Showing posts with label proving. Show all posts
Showing posts with label proving. Show all posts

Thursday, June 14, 2012

1v1 PG Intentions and Game Time


Brackhar
Technical Designer

We wanted to create something new and fun with this implementation while taking lessons from both ARAM and ARAB experiences. One of my longer term goals is actually to allow for variant rulesets on both this map and for SR; that'll probably be my next Thunderdome project. If I'm successful in doing that then you would be able to play SR without towers in side lines, and conversely play PG without the ambient gold and XP changes. I'm sorry you don't like what we made, but also keep in mind that you can still play ARAM as you've played it on SR until I get an opportunity to do that.

It's not a marketing thing, we just made something we thought was cool. :(


Our goal was to have a game time around 26 minutes, with maxes around 32 or so. If we're getting 40+ minute games then that'll be among the first things we try to balance.  

1v1 PG Details


RiotNome
Game Designer

Hey man, so hopefully I can address some of the concerns you're having. First of all, you're correct in that Proving Grounds as-is is not a faithful representation of classic ARAM gameplay. We took elements of what we enjoyed from both ARAM and ARAB and adapted them to an existing map; the result is that it's something that's similar, but still quite different, but what we hope is an improvement from ARAM and ARAB.

To address your concerns piecemeal, I'm going to refer to Proving Grounds as PG, classic ARAM as ARAM, and ARAB on Dominion as ARAB. Some of the justifications have already been covered by the other posters, so I'll focus on what's not been mentioned.

Health Relics
Health relics, along with brush, are both elements intended to give the otherwise straightforward terrain of Proving Grounds some deeper gameplay. On ARAM, there's the notion of two distinct fronts. You've got purple team in a line parallel to blue, and this is the default configuration until someone initiates or gets caught. While there's certainly merit to this gameplay, it does marginalize the usefulness of melee champs and amplifies the effectiveness of ranged pokers and AoE champs (say, Xerath and Ashe respectively). What we did on PG is break these fronts; you've got champs vying for brush control and scrambling for health relics. It's an ongoing process that keeps the state of both teams quite volatile and provides a lot of openings to capitalize on mistakes.

Increased Starting Gold This was a decision made very early in the project, and it directly relates to the melee/ranged disparity and the general feeling players have when they're "stuck" in battle. To clarify on this, it's when you're low health with no sustain; too low to properly fight, but you don't want to feed your opponents a free kill. Increased starting gold gives players the ability purchase enough sustain or survivability to mitigate this issue, though not enough to solve it. In addition, it allows for a much higher variety in starting builds.

I actually have to go do something right now, but I'll be back to answer the rest of the points. Please note that we do plan to support Proving Grounds; both Brackhar and I will be providing short term support, and I'll actually be jumping onto the live team for the conceivable future to provide long-term support for not just Proving Grounds, but other non-SR maps as well. It's also possible that we add a "classic" mode to the map in the future that removes the health relics, ambient gold and experience, and sets you back to level 1. But for now, I (and the PG team) implore you to play the map as-is and give us your feedback.


Alright, continuing on.

Starting at LVL 3 and Passive Experience
Starting at level 3 was specifically added to address the issue of--you guessed it--melee/range disparity. Starting at level 3 address the problem two-fold. First, on ARAM, melee are hindered for the first few levels due their core design; oftentimes their primary damage ability or crowd control is on a separate ability from their mobility skill. This means that unlike ranged AD or casters, they're effectively unable to participate in battle until they gain both their mobility and primary damage. Second, fighter (and many other melee) design involves the use of three abilities to create a combat loop. Renekton, Riven, Tryndamere, and Pantheon are great archetypes here; compare this to a Xerath who can effectively operate with one or two spells, or Ashe whose biggest impact comes from repeated use of one ability. Passive experience is there to address the snowball factor; unlike Summoner's Rift, Dominion, or even Twisted Treeline, the majority of battles on ARAM/B/PG involve and impact all champions on a team, which means that if an opposing player is taken down, the entire team snowballs, not just the individual. The passive experience gain is there to offset this snowballing, and also to push the pace and try to keep overall game time down.

Narrow Lane
Wide-open lanes are advantageous for AD carries and long-ranged champions. Narrow lanes are advantageous for melee. PG is more narrow than Summoner's Rift, but it's not quite claustrophobic. We experimented with more open layouts but they were very punishing to melee. As you've gathered by now, the ranged/melee disparity was a big factor in why we made the changes we did. I made another (shorter) post on the subject here: http://na.leagueoflegends.com/board/...84043#25184043

Item Selection
Items are a mix between Classic and Dominion. Bloodthirster was replaced with Sanguine Blade because the stacking nature of BT led it to generally snowball too hard. Wriggle's Lantern was disabled because the attached Ward removed Brush gameplay. We're open to replacing it with a similar item though. Madred's Bloodrazor was replaced with Kitae's Bloodrazor because Madred's was inadequate as a counter item given its price point. 

1v1 Proving Grounds Map


Brackhar
Technical Designer

Hey Dudes!

A little over a month ago, a number of developers and I participated in Riot’s first ever Thunderdome – a periodic, companywide event aimed at allowing developers to work on whatever they want. My team set out to make the Proving Grounds, our basic tutorial map, playable as full on 5v5. This is something I’ve wanted to do ever since I originally worked on the map, and with the help of some other devs (and a good bit of caffeine) we managed to get everything up and running. Everyone was pretty happy with how the effort turned out, and with the upcoming removal of Winter Summoner’s Rift we saw an opportunity to sneak the new map out by repurposing the same UI hooks.

In the next patch, the Proving Grounds map will be selectable in custom games. While we’ve been playtesting it internally as All Random (and lovin’ it) for quite some time now, all the pick options will be available – Blind Pick, Draft, and All Random – because we’re excited to see what variation you enjoy the most. We’d love to hear any feedback that you may have, as both RiotNome and myself will be providing support post release. Check it out and let us know what you think!

Fellow Rioters who helped me sneak this out:
Bigbadabruin
chunkface
Drevarius
Kilmourz
RiotNome
Ponts
positron7
Riot Taco Storm
RiotTroyzilla
subninja
Veigar