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Rewards For Doing Badly > Rewards For Doing Well

DirtyDocking··26 votes·12,254 views

Reasons to try hard early in the game and hold on to your points:

  • You have more points, which makes you harder to take out later on
  • You have a chance at earning win streak gold

Reasons to try to do badly early in the game so you lose points:

  • You get first picks in the draft
  • You have a chance at earning lose streak gold (basically guaranteed if nobody else is using the "lose early" strategy)

It's possible that interest gold is also an advantage to doing well -- if you are ahead, you are in a more comfortable position to hold onto a lot of gold for bigger bonuses. You can do the same if you're "not trying" but the risk is obviously higher.

I argue first pick in shared drafts is too great of a reward for doing badly, and that it outweighs any benefit to doing well, at least for the first one or two drafts. Some item combinations are way stronger than others and getting first pick allows you faster access to these combinations which can easily put you at an advantage over the players at the alleged "top". This is bad game design. If you're going to give welfare to losers then the benefits should not outweigh the rewards for being good. You don't give better items to people who feed in League of Legends, so why would you do it in Teamfight Tactics?

41 Comments

The Ecdysiast13 votes

Yeah. Items outweigh champions a little too much, since it's a lot easier to get champions you want than items you want.

ProExpertKing5 votes

Also that everyone will have about the same access to champions while some people end the first three minion waves with 3 full items on one character

Shinta1 votes

yes i hate this, so many games i get 1 item and i look around my enemies and see a guy with 5 items,

i dont understand the rng for items but had a game where a guy got three spatulas from the initial minion waves, granted he may have been the one to pick up the item from the first carousal but the luck of those drops killed me

needless to say he won that game with 3 extra champs on the arena

Kazymandias2 votes

{quoted}

yes i hate this, so many games i get 1 item and i look around my enemies and see a guy with 5 items,

i dont understand the rng for items but had a game where a guy got three spatulas from the initial minion waves, granted he may have been the one to pick up the item from the first carousal but the luck of those drops killed me

needless to say he won that game with 3 extra champs on the arena

I've been announcing how many drops I got at the end of the first three NPC rounds, causing people to reply with their own.

And yes, there's almost always a catastrophic difference among the players in the match. Enough that it's more than just the useful amount of RNG that would let people feel like "anyone can win", wrapping around to being so much that it's discouraging and frustrating.

The game is initially a huge seller, but it'll eventually burn through its potential fans and die out, if they don't stabilize it to feel less unfair.

In the case of the item drops, they could so something like have each "roll" done twice and then divided in half. This would move the mode (what is most common) and mode (closer to the average, while still leaving 1 or 5 items possible.

anjogrTest1 votes

{quoted}

I've been announcing how many drops I got at the end of the first three NPC rounds, causing people to reply with their own.

And yes, there's almost always a catastrophic difference among the players in the match. Enough that it's more than just the useful amount of RNG that would let people feel like "anyone can win", wrapping around to being so much that it's discouraging and frustrating.

The game is initially a huge seller, but it'll eventually burn through its potential fans and die out, if they don't stabilize it to feel less unfair.

In the case of the item drops, they could so something like have each "roll" done twice and then divided in half. This would move the mode (what is most common) and mode (closer to the average, while still leaving 1 or 5 items possible.

The variance of the compound distribution can be affected directly without any arithmetic: the drop probabilities of items in general and of high tier items need only be adjusted. But, implementation details aside, I absolutely agree with you. (By the way: notice that no one is complaining about an early warmogs on a tier 2 garen, which further suggests that high tier item probabilities and balance should be efforted directly.)

U R Good At Game8 votes

Almost every time I lose is to someone who lost early on purpose to get an OP item/champ stack in all the circles and made a comp that can't lose. The "Youll have lower hp" argument is so irrelevant. These players intentionally drop to like 12 by the end of the game then no one will land a single shot on them after that because their team is just god tier. Being low HP literally doesn't matter if no one can hurt you.

