Mercy Vote: Anti-AFK System, Update to Galio, Lyte on Positive features, Visual Overhaul for Summoner’s Rift and the latest Sale!
A community idea for an anti-AFK system, the Mercy Vote, a quick update on Galio, Lyte on reinforcing the current Honor and Champion Select systems, a brilliant community compilation of suggestions to improve SR’s visuals and the latest Champion/Skin Sale!
This is an old thread that only recently received attention from Reds. Let’s see a community suggestion to resolve the issue with AFK-ers in Ranked.
Do you believe that the toxicity of this community should change? Is cultivating a more positive gaming experience important to you? If so read on!
A Brief Look At Toxicity
People are toxic because the tools to be toxic are simple and readily available – the ability to control their character and communicate. Emotions tend to run high, and can negatively impact individuals when things do not go as planned. Over the years I’ve played the game I’ve seen a decrease in toxic behavior across the board. I believe that creating tools to be positive is to be credited for this – from the tribunal to the honor system and beyond. I believe that giving more avenues for positive behavior can continue to improve the community as a whole.
4v5 games are painful. It isn’t fun for me to be on the losing side, knowing I’m about to waste 20+ minutes for no good reason. It isn’t fun when I’m on the full team, either. Unbalanced teams take a lot away from the strategic points of this game and lead to something much less interactive. Many players have tried to think of ideas to combat this, but inevitably ideas fail for the following reasons:
- Too easy to abuse
- Promotes trolling
- Offers no incentive to be positive
What I propose, is a mercy slash command or ui element. This command will only be available to the team with 5 people, and only when certain conditions are met: There is a player that has been disconnected or idle for x seconds/minutes, AND the idle/disconnected player would cause unbalanced teams (a 4v4 would not qualify for mercy).
When the team with more players pass a mercy vote successfully, the short handed team will get a vote option popup to accept or decline mercy. If they choose to accept mercy, the game ends immediately. Instead of “Defeat” showing in game and on the match history, it would simply read “Mercy”. A mercy would incur less penalty than a defeat for the short handed team – whether it be lp, mmr, etc. The team that passed a mercy vote will also get a nice counter on their profile page next to the honor counters that indicate how many times they have passed mercy on outnumbered enemies.
The short handed team could also vote to decline mercy, and battle on taking their chances. If at any time the dc player reconnects or the idle player becomes active, the mercy vote is immediately nullified.
Now let’s get into how this type of system combats the flaws of other ideas brought forth by other users (as represented via bullet points above):
- Too easy to abuse
Since it is now the enemy team placing the vote, there is nothing that the 4 man team can do to abuse the system. They do not have the control.
- Promotes trolling
This system inherently promotes positive behavior instead. I’m much more likely to pass mercy on a team that remained positive than one that fought in all chat.
- Offers no incentive to be positive
This system offers a direct tie-in to the honor system, and can reap any rewards Riot chooses to do in the future (banners, icons, etc). This system mutually benefits everyone, as it allows you to end a game without wasting another 15-20 minutes if both teams use their votes to show that the outcome is already known.
Hot Points Brought Up So Far
This is a question I’d like to target more towards a red if I could, as it’s come up a couple of times now in the discussion. I know that as far as an individual’s own mmr goes this system over a long period of time would have them placed a bit more accurately to their proper mmr.
One idea to combat inflation, as stated by a couple of posters in this thread, is to simply apply the “floating” mmr loss to the person who left the game as an extra deterrence to afking or leaving. I question how much is too much with this particular idea, but would definitely like a red to get involved one way or another! Personally, I’d imagine something like -25% loss to the four people that stayed, and that -100% total loss that’s now floating around could be applied to the leaver. 200% total loss given to the leaver would prevent inflation, and as someone who’s experienced a couple power outages in my time (2 over the past two years) I don’t think it’s too much. After all, not only did you guarantee a loss for yourself but a loss for 4 other people as well! In this scenario, getting counted for losing 2 games if you leave 1 seems fair.
Tell me again, how does this prevent someone from just leaving the game and saving people in their promo matches?
Well, it’s a voting system. Meaning if I’m on the winning team I’d have to believe that the match was worth a mercy. Not only that, but if I’m on the losing team I have zero interest in taking a 200% penalty just for a chance that random strangers don’t get impacted negatively from a lost game. Clearly this is a tool meant for solo queue!
I truly believe that this tool could ONLY have a positive impact on the player base – allowing us to send out and receive more positive energy. If you agree, please bump. If you disagree, please state why so that we can work together to make this community better!
And now for the epic visualization concepts!
