4v5 buffs

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Spoing

Senior Member

12-26-2010

Quote:
Originally Posted by Zileas View Post
A lot of people have had some concerns about leavers in mid-skill games lately.

We agree it is an issue. Here are some POSITIVE ways we are going to be dealing with this problem over the next few months. I'm not going to detail negative reinforcement (bans, suspensions, etc) just yet because we think we can eliminate most of the bad behavior with just these methods.

1) Influence points. Once you need influence points for runes and to unlock extra champions, you will want to earn them. Leaving a game gives you zero influence points, while losing gives you quite a few (about 60-65% of winning once we re-tune the system). This gives a HUGE incentive to finish games you feel you are losing, and not quit out.

2) Team Forfeit. We are a bit away from having this, but when we do it, forfeits will give you less IP than a loss, but still a decent number. This gives you an out in a really un-fun game and will reduce leaving.

3) Reconnect after crash or total network meltdown. Working on it!

4) Bonuses when people leave your team. Guinsoo is working on this right now. You can ask him about it on IRC if you want, but basically the gist of it is:
a) Your towers get tougher if you lose players.
b) You gain passive gold and kill-granted XP are higher if you lose players.
c) You get to mock the other team if you then beat them after losing players.
d) special bonuses TBD.

4) Other bonuses. We will be adding bonuses to incent other positive behavior later -- such as achieving more results in the game = more IP, or delaying a loss as a losing team = more IP, etc. We need to work out the specifics.

Why we ARENT doing gold split/item selloff like DOTA where you cannibalize the assets of the leaver:
1) The person can reconnect
2) This creates huge incentive to get a newb to quit the game, and helps fuel some of the hate put on new players in DOTA. We would like to learn from this issue.
A quote from zileas, Are these things implemented because Accept for soloside exp. I don't see any of these ideas. It's either me not noticing them ro they forgot to implement them


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messymike

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Senior Member

12-26-2010

it would be too easy to abuse these kind of systems.... and fyi... you've always been able to mock the other team....


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BloodTrinity

Senior Member

12-26-2010

I would love this.


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LordRandomness

Senior Member

12-26-2010

I still see difficulties with leaving as a strategy when you can't reach your tower and it's under attack. Why not give everyone else a boost to its defense? Also, leaving while on a 70 second respawn timer and the nexus is being pushed. Again, why not? (Particularly if you reconnect afterwards)

EDIT: Had an idea. If someone leaves, their teammates get bonus XP and gold. If they reconnect, the XP and gold they earned is funneled back to the reconnected leaver. This simultaneously encourages people to reconnect and stops them from reconnecting and being useless. (They'd have to be a level or two behind or people would just spend entire games DCed, but...)


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BlastTyrant

Senior Member

12-26-2010

I have always wondered why you dont get the bonus gold from a tower killing a champ like you did in DOTA,


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messymike

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Senior Member

12-26-2010

you understand, what makes jungling viable is the extra xp and gold boost.... playing a 4v5 would do the same thing essentially with that system....

create a smurf account, Q up with it, let it leave and there you go...


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Spoing

Senior Member

12-26-2010

Quote:
Originally Posted by messymike View Post
it would be too easy to abuse these kind of systems.... and fyi... you've always been able to mock the other team....
The loss of a player is really big. Unless you make the other 4 champs twice as strong it will always favour the losing team. And btw, 1 guy leaving will cost him after a while (new ban system). Giving you a slight boost to compensate for the loss can be cool. Sometimes you are just outplaying them but the 4v5 just makes it impossible to punish them for their poor play.

Even if it is just a small boost. It is one that could make the game.


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Tentakoo

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Senior Member

12-26-2010

Quote:
Originally Posted by LordRandomness View Post
I still see difficulties with leaving as a strategy when you can't reach your tower and it's under attack. Why not give everyone else a boost to its defense? Also, leaving while on a 70 second respawn timer and the nexus is being pushed. Again, why not? (Particularly if you reconnect afterwards)

EDIT: Had an idea. If someone leaves, their teammates get bonus XP and gold. If they reconnect, the XP and gold they earned is funneled back to the reconnected leaver. This simultaneously encourages people to reconnect and stops them from reconnecting and being useless. (They'd have to be a level or two behind or people would just spend entire games DCed, but...)
This is a good idea, but what if people have already reached lvl 18? How do you calculate exp gained after reaching 18? What we can do probably is instead of taking away from allied team members, you can add that exp bonus to enemy team.


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Haestro

Senior Member

12-26-2010

Nothing like Tenacity please...
Just no...


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Valenis

Senior Member

12-26-2010

they actually DID have 4v5 bonuses back in beta

it was something like

increased turret armor and magic resist for every player that left

+5 gold per 10 for every player that left

increased exp gain for every player thats left


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