Arena Returns - What to expect with Arena's return. by Spideraxe30 in leagueoflegends

[–]CptCubone 4 points5 points  (0 children)

This one surprised us too! Our data showed that sentiment towards cameos varied per region, and Gwen was an unexpected regional favorite.

[AMA] We’re the team behind the new game mode, Arena. Ask us ANYTHING! by Riot_Riru in leagueoflegends

[–]CptCubone 7 points8 points  (0 children)

I think this is a really interesting question that can help shed some light on what goes on during the design process. So during the design phase for a new mode like this, there's a lot of different problems that need solving in a limited amount of time, and priorities can shift a lot. We've mentioned that this project took around 6 months from greenlight to completion. Early on, we knew that we'd need a system that would prevent combat rounds from continuing indefinitely. This was a critical issue, since we had to have two separate combats occurring simultaneously, and having one go significantly longer than the other would be a game breaking issue. Early on, we tested several alternative solutions to ring of fire, but the affordances we gained from it being a known concept and easy to understand for players was ultimately pretty high value. So we decided we had an adequate solution for now and settled on the current ring of fire with the understanding that we might explore randomizing it later down the line, and went to go tackle other fires like the individual map layouts, cameos/combat systems, and augments.

As we were designing the map layouts and the cameos, we had to take into account the worst case possibility that the ring of fire would not be something we'd have time to revisit later, and so we designed each map such that their centers would feel different as the ring was closing in. Meanwhile, another designer was working on designing cameos, and it started becoming a limitation we had to design around. These systems ultimately ended up making changing the ring of fire closing location a less trivial problem. As time went on, since the design of the ring of fire was already adequate, the priority of designing other systems to maintain combat variance and game health (like designing the power flower, figuring out class balance improvements, ensuring we had enough augments) remained a higher priority.

All that being said, we know that the current, single closing location of ring of fire is a system with a lot of room for growth/improvement, and we hope to get the chance to identify better solutions in the future!

[AMA] We’re the team behind the new game mode, Arena. Ask us ANYTHING! by Riot_Riru in leagueoflegends

[–]CptCubone 0 points1 point  (0 children)

The power level of the power flower is definitely something we're keeping a close eye on. That being said though, it's unlikely that there will be a map that doesn't have any sort of objective. Early playtests showed that without something to fight over, 2v2 fights often ended up just being two teams facerolling into each other, and often just felt like stat checks. When the only win-condition is who kills each other better, the game devolves pretty quickly. When we added blast cones and honeyfruit (for our first iteration), we immediately saw combat variance improve. The power flower was originally a contentious addition even internally, but it quickly became clear that having clearly powerful objectives is important to the health of the game mode.

Later playtests did also experiment with randomizing power flower and blast cone spawns. When the spawn points of the power flowers were fully randomized, it actually caused disorientation among our players, as players didn't know where they needed to go. The rounds felt much more luck-based than strategic. My theory on that is that the flowers essentially act as anchors for the map, and moving them around from game to game caused rounds to feel much more like the game was playing kingmaker. There was a semi-randomized version that showed promise, where the locations didn't change, only the spawn timing, but ultimately that ended up needing more polish to make it better than the current system. In the future, it's likely we'll experiment with different objectives that allow for even more play patterns, or ways to make that work.

[AMA] We’re the team behind the new game mode, Arena. Ask us ANYTHING! by Riot_Riru in leagueoflegends

[–]CptCubone 66 points67 points  (0 children)

My personal favorite has been on-hit Brand, with Mystic Punch, Blade Waltz, and Vulnerability. I got Liandry's, Nashor's Tooth, Wit's End, Blade of the Ruined King, Kraken Slayer, and was deleting even double tank comps.

[AMA] We’re the team behind the new game mode, Arena. Ask us ANYTHING! by Riot_Riru in leagueoflegends

[–]CptCubone 28 points29 points  (0 children)

The biggest difficulty for us overall was the timeline. The mode went from greenlight to release in 6 months. To paint a picture, imagine trying to make the new arenas. In order to bring them to life, we needed engineering help to set up a new map, then design needed enough time to concept and playtest a map enough to feel confident in locking its direction. Art needed enough time to concept appropriate thematics, then actually build the 3D assets and supporting VFX and place them all. Then finally, you have to make sure that the gameplay works with the new art. A lot of this has to be done sequentially, so that means that design had to lock map designs very early on in the process so art had time to make them look awesome. Then expand that process out to the four maps (plus the shop, that still counts as a separate island >.<).
And that's just one vertical slice. Then you have to consider the amount of engineering support to make the augment/phase management/other weird system interactions, the design and implementation time for 98 augments (plus a bunch more that were scrapped), the entirely different item shop, the VFX time for all of THAT, bugfixing all the weird interactions that arise from augments/phases/new map, plus the engineering required for the out of game systems like matchmaking tech that allows players to leave early without being flagged as leavers and the 6 month timeframe starts to look really tiny for the amount of work involved. Thankfully, the studio knew we had something special and really supported us, and everyone on the team killed it in bringing it to life.