I RARELY see the person winning early game win the entire game. They always end up item fucked.

anjogrTest1 votes

[{quoted}](name=I Play This Game,realm=NA,application-id=RaE1aOE7,discussion-id=e1PhiXWu,comment-id=0006,timestamp=2019-07-11T14:04:23.782+0000)

Almost every time I lose is to someone who lost early on purpose to get an OP item/champ stack in all the circles and made a comp that can't lose. The "Youll have lower hp" argument is so irrelevant. These players intentionally drop to like 12 by the end of the game then no one will land a single shot on them after that because their team is just god tier. Being low HP literally doesn't matter if no one can hurt you.

I RARELY see the person winning early game win the entire game. They always end up item fucked.

Happens often enough in my games: once a few people die off, there is much, much less carousel competition. Completing items gets easier, and you have more options for truly optimal champs to put them on. Of course, being placement 1 early does not guarantee a win... but should it, really? The changes in health early are so slight each round that stacking to win them probably shouldn't matter more for increasing Elo than running a consistently good strategy, on average. Not unlike a horse race: it is hard to say definitively whether breaking early or late is better or worse, it depends on the horse, the track, the weather, etc..

What seems to me asa more impactful factor, and a frustrating one because it involves very little skill (only in that you have to know which items to combine to what and who to put them on) is how many items the middle PVE rounds grant.

To be clear, I have won/highPlaced just as many games with 6 nobles (2 or 3 rank 3) as with swain/gnar/shyvanna/aurelion (2 or 3 rank 2); most of the nobles games were slow played (with lots of rerolls at the lower levels), most of the shape shifter games were win streaked (transitioning into that start with a lot of gold from something else and no rerolls). But, if I don't get any items from Krugs or Raptors, the impact is meaningful and immediate.

Theurang4 votes

Health is a resource and we have a lot of it. Managing this resource over the course of a game is a good strategy to learn, especially if the early-mid game comp you got was trash. 1 HP and 100 HP are the same as long as you're winning.

So I think it can be OK to let people have a reason to leverage their health to play the long game, but there could be some additional consequences for it. They could make it so you lose more health the longer your loss streak is. In addition to that, items just need to be nerfed or handed out more often (or both)

Illabethe6 votes

Tbh I prefer it this way. Why?

Players obviously do not like snowball meta in the prime League game, Summoner's Rift. Rift = Doing good early generally rewards you more all game, and locks in wins. There is no balanced comeback unless someone REALLY messes up after doing good.

I've accepted that if I'm #1 for the first 11 rounds of TFT, I'm going to have a drawn out match where I finish #1 or #2 or #3, simply because I gave up all the Spatulas or people counterpicked my carousels..

But here's my general tip to beat the odds of either giving an early lead away, or losing early to win late:

  1. Lose Early has a steep problem: You have finite HP, and if it comes online too late, you're going to be playing random trading matches between someone who has 100 HP and someone who has 20. If your chance to beat them is 52% (slightly in your favor), you'll still lose, because they are in a better position.

  2. You can have a little of the best of both worlds, simply by monitoring how sharply you win duels by playing a winning strategy. Round 2-4 duel wins hard? Don't buy and upgrade any more than you have to. Get to 10+ gold, and sit on it. Whether you win in 7 seconds at 15 seconds doesn't matter. Doing this might also allow you to lose one match or two, and give you a better first Carousel.

If you passively do this all game, you generally can maintain an ~80+ HP position into late game, simply by buying only as much as necessary and then hoarding.

If on the other hand you fall to the compulsion to rush a level to get another pawn on the table, you may secure 100 HP, but end up having no compatible upgrades.

If on the other hand you spend your hoard on resets, you've often neither spent them on levels nor champions, so you suffer a deficit on both ends.

I've maybe only won one game of TFT where I kept the initial lead per 8 games. I've won about 3 of 8 where I play #2 or #3. I've won maybe 1 in 8 where I played a loss strategy. I've lost about three where I've played a loss strategy.

(I win about 5 of 8 games)

PhearBunny6 votes

its just, elite gaming skills arent even part of the equation currently. The game is literally 99% RNG and 1% strategy.

