Here are some idea proposals that I would like some discussion about.
[proposal] Sandbox Journey Mode
Sandbox journey mode is a mode designed for newcomers so they would have more initial instant gratification as well as be able to get feedback about their strategy and do tweaks faster.
Each new player will start at level 1 and in each level the player will face an enemy AI team that he has to beat. Level 1 enemy will use pretty much the same strategy that is set in the beginning for the new team with roughly the same skill players.
Each new level will be harder than the last one (more skilled players, better strategy). To advance to the next level team has to beat enemy AI twice on blue side and twice on purple side or any other arbitrary amount that feels right for that matter.
One of the awards for example is getting access to ‘leagues’. For example if you won’t be able to join the ‘leagues’ before you have beat level 5 AI opponent. This is to ensure that inactivity in leagues wouldn’t cause boredom for the newer players having to face players who just created a team and went inactive afterwards.
The amount of levels, awards, exact difficulties and backstories behind the levels would go under discussion.
As a side note to all that it’s also planned to add another ELO system called Sandbox ELO. This won’t matter in anywhere in the game. It’s just to give feedback on how your strategy and players are really doing. Top teams will be able to still not reveal their strategies because the sandbox ELO won’t matter, but the weaker teams will have better feedback. You will be able to search enemies by Sandbox ELO and know that they have more likely a correct strategy that actually represents this ELO. This also gives more motivation to play sandbox games and climb the sandbox ladders for the new players to practice getting into the game.
[proposal] Champion buffs/nerfs exact
The exact goal of this idea would be to enforce meta changes where you will have to adapt your strategy to the new or predicted meta.
At the end of each season there will be revealed the statistics of each champions. Wins, losses, ban and pick rates. Based on the results of the statistics, there is automated system that will nerf 5 most banned champions and will buff 5 least played champions. This gives a possibility to predict also which champions will be strong the next season and give some opportunities to try and predict what will be the meta even few seasons ahead and plan accordingly.
The main questions are how much random should there be involved in the buff system and how drastic should the changes be?
Perhaps it could be something like this:
Top 5 champions will receive a nerf around all skills (if there is 1-10, it means that all skills will be nerfed around 1-10%)
1-10%
1-8%
1-6%
1-4%
1-2%
Worst 5 champions will receive a similar buff, but in reverse. For example if the random number happens to be 10%, then champion with 80 ad carry skill and 60 physical damage will be 72 adc and 54 physical damage later on.
So in short:
Season end happens. All champion statistics will be revealed.
Top 5 champions nerfed, bottom 5 champions buffed. You will have few days to practice before the next season start.
[proposal] Minor game simulator tweaks
It’s in the plans to create a new version of the game simulator. The goal is to make use of all the skills appropriately and have the players making idealistic decisions all the time where only knowledge, intelligence skill will affect the randomness decisions and will make the player decide badly on purpose. Next version of the simulator should also include a lot better transparency, feedback and a better rock-paper-scissors mechanic.
However as I’d like the new simulator to be as good as possible I would like to dedicate more time under it so the development time might be few months and it has not started yet so meanwhile I see that it seems to be necessary to make few tweaks to the current one to not keep it overly stale and make some other strategy features viable.
Currently the most important thing seems to be the laning style. The idea is to punish ‘kill’ lane style so that when a player starts aggroing this player will either receive slightly more damage or do slightly less damage. Also increase the rate of getting creep score to be more realistic.
Questions regarding that:
1. How much notice there should be in advance before releasing a new version of the simulator in days?
2. Is the introduction of new simulator most appropriate just after season has ended?
3. Does the modification of punishing kill lane damage wise and increasing the ability of players to CS seem reasonable?
Development Log
I have started adding tooltips. You can toggle the indicator to show where they exist via the button next to advisor toggle. They are currently mainly in the team overview page, player single view page and multiple players view. Also most other player pages.
Henri’s log
Work on tooltips
Work on bugs
Work on plans for the future
Mikk’s log
New division view
New league view
Changed fonts, fixed font size and rendering bugs. (content font had rendering issues so we changed it back to old one)
Fixed grid bugs (safari)
Fixed bugs with latest notifications
New icon and logo placeholders
Player soloq champion pick options are now sorted alphabetically
Started redesigning facilities
Thank you for reading and your feedback!