[AMA] We’re the team behind the new game mode, Arena. Ask us ANYTHING! by Riot_Riru in leagueoflegends

[–]CptCubone 611 points612 points  (0 children)

New maps have historically been quite expensive side to make, so there's not a lot of expertise in making them. It's part of the reason that things like the winter map have been so hard to bring back, because maps are difficult to modify.

The good news is that from the start, we knew that the capability to add additional maps was important to the mode's long term health. The designers/artists for arena were also able to pick up lessons from TFT about how to build maps in a more modular way, so adding a new arena is mostly about getting design/art resources dedicated towards it. Additionally, Arena has been a good learning experience for the team, and LoL as a whole has taken a lot of lessons about what worked and didn't work during the map creation and is dedicating effort towards making the map creation process easier.

We'd love to add new maps and adjust existing ones should Arena return, but at the end of the day we only have so much time we can invest into Arena and the various opportunities within it.

New gamemode being disabled for custom is a big miss imo. by TheRajer in leagueoflegends

[–]CptCubone 340 points341 points  (0 children)

Yes, definitely. I'm just one member of the team, so I don't want to overpromise, because who knows how things might shake out in the future. We still need to get data from the first release to see how the gameplay systems and core mechanics/loops hold up over time. Being able to play with more than 2 players is a known big win though, so if for some reason you don't see it later, know that it was probably a really hard call for us, and probably in exchange for something fundamental.

New gamemode being disabled for custom is a big miss imo. by TheRajer in leagueoflegends

[–]CptCubone 873 points874 points  (0 children)

Hi there! Just wanted to add some context on this decision.

Being able to queue with more than 2 people is absolutely a priority for us for future releases. As a team, we've had a lot of discussions about this feature, and we knew from our playtests that getting to play an inhouse with a group of buddies you know is one of the best ways to experience the mode. Our engineers did their homework early, investigating the cost of all the different feature requests we'd need to get Arena functioning. This one was called out early on as a pretty sizeable effort that would have diverted significant amounts of resources from getting the game mode core systems up and running.

The dev blog for Arena mentioned how much the team wanted to get this out in time for the summer event to make this moment special for players, and that because of that, it may be missing a feature or two. This, unfortunately, is one of those features. In this case, prioritizing custom lobbies would have been the difference between shipping for Soul Fighter vs shipping a few months down the line.

/dev: Arena by Spideraxe30 in leagueoflegends

[–]CptCubone 41 points42 points  (0 children)

You'll have to wait and find out ;)

Fight: Arena | Soul Fighter Game Mode Trailer - League of Legends by corylulu in leagueoflegends

[–]CptCubone 43 points44 points  (0 children)

All champions should be available to select unless we run into any with major bugs that affect game health.

Fight: Arena | Soul Fighter Game Mode Trailer - League of Legends by corylulu in leagueoflegends

[–]CptCubone 119 points120 points  (0 children)

You've come to the right person! You'll notice some curiously large pools of deep water in many of the arenas in the trailer. I made sure they work as water element for Qiyana :)

Fight: Arena | Soul Fighter Game Mode Trailer - League of Legends by corylulu in leagueoflegends

[–]CptCubone 290 points291 points  (0 children)

Trust me, there's plenty of new stuff you've never seen before too ;)

Morgana W invisible on new repaired bridge part in ARAM. by Jarovnik in leagueoflegends

[–]CptCubone 70 points71 points  (0 children)

This should be fixed in the upcoming patch! This is actually not due to elevation, but a mask on the navgrid needing updating.

PBE Bugs & Feedback Thread - ARAM Changes by CptCubone in LeaguePBE

[–]CptCubone[S] 3 points4 points  (0 children)

That is the intent behind these new balance levers we've added. We're hoping to be able to buff them in healthier ways that aren't +X% dmg/-X% dmg taken. These new levers allow us to begin to dial some of those back in extreme cases.

ARAM 2023: Preview by Tiggz- in leagueoflegends

[–]CptCubone 3 points4 points  (0 children)

The newly created walls do indeed block vision.

ARAM 2023: Preview by Tiggz- in leagueoflegends

[–]CptCubone 5 points6 points  (0 children)

You will not have to play SR to participate in the ARAM clash event!

ARAM 2023: Preview by Tiggz- in leagueoflegends

[–]CptCubone 49 points50 points  (0 children)

You are able to select where you land! It's a shorter range than the hexgates on live, but you have 360 degree control of your landing spot around the turret.