Leetri2 votes

That's why the same people end up winning all the time? Or do some people just have naturally better RNG?

Meritas2 votes

{quoted}

That's why the same people end up winning all the time? Or do some people just have naturally better RNG?

Just like some people are just naturally better with getting good teammates in Solo Q.

anjogrTest1 votes

{quoted}

its just, elite gaming skills arent even part of the equation currently. The game is literally 99% RNG and 1% strategy.

This is not at all true. Its just that the skill, in large part, is profitably interacting with the RNG, which is a very different skill than in LOL. By waiting out levels, you can consistently get tier 3 level 1 champions by midgame. By rushing levels, you can consistently get tier 2 level 4 champions by midgame. Which is better changes depending on which champions you get, which items you get, likewise for your opponents, and likewise with regard to what your opponents decide based on what they get. But, if you are constantly evaluating your opponents maps, this should inform your decision; likewise, just as in LOL, being aware of the meta is critical, and in the case of TFT, should help motivate your decisions to interact with the RNG. There might be more RNG than proper chess, but to say there is no--or even less--skill involved misses the entire concept of what skill is in this sort of game.

Meritas5 votes

From my experience people who are in the top spots are usually those who have full 2-star Champions in early rounds and early 3-star Champions. And how hard do they really try? It's more along the lines of getting those pair and triplet Champion rolls than betting all on a few key re-rolls that make or break your game.

While there are the close games where nobody's 90+ HP and crits decide the winners, I don't really think that people who are already winning in a natural manner need any more help. Yes, it feels **** to wait and watch as every remotely good Item/Champion is being picked away, but let's face it - does it really feel any better to see how the top players pick Draven/Swain or Recurves and you know that you might as well afk and do something actually productive?

Metal Janna5 votes

Rarely do I pick a champion from the carousel. Mostly I pick items. Even the worst items are worth more than a single copy of a champion in most circumstances. Just nerf items and give out more of them on minion waves.

Porglit4 votes

One thing I think isn't considered strongly enough here is that you get a gold per win aside from any win/loss streak. That means the people losing on purpose make it easier for the winners to both keep their own win streak, as well as to keep harvesting the extra gold each win. Because of this, the win streak is always better than the loss streak by 1 gold. That gold helps keep 1st at 1st, where he keeps getting extra gold...

The problem with removing items from the carousel are two-fold:

  1. It becomes purely a champion pick, rather than a consideration of both items AND champs, and a decision being made from multiple factors.
  2. It makes winners snowball without people having a chance for people to come back from an early flop. Who would want to play a game for 20 minutes when it's clear who will win in the first 3?? But with the carousel draft, those behind always have the ability to make a comeback.

The issues with the game are with the number of items dropped by mobs, not the carousel.

anjogrTest2 votes

This is a really thoughtful point, that I missed until you said something. Thanks!

Klingon Sunset4 votes

The other day I was in first place until the end. I had over 60 HP and this one guy had 1 hp...He was at the bottom most of the game and ended moving up all the way and surviving till it was me and them. I was careful with my spending, got not a lot of items from AI battles....but this 1hp guy took me from over 60hp to none....making me second. He won with 1hp. This was because the items in the draft...

PhearBunny2 votes

How does having a rank2 pyke with 3 spear of shojins by the 2nd carousel = pro gamer skills?

DirtyDocking1 votes

{quoted}

one has elite gaming skills and/or better luck.

come on kiddo don't ignore the other half of that statement

Sire Hippington2 votes

I really don't feel that way. Maybe till krugs, aiming for a loosing streak is fine, but past that you just drop to low and a single bad fight can be the end. It's also risky, cause if you get that 1 win in between, your econ is totally fucked, so it fully depends on beeing the only one actively tryong to loose. And it only works if you still get a decent setup+items on your bench, else you won't be able to recover in the midgame.

Winstreaks give huge gold advantages on top of NOT loosing live, and haveing a winstreak usually means your setup is doing nicely already, so you can save gold for interest which in the long run gives a huge advantage. Ofc if you get an early loss in between your gold isn't that great, but still better than for interupted loosing streaks and you still have more health and most likely a better setup.

