Put the player you fight each round on a cycle instead of RNG

Unkn0wN·7/18/2019, 3:33:47 PM·27 votes·9,974 views

I read the post about how you like the RNG items and are working on toning down the spectrum of variance for them and how having RNG item drops makes the game feel more meaningful. OK. Having random opponents does not fall under this same thought process. Making the opponent you face each round cycle around the board would allow for more skill to be involved in the positioning of units, what units to have on the board, and make the game overall more competitive, which is a good thing.

As it currently is especially when there is an odd number of players there will be times where I will get a phantom opponent 3-5+times in a row sometimes coming towards the final 5, which sure can be lucky for me but takes away from the actual gameplay VS my opponents who are in the game with me.

The order of the opponents doesn't matter so much as that it is cyclical and obvious who you will fight next so you can scope their board and plan for the fight. Can definitely make use of the nice Stage overlay at the top to indicate this.

I very much enjoy this game and am fine with RNG elements but I believe that by having a cyclical based opponent system would add more of the elements that you can only experience late game to the forefront, such as tactically arranging for a specific enemy and allow for more strategic and direct competition.

https://clips.twitch.tv/BoldSingleOwlYee 1 example of why it should be changed from the Twitch Rivals Tournament

19 Comments

ShadWooo7/18/2019, 8:37:45 PM8 votes

I just had a game where 3 players were on a 9+ winstreak and I was one of them. Each of us sit on 50+ gold while playing against the same players again and again until we knocked them all out. Very balanced game indeed.

Subdue7/18/2019, 7:07:54 PM4 votes

So, if you're the only one going assassins, rather than everyone needing to balance between protecting key champions while leaving others open because everyone else will be attacking from the front, now they just watch the rotation and move their tanks to the back when they face you, completely negating your strategy at no cost to their performance against anyone else?

PhDs Nuts7/19/2019, 2:04:04 PM3 votes

Just made a similar post. I like the cycle, but don't show it to the players, and change the cycle every time it's completed.

Nea1047/19/2019, 3:12:43 AM3 votes

That is a serious RNG factor, and the main reason why this game is called "tactics" only as a joke: you DON'T know who are you gonna face, besides in the very final rounds.

So, the entire idea of "countering" (selecting and changing champs, items or positioning), it's totally denied.

Don Longo7/18/2019, 6:59:37 PM2 votes

I agree!

Barkley7/20/2019, 5:08:16 AM2 votes

The fact that this doesn't have 100 more upvotes than it does is ridiculous.

Teh Song7/19/2019, 1:06:00 AM2 votes

I quite prefer the mind game of setting up your composition and placement for the match as a whole, instead of doing for each separate round. In fact, I'd say the former takes more strategic skill than the latter. As such, I would have to speak against this notion of putting the rounds on a foreseeable cycle. I do believe however, that you shouldn't find yourself fighting the same person twice in a row.

Bregan7/19/2019, 6:47:57 PM2 votes

not exactly "rotation" because that makes it too predictable and easy to counter position, but a better solution is to think of it like a bag of marbles. you reach into "bag #1" and randomly draw one to be your opponent. after the fight, that marble goes into "bag #2". you keep drawing from bag #1 until you've faced everybody (yes, the last fight will be predictable at that point, but so are the last fights of the end game, so whats the difference? not so bad a price to pay for fixing the repeat fight issue). then repeat the process. this way, the order is randomized, but you're never facing the same person too often in a row.

additionally/alternatively, just add a 3+ round timer to every fight that prevents you from facing that person again too soon, with the timer reducing in length as players get knocked out.

Sidernar7/20/2019, 3:52:33 AM2 votes

bump

i'm tired of losing to the same dude over and over when i know i can beat every other comp on the board. i get it that dude beats me. oh? lucky me, another lesson. i feel like a kid getting punished by an adult for something i don't quite understand but i know it hurts.

fucking fix it already riot... fucking morons running this shit. we gotta Buff bow which doesn't need it, so eat it on gameplay that matters.