The Science of a Comeback:

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thepope289

Senior Member

10-02-2011

Upvoted because it's long.

If it's that long, it has to be right

Edit: Downvoted because someone thinks I didn't read it or something? ;_;


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gnmish

Senior Member

10-02-2011

Awesome analysis,

The only thing disappointing about it is that the people who really need to read this will not have the attention span to read through the whole thing.


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Karma Harmony

Member

10-02-2011

Quote:
Originally Posted by Stralucire View Post
PS. Did I miss something? Get it wrong? Tell me about it. I'll update as necessary.
Good Analysis. You missed this though:

The main purpose of quests is to help the losing team.

  • Example: You are ahead 300-200
  • You hold: windmill, your middle & your bottom.
  • Enemy: Holds their middle & their bottom.

The quest system will kick in telling you to *hold* the windmill & *take* the enemies middle.

Its obviously easier for the enemy to hold the middle than you to hold the windmill.

Thus, if you are not careful, the enemy will capture the windmill:

  • 1. Often killing one of you in process.
  • 2. Immediately the enemy is super-buffed (plus you lost 20 points)
  • 3. They then proceed to capture a 4th point (killing ano ther one of you)
  • 4. Now its 5 .vs. 3 & they are all supe-rbuffed
  • 5. They hold 4 .vs. 1 point for a little while (and then back to 3 to 2)
  • 6. By the time the dust settles its 150-150

You had no good options. You could try to defend the windmill really strong (in which case the enemy will harras you bottom & middle).

Possible e best meta-strategy since you are ahead:

  • All out-assault on their middle & give up your bottom & middle. Hopefully you can then hold windmill & their middle, and be super-buffed, thus quickly regaining your 3-2 advantage; OR:
  • Just give up windmill, but grab their bottom. Not the best strategy, but at least won't put you behind as much.

Still ... the Quest is designed to help the losing team.

(Which may be a good design to force the game closer ... just have to realize that is the design)


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LancerXXX

Senior Member

10-02-2011

I also believe that the death timer is longer for the winning team than the losing team... by a noticeable amount.


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ActionButlerGO

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Senior Member

10-03-2011

Nicely done.


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ThunderZero

Senior Member

10-03-2011

One of the best posts I've read so far on this, and you've come to a lot of the same conclusions I have about it.

Thanks ^^


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Eraiel

Member

10-03-2011

It's true. I am never much disappointed when we loose at start windmill or super happy when we take it because it's only few points but still when I'm winning 300 100 I'm starting to relax with or without my will.
Like in basketball ...


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Stralucire

Senior Member

10-03-2011

@Karma: Doh! Quests, how did I forget quests? I even meant to write that in when I started this up.

I don't share the opinion that quests are in the game to help the losing team. They're in the game to facilitate movement. Or at least, to prevent pure turtle strategies. It's just a bonus that they (often) go into the losing team's favor. Nonetheless, they are a crucial part of the comeback system. Thanks for reminding me.


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Stralucire

Senior Member

10-03-2011

Monday evening bumps.


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Karazu

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Senior Member

10-03-2011

nice reading, thanks