Here’s a mockup variant for allowing mercy at the end of a game:
A likely issue: Players harassed into leaving
Riot Neurocat: I like the concept. One potential problem is that if you offer rewards (reduced LP loss, promo series loss nullification, etc), you create incentives for a team to harass a player performing poorly to leave. Even if the enemy team doesn’t actually decide to show mercy or the teammate you harass doesn’t actually leave, the tradeoff in the minds of the losing team is:
“I don’t harass my teammate and hope they leave” > ‘Guarenteed’ loss
“I harass my teammate and hope they leave” > Possible mercy, which means potential loss mitigation
The expected value for LP gain increases with teammate harassing behavior in that case.
However, I can’t immediately see problems with the system assuming mercy losses count the same as normal losses. This lets you end the game at 10 minutes if its super one sided, without forcing people to AFK in well.
Won’t the double LP loss discourage leaving?
Riot Neurocat: Its true that the double LP loss on leaving is a strong disincentive to not leave. However, that doesn’t necessarily remove the incentive on the teammates of the feeding player to not harass. There probably exist some players who just don’t want to deal with the game anymore over taking that LP loss.
Wasn’t this system on the PBE awhile ago?
Riot Neurocat: I believe you are referring to Equalize.
What would be interesting is if Equalize changed death timers in a way such that if it was a 4v5, if a player on the 5-team died, their death timer wouldn’t start until another person on their team died. Effectively always keeping one dead member in a state of “limbo”. Of course this would need to be completely opt-in on the side of the 5-team, but it could be a way to even out that disadvantage, if both teams want a fair match.
Just a completely unrelated idea I don’t necessarily think its a good idea or something that we would implement (I don’t speak for those who would), but just an interesting thought.
A small list of possible improvements to Galio, courtesy of ricklessabandon, he who defies capital letters.
How about making Galio’s spells scale off of Magic Resist?
ricklessabandon: I’m actually experimenting with something like that currently. Galio as he is on live effectively has Magic Resist ratios on his spells, which gives us the opportunity to do something different/additional with his passive if we think that puts him in a better state overall.
Once we start working on the 3.12 patch the PBE might see something from me, but that’s far enough into the future that plans could change.
Will this cause a power-shift in his spells?
Suggestion: Detecting toxic speech in chat, bringing negative players faster to the Tribunal
Lyte: We have a team of analysts and predictive modelers who have been doing research in this space. There’s a lot of potential, but like I mentioned in other posts, we’d rather use our resources for more positive reinforcement systems like the Honor Initiative or our new Champion Select solution. So for now, we probably won’t keep enhancing the Tribunal to be even more accurate–we believe we’ve optimized that system to the point where we are hitting diminishing returns. There’s a lot more value to players if our team tackles a brand new space like Champion Select or Honor.
Can you resolve posts about non-tribunal bans made in the Ban inquires sub-forum?
Could behavior alerts be unnecessarily freaking neutral/positive players out?
Lyte: Yes, there was a huge concern among the team about whether behavioral alerts would scare some players and determining what is the impact or damage of a behavioral alert that is sent to a neutral or sportsmanlike player. We’re diving into the data and looking at these specific questions.
A community proposal to bring the visuals of League of Legends to a new level!
We all know that Summoner’s rift looks old right now, specially since the release of the new TT and HA…but, what are the most important factors that make SR look old, outdated or just ugly?
Things that need tweaks, improvements or remakes:
This is the one that deserves urgent attention…the cliffs look so empty, most of them are nothing but a textured polygon…not to mention its side textures look like a Minecraft grass Block.
Suggestions: tweak the textures applied to the cliffs, make them look more “complex”…also, adding grass, trees or other objects on the top of cliffs would help to make them look better…
I know the game is famous because of the cartoonish and handdrawn feel of the game graphics….but the trees are one of the weakpoints of the game art…this is more noticeable in large groups of trees…
The main problems are:
- The lower part of the tree model doesnt blend with the terrain (the trunks) and makes them look out of place
- The proportions are messed up (trees need larger Crowns and smaller trunks)
- The height of the trees needs more variety…I know there are visual limitations with this(so trees dont block champions or roads, but still…
Doing baron is a very special event in a LOL game…but, visually, it doesnt feel that special…I mean, the Baron’s nest is almost a Copy-paste from the Dragon’s one….It needs to bring a more”Epic” feel than what it is now (its almost empy).
I hated this ones since the SR visual upgrade, they just dont fit the map style….they look cathedral themed while SR is all about forests and wilderness…
Objects and decorations:
Some of the map objects are overused, specially torches(as seen in the attached image)
Well…nothing to explain here, the turrets look very ugly and outdated compared with the HA ones
The nexus could get some love too…
Things that must be preserved:
The overall “”Fairy Tale styled forest” feel of the map
Some people who are new to LOL dont know about this but this is one of the aspects that makes LOL unique.
