The real issue with TFT

Godammit Nappa·1/4/2020, 7:45:15 PM·2 votes·1,799 views

After playing over 200 games it finally struck me the actual problem; It is a draft based game, with a pool of champions, but compared to every other draft based game format I know this is the only one where you are not guaranteed a high rarity card.

Lets see who actually enjoys the game enough to read an in depth article. SKip to bottom paragraph for just resolutions.

In MTG (magic the gathering for those who have yet to play the game) when you play draft every player starts with three booster packs. You choose one card and pass the pack around the table, receiving other players packs. TFT uses almost this exact same mantra, allowing players to choose from this generalized pool. But the issue is when you look at your pack, and receive others, you can see the cards in the pool, you know a number in your head to work with. TFT does not allow you this knowledge, it keeps this hidden algorithm that many players think they know, or have an idea of, but it has yet to be confirmed. There is no reason to hide this information either, unless the game wishes to remove a skill curve that players can work with and hinge on the RNG style gameplay it currently sits at.

The second point that draft games allow that TFT does not is the guaranteed pull rate. In MTG (again using this as it is the most refined draft format card game) you get a guaranteed minimum number of cards, a handful of commons, 3 uncommons and a single rare/mythic legendary. Now in this game format there are some mythics that can carry decks, but also some rares that are better than others, and while getting these specific cards are in fact a random chance, the fact that you are set to get a specific powerful card to work with, to start building a deck idea around, is good. TFT grants an uncommon, but in a game format where you have to level to get more uncommon and rare choices this fashion does not work.

In magic you have the same pool of cards to choose from as all the other players, you get to choose from the list of commons, uncommons, and rares that get passed around the table. TFT uses a leveling system where you can alter your comp midway through as you level because the game starts to grant different options later in the drafting process. MTG does a similar thing, as the second and third packs are opened you are able to realize other players team comps and change yours, similar to TFT scouting, but the difference is that at the end of the drafting process, before games are played, you get to edit your deck. The reason this does not work for TFT is because you play as you build, but there are three MAJOR resolutions to the problem.

  1. Grant a rare champion at the first carousel; this will let players start an early comp and have a "carry" until the mid game, allowing the first carousel to have a larger impact than just rushing spatula or a basic item that they think they will need, but instead weigh every option in front of them. Adding to this it also would allow Riot to include a "tier" list where-as certain items can only appear on certain tier champions to grant a bell curve of power to choose from.
  2. Grant a "rarity" spot every round in your market. This would be most useful in granting a single high rarity card every round to select from, whether it be the second highest spot as to never allow legends or to be a special slot that shows a card of specific rarity based off your level, but this would grant a "growth" and power curve selection. Personally I would like to see this slot show a champion on the field or on your bench (randomly selected) as to push players being able to achieve 2 and 3 star characters faster.
  3. And this is the big one, an anti hyper roll system. Something as simple as "You may have the characters for a 3 star BUT you arent level 5 or 6 yet." And many many players will complain because people like winning and rofl-stomping others. But you have not really won if the game handed you such a lead, you received a handicap. And should you lose then your skills werent good enough to use that handicap to your advantage. This would truly help limit hyper rolling (which is the REAL RNG problem. Remove this and the game DRASTICALLY balances itself)

That is all. I may post more and more because the game has quite a few problems and I hope to see it improve, but my problem is I am used to beta testing and mass game testing, so articles like this are small to me, but too much of a read for many devs and players. Sad truth, players want simple things fixed, often times not delving deeper into why a game problem exists, they just want it gone.

Godammit Nappa OUT!

15 Comments

skills of luck1/5/2020, 11:48:11 AM4 votes

I originally typed up an essay, but then I decided to just try and keep it super simple.
TFT primary goal is mass appeal and profit, the current gaming trend is simplicity, instant satisfaction and skill expression through short term decision making. Dodging a skill shot, building walls, predicting movement.
Games that require knowledge, dedication and planning ahead are not loved by the new generation of gamers. Starcraft 2, MTG The vast majority of TFT players don't have 200+ games like us. Nor do they want a more complicated game with a higher learning curve. They just wanna 1 shot ur team and feel the instant gratification of creating a godlike unit. While farming salt and tears from the opponent.

Increasing depth to a game will let people with time and dedication enjoy it more but often does the contrary for the masses who can't think further than which unit is broken. Just remember the biggest concern for TFT at the end of the day is, how on earth do we sell more pengu?

lolerwow1/4/2020, 8:49:29 PM3 votes

I like the hyper roll strategy. It's risk and reward. You can try it and succeed, but if it doesn't work out than it's GG. I wouldn't limit it's viability at all.... Without it, RNG of securing the best champions late game would be the deciding factor in all games.

"I got the electric Lux (or Zed) in the late, I WIN" ... But at least currently with early hyper roll, we have "I hyper rolled three 3 "weaker" champions, Good luck getting that Electric Lux later to beat me"

"Oh snap, you played for late and got that needed rare hyper carry and beat me"

Point being... it's an option we shouldn't remove. IMO. The game would be stale without hyper roll. You can play early or late, let strategy be the deciding factor.

