How to mostly reduce RNG

Barkley·7/7/2019, 8:45:43 AM·4 votes·738 views

Add a shop. Buy any basic item component for 5 gold. Every item bought increases item cost by 5.

First item 5g Second item 10g Third item 15g Fourth item 20g

So on and so forth. Make spatulas 25, 50, 75, etc.

Obviously the numbers could probably be tweaked, I’m not a balance expert. But the concept is there.

Then drastically reduce the items dropped from jungle mobs and carousel champs.

Maybe only 2 or 3 random champs on the carousel get an item, and maybe only on tier 1 champs. Like yeah you can have this item, but it’s on a rek’sai.

This does two things. It lessens the power of RNG, and also helps combat snowballing by giving losing players a potential item, or at least the choice of an item — and the winning players likely won’t get that opportunity. This can drag top players down, and bring bottom players up, allowing for a much more even match.

Maybe jungle mobs have a 50/50 shot to drop one item for the whole camp, and if you get an item that chance drops to 25% for the whole camp next time, diminishing by half over each camp you successfully get an item.

This can help maintain the holy shit factor when you get that item you needed in the 11th hour, which is fun. But it puts the onus of item strategy more in the hands of the players, and less in the hands of chance.

Weakening the random drops incentivizes the player purchasing them from the shop — but the shop costs gold. After one purchase, you’re dropping a whole econ level for an item. That’s a big decision.

The scaling item price, combined with the reduction in returns from carousel and monsters makes sure someone can’t just get like 6 completed items unless they really invested for it or made some sacrifices.

1 Comments

gonna flex on u7/7/2019, 11:47:08 AM2 votes

I like this suggestion...