Every other moba’s 5v5 map is dark-creepy themmed while SR is a forest full of flowers bushes and such…while some people think this doesnt suit the genre, I think its part of the magic of SR, and it would be a shame to lost it in a VU.
Keep the “Single themed maps” policy
Please dont turn the purple side into a dark dead forest like Hon and Dota did….it gives people another reason to not want to be placed at the purple/blue side…
This is another thing I love of the direction art of LOL…SR is a bright forest, TT is a dark forest, HA is a frosty bridge, Dominion is a Steampunk monopoly and Magma chamber is a Magma chamber (lol)….
Different variations of the same map would be awesome like the old ones (ex: Halloween SR, Winter SR, etc) or even day/night cycles (purple lighting for night, so it doesnt affect visibility)
Fountain Circle (Lazor range indicator)
This is a VERY important aspect of the game…it needs to be there so we know the range of the fountain Lazer…in HA, for example, this area is nonexistent and its very hard to tell the lazer’s range.
Personally, I think the proporsions of SR are close to perfection…thats why people can play the same map over and over without getting tired of it…theres no need to change this in any possible way.
>Support for low spec systems< – IMPORTANT
TT and HA destroyed some laptops and low specs systems to the point of becoming unplayable maps for some…meaning some people can only play SR and dominion now….I dont think they will be happy if they cant run SR anymore…a possible solution is adding more custom options to the visuals of SR (shaders?, lighting options?, etc).
Remember this first post reflects my personal opinion on the subject and not the absolute truth of what shall be done to SR in a future VU.
Feel free to add your own feedback on this thread!
Reworking the Golem camp area
As a Nunu player I love the idea because I think it would make it really easy to steal blue. What were the advantages that you were seeing to this change.
“Do something with that random statue near the blue side Ancient Golem camp. It’s there for no reason.”-Weegee7
There are actually a lot of details like that in the current SR. I agree we could do a better job of making those elements feel intentional.
“1. i would love to see sr on night
2. interactive object, destroying boxes, barrels, caves, etc.
3. make it look like the new beta site backgrouds” -Lax Is Back
The readability of the playspace is more important to us than even the Aesthetic of the map. Night scenes are inheirantly tricky because of more limited visability. Perhaps a map with a lot of artificail lighting could work for a night scene.
We added a lot of destructable elements into HA. I expect that to be a continuing trend, that being said they are also really expensive from a performance standpoint. We are very careful about how additions like that will impact our min spec players.
Concerning the Beta Site background…. this is a point that I will probably need to make more than once because it is somewhat hard to wrap my head around. That specific piece of artwork is not concept art, but is rather a promotional illustration. It is intended to give an idea of what current SR would look like in real life. It is not “forward looking” and should not be interpretted in that way. That being said, I am so happy that you like that image. I hope that you can trust us that if we can make one great image we can probably make another great, but different image.
Prettying up the Jungle camps
Good points on both counts. TT uses a couple different trees but orients them in such a way that they never feel repeated. A combination of very unique art and clever reuse of art is our construction method.
RiotForScience: “I’d love for there to be map skins, if that’s possible…. I find that giant Rule 63 statue of Pantheon/Sheeva in both bases somewhat odd. The perfectly lined up houses, and houses in general seem to “unnatural” for a forest, all lined up perfectly. Also, why are their houses in the middle of a forest in the first place”
I love map skins too! I loved the winter map that we launched with. However, at the moment, the Environment team’s priority is getting all of our artwork up to the level of our most recent maps (HA, TT) Rather than providing visual variants on existing maps.
Concerning houses and Statues, The way we see quality is a balance between Aesthetics, Design and Narrative. In the future our map props will have a much stronger narrative connection.
Clear transition between types of terrain
RiotForScience: “Since League’s indestructible terrain is kind of a big deal, it would make sense that it needs a clean boundary between the terrain and the paths, but it wouldn’t hurt to make the edges a bit less clean. Cosmetic saplings, short patches of grass near the tall stuff, etc. Hence the theme “nature vs. Summoners,” as the forest attempts to reclaim the Summoner’s battleground.
- Have the lanes be dirt/gravel logging roads. Minion travel routes would be marked by especially packed earth/gravel, or a rut in the landscape.
- Have the river flow underneath mid lane through grates or a culvert so that it actually feels more like a river.
- All minions need complete overhaul
- Different themes for each section of jungle/lane? One side is a pine forest, the other is deciduous? Possibly different seasons
- Might be a bit much, but SFX for walking through grass/water would be awesome. Might be difficult for champs like Zac or Cassio but it would still sound pretty neato”
Good call. I love the idea of telling little stories in our environments. Signs of wear and tear on the roads, or overgrowth or signs of flowing water all contribute to the overall story of an area.