Sire Hippington1/5/2020, 2:57:15 PM2 votes

I think there is some merrit to your idea, but i feel like you have one major misconception in it: The different costs of TFT units don't equal rarity in MTG, they equal manacosts. Just as in MTG, aiming at a comp that relies on high cost units('cards') is a lategame strat, while focuseing on low cost units(Hyperolling) is and earlygame strat, just how you either focus on surviveing/ramping till you get mana for the big hitters or try to pump out alot low cost stuff early on in MTG(yea, there are many more variations in MTG as it has much more depth, but for simplicitys sake just think a green starter deck vs a goblin starter deck) I don't think TFT has(or atleast should have) anything compareable to rarities in MTG. In MTG, rarities exist because it's not only a game, but also tradeing cards for collectors, the rarities and booster modell are their monetarisation, they aren't really relevant for the (core)gameplay. They are relevant by proxi for any player that has limited finances by restricitng their pool, but that's differnt story. And drafts are basically an community mode, not something that wizzards of the cost specifically designed around(inititally), similar to aram. In TFT, if it actually was properly balanced, Each unit should be equally potent to others of the same tier(=manacsts). In MTG, that doesn't have to be the case.

That said, i think the idea of haveing a higher tier unit in the shared drafts(maybe start with tier 3, then tier 4 till after raptors and from there on tier 5s) is still interesting, thogh it adds aditional RNG as you now are kinda forced into a built from the start and if you don't get anything that fits for your starting pick you are at a heavy disadvantage.

Another thing that would need to happen(and imo should happen anyways) is that the shared draft units dropp their items when you pick them, else there would be even more RNG on getting a unit with a fitting item. Imagin 1 guy getting Noc with BF from the first round, and the other gets Naut with a recurve, Both a tier 3, but not only do you usually not put your items on Naut, but if you would, it surely wouldn't be a recurve, while BF is basically the ideal item for noc.

However, what i think would be a clear improvement is if each of the 5 'draft slots' had it's own chances for each rarity, so lets say at lvl 3 instead of a 70/30 split between tier 1 and 2, you have a 100% chance for tier 1 on the first 3 slots, a 50% chance for either on slot 4, and a 100% chance for tier 2 on slot 5. Especially for the high rarities later on, it would make it more likely to get atleast 1 champ of that tier, but also less likely to get multiple tier 4 champs in an early draft(had drafts with 2 annies and 1 brand on lvl 5 already). It should make it more reliable to get the desired tier 4 units between krugs and wolfs, yet also less likely to two star them at that point already. Right now, you often have 1-2 players already two staring their tier 4 befor wolfs, while 2-3 others haven't found a single fitting tier 5. So it would streamline the edgecases of the current system and make the game a bit more reliable.

ThunderCraft1/4/2020, 8:19:40 PM1 votes

tft have tendencies or sets set are assigned but sometimes these set are totally not a good hand, play more tft you will agree with me.

VvVVvV1/7/2020, 10:30:22 PM1 votes

Soooo....why not just go play MTG? Not every game is meant to be the same. The differences is what makes them different [zombie-brand-mindblown]

The only real problem with TFT is that there are only like 2 or 3 comps that consistently can get you into top 3 or pull out a win. Or just comes down to whoever can get a Olaf and put 2 items on him 1st. Take Blademaster for example, complete ass comp and waste of time to even try to pull off. The comps not being balanced makes the game boring because you either have to build the same comp every game to stand a chance or you try to have fun with other comps and get 5th or lower.

Xhaiden1/7/2020, 11:11:36 PM1 votes

The real issue with TFT is ITS MALICIOUS SIDE (game functions that were created with malice in mind... TO MAKE THE PLAYERS SUFFER). The gambling side of TFT is one thing.... but then we have the "Carousel" which is really really malicious by design: 1st Round everyone chases the unit with best item (usually the Spatula) or the unit most advantage by the terrain (the natural element for that given game). Which, usually implies a bit of early annoyance - but not much harm so far. The despair starts the next rounds - for the unlucky players who got shitty droops or missing the required units - thus, they keep loosing round after round... And then comes the carousel - which... was suppose to favor the weakest players - by giving them the option to chose an unit starting from the lowest score to highest - AND YET, since you're still frozen despite of being 1st pick - the DAMN THING MOVES SO FAST THAT - IT'S IMPOSSIBLE TO CHASE THE UNIT YOU WANT! And thus, the 2nd or even the 3rd pick gets to pick those units despite of being frozen - since they get unfrozen exactly when that unit is in front of them (thus getting delivered on a silver platter - while you chase it like crazy). It's even worst in late game - when you have completed items at carousel - and once again - you miss the one you need/want while having 4 points left and the next in line might have 48 points yet he gets it - due to this shitty malicious design.

Seriously, that damn thing should move at least 3 times slower and each player should have 9 seconds to make a choice - enough to get the pick one deserve... Not like like now - when the Carousel gives you the false impression of having a glimpse of hope left (as if it's something you can still control) - only to loose even that last hope to its malicious design...

[sg-ahri-1]

BlksDstroyCities1/10/2020, 5:44:38 PM1 votes

The optimism is admirable, but this company is like Bliztard with Hearthstone etc. You either have no self respect and pay real money for their games/items or you fight against the mighty algorithm. The game very obviously manipulates the rolls where it will not give you the 9th of what you need. Once you spend all your gold, that last roll reveals that 9th. Or, if you give up and sell, they immediately give you an instance of that hero.

They do not want to fix poison. Nerfing Singed damage when poison is the issue? Nerfing Nami's ability damage when stun is the issue? These fails are on purpose. Brawlers were comically broken in set 1, and now this set is getting worse rather than better. The Lights buff is really embarrassing, like they just used common core math for kicks.

Accept that most every major developer is short sighted/dishonest and you'll stop trying to help them. Just enjoy when their games are accidentally in a good place.