Dominion Respawn Explained

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Brackhar

Features Designer

10-21-2011
1 of 11 Riot Posts

Hey guys, there's been a lot of confusion related to how respawning in Dominion works, so I wanted to take some time and write up a clear explanation for you along with answer any questions you may have. Being transparent about what's going on under the hood should hopefully help guide the conversation in a productive way, as the feedback you guys provide is important for us to decide how to move forward on almost any balance adjustment.

As a note before we dive in, the numbers I'm providing here are current as of 10/21/11 on Live.

Base System:

Spawning in Dominion is based off of the idea of a wave spawning system. Early on in development we found that Dominion was much more fun when you would respawn with your allies and leave base together, so we wanted to create a system that tended towards that where possible. The two important concepts to understand about the wave spawn system are the minimum respawn time and the respawn window size.

Minimum respawn time: This is the time that, when no respawn wave is active for that team, it will take the person who died to respawn. In Dominion this value defaults to 26 seconds at all levels.

Respawn window size: When someone dies on a team, if no respawn window is active, a new respawn window will be created of the size specified by this variable. Currently in Dominion this value is set to 12 seconds. When a respawn window is created fora team, anyone who dies during this period will have their respawn time set to the same time as the person who opened the window.

Example: Imagine that three people die in a row at a team, one at 0:00, one at 0:10, and one at 0:20. When the first person dies no respawn window is open, so he will open a respawn window of 12 seconds and his respawn time will be set to the minimum, 26 seconds. When the second player dies at 0:10, he falls within the respawn window opened by the first champion, so instead of having his respawn time set to the minimum he will have it set to the same time as the first champion who died. At 0:12 the respawn window closes. The next champion who dies at 0:20 is outside of the respawn window, so she gets a minimum respawn time of 26 seconds and opens a new window. At 0:26 both the first and the second champion respawn. At 0:32 the second respawn window closes, and then at 0:46 the third champion respawns.

Ongoing adjustments:

As we played around with this system we found that, because of our decision to go with a smaller map, it was very difficult for the team with fewer capture points to get a strong positional advantage on the winning team after winning a major encounter like happens on Summoner's Rift, and furthermore it was very easy for the winning team to continually reinforce points in a way that assured they could cap and continually hold three points. We needed a mechanism to simulate the sense of being "deep into enemy territory" that can happen in Summoner's Rift, where for the winning team it takes longer to reinforce after any particular defeat and when the winning team gets aced it can be an incredible setback. As such we felt the best way to accomplish this was by adjusting the respawn times of both teams based on the difference in nexus health, effectively adjusting the amount of time it takes to reinforce any given location on the map. The respawn adjustments work as follows.

When one team in Dominion gets a lead in nexus health on the opposing team, the leading team has their respawn time increased by two seconds. By the same token, the losing team has their minimum respawn time reduced by 2 seconds. If the lead increases to 50 nexus health the spread increases to +3/-3 seconds, and after a 100 point lead the spread increases again to +4/-4. No additional adjustments occur after this point regardless of the point spread in the two teams. To counteract the fact that increasing the minimum respawn time can cause the winning team to be more likely to respawn outside of a window, we increase the size of the window for the winning team by half of the amount we increase the minimum respawn time. So holistically this means that the respawn adjustments range from (+2:+1)/(-2:-0) to (+4:+2)/(-4:-0) as the lead increases from 1 nexus health to 100 nexus health. When we launched we had the range set to +5/-5, but we reduced it to +4/-4 two patches ago.

Death reduction
Abilities and runes that reduce your time dead, such as the good hands mastery, simply reduce your assigned respawn time. This does mean that it can break the intent of the respawn system, which is to have you respawn together, but we felt this was the lesser evil than making runes you purchase have no effect at all. I'd be interested in a better solution.

Conclusion:
Overall we have found this system to have a drastic benefit to the game compared to when we used a traditional static respawn time, both in allowing players to respawn together and also destabilizing the 3 and hold strategy. Without this system in place evenly matched teams would regularly end up in 300-400 point leads when the game ended and the overall number of captures and point turnovers was much lower. Conversely, after adding the system we also saw that unmatched teams were basically unaffected and still stomped games just as well as they did before.

Figuring out the proper configuration for how respawn should work in Dominion was a large challenge for us over the course of the project and is something we're still working to refine. Anyway, I hope this helps clear things up for you guys! Feel free to ask questions or give feedback and I'll try to answer as best I can.


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Blackfire447

Senior Member

10-21-2011

Muchas gracias.

One question tho, are you the only Red who replies on the Dom forum? If so, why?


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JoeDuo

Senior Member

10-21-2011

The information matches the numbers I've got from in-game tests.

Quote:
Originally Posted by Blackfire447 View Post
One question tho, are you the only Red who replies on the Dom forum? If so, why?
He's the lead designer for Dominion, I think.


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IS131c7cb285e774

Member

10-21-2011

What are the influences of runes and masteries that reduces time spent dead on this game mode? None?


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Hobocop

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Senior Member

10-21-2011

Time death masteries and runes such as Good Hands modify the respawn time after all other modifiers, including adjustments based on the respawn window.


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MenaceToSociety6

Senior Member

10-21-2011

My body is ready


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Brackhar

Features Designer

10-21-2011
2 of 11 Riot Posts

Quote:
Originally Posted by JoeDuo View Post
He's the lead designer for Dominion, I think.
I am.

Quote:
Originally Posted by Ophioneus View Post
What are the influences of runes and masteries that reduces time spent dead on this game mode? None?
Good point, I added that to the post. Long story short it reduces the final time you're assigned.


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Lagfromhell

Senior Member

10-21-2011

Quote:
Originally Posted by Brackhar View Post
When the first person dies no respawn window is open, so he will open a respawn window of 12 seconds and his respawn time will be set to the minimum, 26 seconds. When the second player dies at 0:10, he falls within the respawn window opened by the first champion, so instead of having his respawn time set to the minimum he will have it set to the same time as the first champion who died. At 0:12 the respawn window closes. The next champion who dies at 0:20 is outside of the respawn window, so she gets a minimum respawn time of 26 seconds and opens a new window.
I just want to point out that the 3rd champion is female or played by a female. Sounds like this explanation was pulled from a real live test.

And Brack is the one doing the replies to dominion topics because he's Dominion's Father.


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Hugs From Momma

Senior Member

10-21-2011

On the death time reduction runes / masteries: could a player's timer reductions affect everyone spawning in that wave? Could the game use just the highest value among all spawning champs and apply that to everyone?

It might make the -5% time dead quints attractive to stack them with Good Hands.


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Foggles

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Senior Member

10-21-2011

I've found in a few of my games where we got an early, but not huge, advantage the respawn timers hurt us too much. Something where we're at 225 nexus health and we get the enemy team down to 125 nexus health and ace them. Now we're at a disadvantage (ignoring gold), because we're no longer taking their nexus health down with kills and they're all respawning much faster than us and winning team fights because of this. This snowballs into the other team 4 or 5 capping us, and us not being able to recover. With more team coordination, we could probably have won with our early gold advantage, but being solo queue, I felt like I lost to the respawn mechanics and not the other team.


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