Changing the forest area
I like this idea a lot, our collision areas really could be anything. As a chunk of random trivia, a portion of Crystal Scar is actually set in a village. I think we could push that concept further.
“I personally feel “Summoners Rift” Needs a new makeover, not a visual update D: . Rift:Typical rift features are a central linear downfaulted depression, called a graben, or more commonly a half-graben with normal faulting and rift-flank uplifts mainly on one side. Where rifts remain above sea level they form a rift valley, which may be filled by water forming a rift lake. The axis of the rift area may contain volcanic rocks, and active volcanism is a part of many, but not all active rift systems. I feel there is so much more than just paved roads inside a forest landscape” -Brzink
I have to agree with you, I don’t think that the map shows much evidence of either summoners or their rifts. Something to think about.
RiotForScience: I want to take a second to talk about this image. I have heard it described as “Concept Art” implying that at some point we would reconstruct SR using that image as a template. This is not the case. This image is promotion illustration to give you the feeling of what our current map would look like in real life. It is not forward looking. It is not, and will not be the basis for any future development.
That being said I am so glad that you like the art! Trust us that we have the team to produce work that is even better than what you see in this image. While we will not ever make this exact image. We will make something awesome.
Asymertrical Visual style
RiotForScience: “I’d love it if SR was more asymertrical, I feel like blue and purple/red sides should have some sort of noticeable thematic difference (and if making a red and purple version is too much work, I don’t think anyone would mind getting rid of purple and making colorblind the default.)”
I really like what we did with Howling Abyss. One side has a distinctive Freljord style, and the other side has the silhouette of the Watches. To me this is much more distinct and readable than just a color shift. Great Point.
Follow-up: Art decisions on the Howling Abyss
RiotForScience: We considered going right to left on Howling abyss. There is a visual hit that you take when you go to that orientation. It was eventually abandoned in favor of something more similar to the old Proving Grounds map. But I agree with you there are some design advantages to that decision. It is an even harder problem in the context of SR. If you flatten out the mid lane by rotating the map 45 degrees, you put the top and bottom lanes at 45 degree angles instead.
Concerning Lanterns, our current approach to environment art is to do as much unique custom art as is possible so seeing one prop so much that it is annoying is probably not going to happen anymore.
Weather effects, destructible environments
RiotForScience: “I would love to see destructible environments, night and day cycles that are noticeable and weather effects like rain, snow and dust storms. Hazardous environments would be cool. And things on the map that act randomly that can push, root and knock up your champ in a non predictable manner. All of which impact game play in some form or another. Like dust storms could limit your view distance as would night. Snow could cause your champ to slide a bit. Lightning that would randomly reveal the fog of war in some parts of the map. Or acid rain that randomly leaves puddles on the ground that could damage you if walked on for a set amount of time”
Great ideas. Some of these have been on our radar for a while. We are trying to find the right application for varient gameplay modes.
Follow-up: Clarifying the statement
RiotForScience: We will not add any novel gameplay into SR. We believe in the integrity of the map. Adding environmental Hazards, incidental changes to the fog of war, random events of any kind are completely out of the question.
The context of my comment was if we would ever add those ideas to any map, which we might. Most likely in the context of a brand new map variant. But we have no plans to do so.
Bring the towers from Howling Abyss to Summoner’s Rift
I am glad you liked those towers. We were initially going to add them in a future patch, but one of the artists here felt like Howling abyss would be much better if they were included in the initial shipped level. He busted his butt to get them in and I think the map is much better for it.
That being said we would not use them as the basis for future towers because they are themed for the story of Howling Abyss. If you look at the towers you will see a lot of details that explain the conflict between the Watchers and the Ice-born. We intend for future towers will be specific to the context in which they will be used.
There have been several posts that focus on speculation about potential future projects. I would prefer that we keep this discussion to feedback on Summoner’s Rift. What do you like about the map? What would you like to see changed? If you could change something, what would you change it to be?
Visual improvements to Dragon
Seriously, their anatomies are completely different. You guys need to decide if dragons in Valoran have two legs or four legs. There is very little consistency in this game’s art sometimes”
We actually deliberately try to separate creatures from champions. We want to keep Shyvanna’s dragon form unique to Shyvanna. I agree with you about consistancy. From an Environment perspective we are working to create a cohesive look to our maps, and that is going to be a ongoing effort.
Enjoy the following champions and skins at a discount until August 5th!
- Malphite – 292 RP
- Malzahar – 440 RP
- Syndra – 487 RP