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Re: League of Legends [v2]
posting after nfd
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Re: League of Legends [v2]
posting before litodude
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Re: League of Legends [v2]
wow you guys are all shitters
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Re: League of Legends [v2]
ur all fuckin trash !!!!!!!!!!!!
not even leftover bannaana like straight up trash from uganda |
Re: League of Legends [v2]
ya but what uganda do about it ?
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Re: League of Legends [v2]
i'm loling at all the scrublords crying about "blue side has a camera/vision advantage" because theyre too shit to play on purple side !!
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Re: League of Legends [v2]
If anything I'm more annoyed about firstpick/firstban inequality and dragon/baron pit inequality than camera angle.
SR should be mirrored across a vertical axis like TT or Heroes of the Storm maps (which are balanced just naturally) instead of diagonally mirrored, Riot with the A+ design decisions. |
Re: League of Legends [v2]
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in terms of design, the shape and positioning of the map gives it a lot of room for positive features that promote healthy gameplay, and in this context outweighs the advantages for how it's oriented unless riot sucks at coding and there's something unbalanced, camera angle doesn't mean jack shit unless there's significant obstruction, which is a fairly minor issue in league |
Re: League of Legends [v2]
Yeah the UI would have to be completely changed to accomodate the four small triangles at the side of the minimap that would be created.
I see absolutely no other issues with it. Positive features that promote healthy gameplay? Like red side having three natural entrances to the Baron area compared to blue's four? Like blue side's easy botlane access to a redbuff? And red side's much stronger bluebuff control with the dragon being right there next to it? EDIT- I mean, unless you're making the argument that huge map imbalances are interesting, which I guess you could, imperfect balance and all that... But there's absolutely NO argument that it's competitively equal this way. |
Re: League of Legends [v2]
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And that makes sense too. If you could achieve absolute balance and prove it, then you basically solved the game. A solved game isn't very competitive (or at least isn't strategically rich). The case with camera angle is an example of this. Sure, it might give one side a slight edge, but unless we're finding out that in the competitive scene one side is really winning more often regardless of other factors, then it's not a problem. Riot used to have tons of map issues. Remember when Baron was in the back of the pit? Remember when you could push the dragon around? All of the changes they made were meant to balance out the map. |
Re: League of Legends [v2]
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Nice red herring there m8 Quote:
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That's a 57.6% winrate for blue during the season, which went up to 61% in the playoffs. In before complaining about sample size... Try going back to the 2013 LCS. Similar numbers. Want more? Go back to August 2012 and we have this nice article from Krepo complaining about the same shit. It's very fucking obvious that blue side is winning more in the competitive scene and it's laughable that you are even arguing that is not the case. p.s. I'll agree with Razor that complaining to Riot isn't going to do much. Their game is already such a piece of shit in terms of coding that it's pretty far fetched to imagine them just magically implementing a way to rotate the camera without it breaking something and/or everything (despite the fact it kinda already works). The logical thing to do is just suck it up, know you have a disadvantage when you get red side, and learn to play better to overcome it instead of complaining. But that doesn't mean we can't discuss why that's a terrible design decision with real effects on the game's competitiveness. My argument is that it was a poor initial design decision to have the map be mirrored diagonally, and I've yet to hear specifics on what additional meaningful strategic depth and healthy gameplay this design choice offered. |
Re: League of Legends [v2]
aion of strife was diagonally mirrored
so dota was diagonally mirrored so hon was diagonally mirrored so lol was diagonally mirrored there really isnt much more to the issue than that |
Re: League of Legends [v2]
to me it just sounds like someone's mad because theyt aren't good at the game hehe
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Re: League of Legends [v2]
![]() da dream |
Re: League of Legends [v2]
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But again, absolute balance cannot be achieved and we don't know where it is. For most competitive games with rich strategic depth, balance comes from a Bayesian kind of analysis. You take the probabilities and payoffs of each strategy and weigh them appropriately. To achieve the best possible, most realistic balance, you want the expected payoff of each player to be as close to 0 as possible. This means that a lot of social factors play into this, as flavor picks and strategies change the probability of other strategies, changing the expected payoff. Rock, paper, scissors is a game where you can outplay the opponent and read them perfectly and win by a large margin, but due to the probabilities the expected payoff for each player is always 0 (1/3 + 0 - 1/3), so the game is balanced. Quote:
Do you honestly think, realistically, that rotating this map by 45 degrees is going to even out or even significantly change that win ratio? Quote:
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Re: League of Legends [v2]
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Re: League of Legends [v2]
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I brought it up saying the map should be that way, not that they should change it now. I'm talking about the value of the design decision, not something Riot should do tomorrow. Quote:
Even on one for all mirror mode on Howling Abyss, blue side has a much higher win rate. That's been the key insight recently that has caused all this discussion. Since champion picks are all equal, pick/ban phase is perfectly equal, objective placement on the map is perfectly equal, literally all that remains to cause the observed imbalance is camera angle. Therefore, changing the camera angle should have a positive effect on game balance. Quote:
It is not beneficial to the player to have the UI and foreground elements in the way. There is no meaningful strategic depth created by putting the UI in the way. It is harder to understand what is going on when the UI and foreground elements are in the way and your field of vision on the lane is smaller. Game is less fun when a key move you could have made was interrupted by having the UI in the way. You can shrink the UI all you want, it's still more in the way when you are playing red side than blue, along with the field of view being suboptimal for red side. Thus the imbalance in win rates. Simple as that. Quote:
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Re: League of Legends [v2]
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Even if you were right, hindsight is 20/20. Quote:
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Gonna make quick bullets to each point. "It is not beneficial to the player to have the UI and foreground elements in the way." No matter what camera angle you use there is always going to be something in the way. "There is no meaningful strategic depth created by putting the UI in the way." I generally agree. But you don't increase strategic depth by getting it out of the way either. "It is harder to understand what is going on when the UI and foreground elements are in the way and your field of vision on the lane is smaller. Game is less fun when a key move you could have made was interrupted by having the UI in the way." I also generally agree. "You can shrink the UI all you want, it's still more in the way when you are playing red side than blue, along with the field of view being suboptimal for red side. Thus the imbalance in win rates. Simple as that." Correlation does not imply causation. How do you know this isn't because baron opening is facing blue side? I could say that just because baron opening is facing blue side, it makes it easier for blue side to choose when to engage baron, giving them the advantage and therefore causing imbalance in win rates. I could just as well say the same thing for dragon, but dragon is more important since it allows one team to gain early leads, giving red/purple side higher win rates. What method are we using to determine which of these statements hold water? Quote:
I wonder if this is gonna bait him into saying something stupid hehe |
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Hell, players have noticed how big a difference camera angle makes on scourge side since original dota (though it was way less pronounced in the WC3 engine, in my opinion) Blizzard noticed this, and made their third-person overhead MOBA game mirrored left/right. Their game is objectively more balanced for having made that decision. Quote:
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champion picks pick/ban phase inequality objective placement leaving only camera angle as a remaining variable between the teams. Lo and behold blue side still wins significantly more, so we now have causation. |
Re: League of Legends [v2]
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Secondly, a lot of what I'm saying is addressing the way you're presenting your points, not the point itself. See: Quote:
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Champions aren't symmetrical left to right either (Blitz hooks with right hand, Diana's Q, possibly certain bounce/directional patterns, etc.), and neither is the map (brush is left on blue, right on purple). Does this phenomenon happen only at particular levels of play? Particular regions? What is the actual margin between the two sides? 51/49? 70/30? Is it possible it's just an accident? Did social stigma influence one side to have an advantage? If we had this mode before anyone brought up the issue, would this still happen? Could your data be biased in the first place? There are different degrees to which I think each of these factors play a part, as well as their influence on win rate relative to the issue of camera angle. I'm not saying that I know I'm right, but I'm still not convinced camera angle significantly influences competitive balance. |
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