As for the shared draft, i think the main issue is item balance right now. If some items weren't as clearly overpowered(mostly the off items) with others beeing rather weak(most def items), beeing 1st pick wouldn't be as bad. and even then, i rather have the health, gold and an already working setup than getting that itemadvantage unless your lucky enough to get multiple spatulas from it.

Also, it's really the only thing that keeps your hope up on an **unintentionall **loosing streak, else you could just as well leave if you drop to 50 befor reaching wolfs

So far, i havent seen much loosing strats, and most of them dropped out early, cause even when their setup got to a strong point, one fight vs assasins with crit luck or some prema CC glacials and they are out... On a winning streak however, if i reach wolfs as one of the top 2, i finish the game as one of the top 3 90% of the time, and the 10% are insanely bad luck with not getting ANY of the pices i want from there on. Doesn't matter what strat you go if RNGsus hates you.

anjogrTest2 votes

The reason for lose streak gold is because it takes time for the skill of a superior player to manifest itself because of the RNG interactions throughout. Indeed: skill in TFT is principally in a players profitable interaction with the RNG. I actually made a whole post on this, if by chance you are interested, and likewise curious about the proper way to compare the mathematical aspects of the RNG interactions with LOL.

https://boards.na.leagueoflegends.com/en/c/teamfight-tactics/HYxMA7TI-thoughts-from-a-cut-rate-mathematician-and-an-even-worse-gamer

I absolutely agree, though, that intermittent loss benefits should probably not exceed win benefits. But, just as the game should not be a coin flip--there should be some material and rankable concept of skill in the game--it should also not be a max squat--interacting with the RNG is integral to the game, which necessitates that the superior/prudent strategy lose to the inferior/risky strategy a nontrivial number of times. The post talks in detail about both aspects of randomness interactions.

By the way, since the last paragraph has references to other games, let me mention something about chess. In chess, there is absolutely an innate randomness: whether you or your opponent will recognize each other's strategies in time to counter. I talk about this sort of thing in my post, but problems like this are actually not tractable mathematically--they turns on something that cannot be reliably regarded as an RNG. This is what makes the game interesting. The same is true in TFT, the point is though that the obvious and meaningful presence of an RNG requires that people who do not roll well initially be given the chance to continue rolling--for at least a while. Nothing of the sort is necessary in proper chess, but only because there is no obvious or meaningful RNG presence.

Lastly, if you think about it for a moment, then we should be able to rank certain scenarios in the order of their likelihood for gaining rank/Elo--in other words, placing in the top 3 or 4. The best possible case is:

  1. executing a strong early game strategy then transitioning into a strong late game strategy, with good rolls early, transitionally, and late.

But which of the following 4 sorts of strategies is next best, and how to rank the other 3, is a development choice that will change with the meta: 2. executing a combination of strong early and moderate late game strategies, with good rolls 3. executing a combination of moderate early and strong late game strategies, with good rolls 4. executing a strong late strategy, with good rolls 5. executing a strong early strategy, with good rolls

The central question is: "where in this list do the corresponding strategies fall, with moderate rolls?" For the sake of argument, let's say the 5 scenarios mentioned can be statistically ranked for a given patch, and that their ranks are as above. The question then is, where does "executing a strong early game strategy then transitioning into a strong late game strategy, with moderate rolls" fit on the list? Between 1 and 2? Between 3 and 4? Getting this placement right is the result of properly balancing losing streak gold, where as giving too much or too little gold will result in a placement that is too high (you should not just be able to blindly go for 6 nobles with AS on vayne if the first 6 or 8 RNG rounds do not roll any nobles or any recursives!) or too low (the game shouldn't feel like a coin flip; just because you didn't roll any nobles or recursives on your first 1 or 2 RNG rounds should not mean that the strategy is absolutely off the table).

Pika Fox2 votes

First pick in an early draft isnt all that great generally, as you can at best just get an item you specifically want or maybe a 3 cost for your comp. Youre getting enough power to balance out your lost HP.

