15 Points per turret destroyed.
    • 2 Points for destroying a Sight Ward; 3 for a Vision Ward.

So, what do you think? Is this necessary or would normal games just be better? I believe through quests and in a learning environment players will learn how to play the game more quickly, which would increase the amount of new players that continue to play the game instead of giving up.
And the idea of having to play Training Camp over again might discourage smurfs? Maybe?

3 Comments

Lord Boltrix9/13/2015, 5:40:07 AM3 votes

I like this idea, I feel that it naturally encourages people to learn the game without feeling too forced. Yes, the objectives are there but the goal is not to win, but to learn to improve, winning or losing by itself does not teach you how to improve. If you died in a teamfight within the first five seconds for example, whether or not your team won or lost that teamfight, you don't improve much beyond learning 'I shouldn't have been there at that time.'

Instead of telling them 'go do this' you leave them the option, but if they try to get the achievements they will HAVE to improve to meet the requirements.

And even better, you could add levels of the training ground so that even veteran players can try to reach the achievements and find what they need to improve on.

Since Riot doesn't seem very keen on a sandbox mode to try everything out, I could see this as being a good alternative and a very good way to answer the issue of the very unfriendly new-player experience.

Minarde9/13/2015, 6:49:27 AM1 votes

Too heavy-handed. It might work as a solo tutorial-style experience, but making it PvP likely wouldn't work for long. Aside from the initial rewards, there's little reason to play this mode over normal SR except as pseudo-1v1 scenarios. The queue population seems like it'd die down fairly quickly.