Later on the first pick gets better as you get the option for a 4 or 5 cost unit first, but youre also usually down 50+ HP at that point.

If anything, winning and losing evenly is the biggest disadvantage.

Subdue2 votes

The flaw in the argument that the original post makes is that it equates losing HP early on with "Doing badly." HP is a resource in this game, and can be traded for an advantage elsewhere. The concept of forgoing something in the early game for an advantage in the late game is not unique to TFT either. In RTS games like Starcraft for example, it is a common to forgo an early army in exchange for an early expansion. Lack of an early army makes one susceptible to an early loss if the enemy decides to rush (a very early attack), but benefits the player if the player survives the early game, by allowing them to have an economic advantage over their opponent. Likewise, in TFT a player can forgo a resource, HP and win gold, to gain an advantage elsewhere, items.

Kazymandias1 votes

{quoted}

The flaw in the argument that the original post makes is that it equates losing HP early on with "Doing badly." HP is a resource in this game, and can be traded for an advantage elsewhere. The concept of forgoing something in the early game for an advantage in the late game is not unique to TFT either. In RTS games like Starcraft for example, it is a common to forgo an early army in exchange for an early expansion.

A huge difference here is that you can build a strong army later in Starcraft, while the lost HP in TFT is gone forever. If you lose most of your health before you're strong, all it takes is one accidental wipe by another player and you're out.

If it's down to two players, one with a better team but low health, and one with a weak team but high health, the weak team guy has a bunch of tries, the better team guy can't lose even once or he's out.

Subdue1 votes

{quoted}

A huge difference here is that you can build a strong army later in Starcraft, while the lost HP in TFT is gone forever. If you lose most of your health before you're strong, all it takes is one accidental wipe by another player and you're out.

If it's down to two players, one with a better team but low health, and one with a weak team but high health, the weak team guy has a bunch of tries, the better team guy can't lose even once or he's out.

Right... which is why it's a strategy. If there were no downside it would just be the way to play.

Kazymandias2 votes

{quoted}

Right... which is why it's a strategy. If there were no downside it would just be the way to play.

Yes, but my point is that the better team guy, at that moment, followed the worse strategy. In my experience, the one with more health almost always ends up winning at least one of the ensuing lengthy series of fights, and therefore the match.

Subdue2 votes

{quoted}

Yes, but my point is that the better team guy, at that moment, followed the worse strategy. In my experience, the one with more health almost always ends up winning at least one of the ensuing lengthy series of fights, and therefore the match.

I'm pretty sure at this point you're just arguing for the sake of arguing, and with pointless anecdotal evidence at that. I never once claimed that any one strategy is better than any other strategy. I simply pointed out that being lower in HP does not mean someone is "doing badly" as the original post suggests, and that there are reasons to /intentionally/ lose HP to gain other advantages.

Bronzsuo2 votes

It is a risk though. Since everyone is fighting each other randomly, it is hard to know how much HP you will lose next time. It is risk and reward play that may or may not kill you. Making "Losing" as a viable strategy make it so that dumping every gold you have is not the only strategy to go for and more about saving gold for that interest and secure more chance at winning the game. If you think about it, there is nothing so strategic about brainlessly use gold at all. Remove the reward for losing encourage brainlessly spend gold which also remove the "interest" gold gain mechanic since a lose will snowball into a lost. Also, it is not like going on a win streak is bad either: You get more hp so that you can afford a few lost in late game which you will not get if you use "intentional losing strat", The lose streak gold (2g) also is lower than the high streak gold (4g).

Hvsao2 votes

I strongly disagree with your conclusion. This is a strategy game at its core, and their are observable trade-offs.

In Team Fight Tactics Health is a Resource, just like gold. As strategies become more complex, manipulating your position for drafting will become a key factor to success.

A valid strategy to win late game is minimizing HP loss, and consistently lose rounds to be close to the higher priority picks while having high gold income. The risk to this strategy is not being able to make your comp come into fruition before your HP is too critically low. Every strategy has a caveat.

BLACK REALM GOD1 votes

so... what's your solution Rembrandt?

you want they should remove items from the draft circles? cause i'm all for that.

The Ecdysiast5 votes

[{quoted}](name=BLACK REALM GOD,realm=NA,application-id=RaE1aOE7,discussion-id=e1PhiXWu,comment-id=0001,timestamp=2019-07-11T10:06:23.929+0000)

so... what's your solution Rembrandt?

you want they should remove items from the draft circles? cause i'm all for that.

Well it'd be better to just go with normalizing item drop rates from mobs. Then getting what you want from draft won't be as important. Then, maybe granting an extra drop of 6 gold every 3 rounds or so that you're on a streak.

DirtyDocking5 votes

No need for sass babygurl, it would be enough to just remove the welfare for losers. There is no need for it in a game like this. It makes sense in League of Legends because it never gives the loser more than the winner, and it rewards you for actually doing something hard. If someone is on a kill streak and some feeder shuts him down, he gets a boost but it's nowhere near the wealth the pro gamer has already amassed. In Teamfight Tactics the people who are ahead are not gaining a massive gold advantage over the people who are behind, the main difference between the two is one has elite gaming skills and/or better luck.

anjogrTest1 votes

You are calling people who do not win fights early "losers" but the central issue that the post seems to turn on is the innate randomness of the game; people who do not win early fights might not have committed any strategic err. There is a reason we are not all sitting here talking about online coin flipping competitions, the lack of skill in flipping or guessing a flipped coin would not make for much fun. Keeping people who do not win fights early in the hunt is mathematically necessary for the proper functioning of a ranked system in any sort of game with a pervasive RNG.

Kuponya1 votes

Only someone who frequently "loses" (5th-8th) would claim this. To try to "do badly" and throw early matches for a draft pick advantage makes a significant negative impact as opposed to trying to do well. Having an advantage in 1-2 drafts won't matter if you do not have the HP left to risk holding onto a better economy. Trying to do well on the other hand keeps you healthy enough that you aren't forced to make choices earlier on and let's not forget that each pvp win grants you 1g.

SettDownShutUp5 votes

I disagree, I actually play with the intention of getting a losing streak, as I find it more reliable than attempting the win streak. I use pirates in the early rounds to start a mass collection of gold, then around 30-40 health or Krugs round, I'll cash in and go for Yordles or Glacial as they're too hard to come by early on.

I instead use those early rounds to focus not on champions, but on what items I get from the champion carousel, combining for a spear of shojin/phantom dancer (lulu), or Guinsoo's Rageblade for Sejuani/Spatula to make Graves glacial for that AOE stun%

It works more often than not, I'll say that much.

Sp33d Zer03 votes

If I am putting myself in a position where I can lose HP early, I get earlier options of getting the exact item I want to complete my Spear of Shojin or change my Vayne to a blademaster. If I am putting myself in a position where I can sandbag the HP while still losing, I will maintain health while getting priority for the draft. If I can keep myself losing I don't feel pressured to constantly dig for upgrades and can bank up to 50g quickly.

I have countless times gone down below 30 health, picked up an Asol or Draven or completed my assassin comp while losing and then snowball the entire game because I shot up to 50g so quickly and now have all the specific items I want.

To say that someone who "loses" would try to do this is ridiculous as it is a higher risk but very high reward style that can easily result in a win.

YambrinZ1 votes

Losing early will get punished when people learn better strategies. have fun tanking your hp and then getting blasted randomly by someone who just all-inn'ed and now your game is over.

Karn Bishop1 votes

Whats even more funny is i get people who mock me for losing the early rounds only to later find out I won precisely because i lost early.

Kazymandias1 votes

You forgot:

Do Badly:

  • If you're not buying champs or extra slots, you also save up enough for interest gold faster. You can buy extra higher-tier champs later.

Try Hard:

  • Because your team's stronger, you're more likely to win the NPC levels and have more items.
Shinta1 votes

i do agree i lose the early game everytime just to have first item picks,,

unless i end up with a t3 or 3 t2 units before lvl 4 then i go tryhard

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