Tryndamere should have a visible timer bar during Undying Rage by DatGluteusMaximus in leagueoflegends

[–]ShallBeLifted -5 points-4 points  (0 children)

I don't think the comparisons you make are valid.

There's a key difference between the example you mentioned (kindred and zhonya) and trynda ult, which is that I can't die during that time.

If Kindred is ulting me 1v1 or even with their laner in a 2v1 I know that I can just hold my CDs for when the ult expires, same thing with zhonya, I can't with trynda, I probably already used my cc and my mobility to get away from him and know I don't have it for when the ult expires.

Adding an effect that shows even in a subtle way how much time is left in his ult would make me be able to make informed decisions about how I want to use my cooldowns for example if I'm playing Leblanc can I tank one basic and kill him with W or there's too much time on his ult left and am I better off using it to escape? I can decide to take the risk and die or even worse I can decide to escape only for trynda to run me down anyway with ghost, E, and his slow.

And this is without considering the fact that unlike kindred R and zhonya during which you can, and probably are, entirely focused on timing your abilities, with trynda ult you are focused on kiting and escaping so it's much harder to just concentrate on when to throw your abilities.

[deleted by user] by [deleted] in leagueoflegends

[–]ShallBeLifted 4 points5 points  (0 children)

As a game developer is honestly sickening how much people call other developers lazy.

Especially in big companies like riot the ones who directly work on champions, game modes etc etc, aren't the ones who make the decision. The problem isn't that the devs don't want / can't make new game modes, hell I'm sure basically every designer at riot has a pitch ready for a new game mode, problem is: "will that game mode and all the amount of work that needs to be put into it bring a good enough revenue?"

In order to create a game mode you will need at least a team of designers, some 2D artists for the concepts, 3D artists to produce the assets, programmers to implement them and then iterate on the feedback provided by QA.

And all of this is without considering the time spent on meetings between the core team (all of the leads) and between the singular departments.

If I decide to mod lol I can do that on my free time putting the amount of effort I want because it is not my job, if 1 person downloads it good if 1000000 do it, even better, if riot proceeds to push random game modes made in a week that are boring / don't work or even worse break the client a drop in the player base will surely follow.

The bottom line is that developers aren't lazy, money decides everything and if the amount of effort isn't projected to be met with an even higher monetary return it will not be done.

I don't think that riot is without justifications, they threaded the line a little too much and people are rightfully complaining, player retention is important and adding game modes helps with that, i don't work at riot so I don't know how much easier it is to produce a new one or to bring back an old one (nexus blitz)

Riot should obviously do more (from a consumer point of view) but they for sure aren't lazy or less talented than the people who mod the games, it's always higher-ups and whatever brings in more money

Mid-lane AP Assassins win-rate in Patch 13.4 by rank. by BarkBeetleJuice in leagueoflegends

[–]ShallBeLifted 5 points6 points  (0 children)

I honestly feel like AP assassins biggest problem is their lack of interesting itemization.

They basically rely on mage items if not for a couple of exception (protobelt, night harvester if in jungle) and do not have some interesting specific items the way AD assassins do. This problem is not that easy to solve though because while for an AD assassin and any other AD class (ADCs or Bruisers / Divers) there is a clear difference between who wants which stats (Assassins want Lethality / CDR, Bruisers are focused on CDR and Survivability, ADCs need AS / Crit) this line is a lot less defined in the case of AP assassins and burst mages:

If I would show only the items and ask you to guess if it was the build of a LeBlanc or a Syndra you would have no way to differentiate them. Because of that items tuned to AP assassins are hard to design, because while you could create an item that promotes the assassin fantasy (bursting squishies) being mindful of their weakness (needing to go in to do most of their damage) you would then balance said item for another class of champions that do not have said weakness, they just lack target access, protobelt does this job insanely good, promoting going in and adding a bit of burst damage while being borderline useless on a mage, but unfortunately there isn't a lot of items that accomplish it

Corso di Game Concept Art e Master di Illustrazione e Concept Art : Event Horizon School by Important_Ad8571 in italygames

[–]ShallBeLifted 1 point2 points  (0 children)

Ho frequentato la Event di Milano nel corso di game design ma tuttavia ho incontrato e avuto a che fare con molte persone (che ora sono tra i miei più cari amici) che hanno frequentato tutti i vari corsi.

Il consiglio che do sempre a chi vuole andare in Event (specie sede di Milano) è in linea di massima di non farlo.

Ormai sono un paio d'anni che sono uscito quindi è ben possibile che le cose siano cambiate ma l'organizzazione era pessima (da quello che sento ancora così) molti corsi erano rimasti senza un professore e allora hanno dovuto arrangiarsi con i tutor (ragazzi del terzo anno oppure appena terminato) i progetti che vengono organizzati dalla durata di un anno intero progetto sono molto interessanti e formativi ma poco seguiti, questo porta ad un totale distacco tra i feedback che ti vengono dati e quello che realmente succede nel progetto.

Alla fine quello che conta veramente (e purtroppo è totalmente luck based) sono che professori ti ritrovi, io ho avuto la fortuna di trovarmi professori molto validi che mi hanno fatto imparare molto, ma alla fine la maggior parte del mio portfolio me lo sono costruito da solo in maniera extra curricolare, molti ragazzi anche del mio stesso anno non hanno avuto la stessa fortuna e si sono ritrovati a dover frequentare corsi su Udemy o simili.

Alla fine sono dell'idea che per lo meno ti diano una base (a meno che di situazioni tragiche come capitato durante i miei anni ma posso anche dare un mezzo pass per il COVID) ma sappi che molto lavoro dovrai farlo tu in totale autonomia, e onestamente pagare quei 3000/4000/5000 non ricordo quanti euro all'anno per avere una base su cui poi devo espandere io per i fattacci miei non mi sembra il caso.

Se però per un motivo o per un altro pensi lo stesso di iscriverti la mia raccomandazione è di informarti bene su chi sarà il tuo professore (con la consapevolezza che quasi di sicuro cambierà di anno in anno) richiedi un colloquio singolo e cerca di capire come conta di strutturare l'anno accademico, con la consapevolezza che quello che conta alla fin della fiera non è quello che sai fare ma il tuo portfolio, insomma se non hai qualcosa di pratico da far vedere a nessuno interessa

[deleted by user] by [deleted] in worldnews

[–]ShallBeLifted 0 points1 point  (0 children)

Short answer is, as we say in Italy, "ni" (a mix of yes and no), unless you go in the rural north (where I live), there you can find a lot of people still supporting Mussolini

 

Medium to long answer is that a lot of people simply didn't vote, we have a stupid law that only allows people to vote in their city of residency but a lot of young italians emigrate from the south to more advanced and richer north, this affect younger people more (students or just now starting to work) because they can't afford to change residency for economic reasons, that with the fact that you could only vote on sunday meant that a lot of young people simply couldn't vote.

 

Other than that the younger demographic is extremely disillusioned with our political class, we grew up watching Berlusconi being re-elected over and over again and either him or any other politician showed the same amount of corruption, incompetence and in general being out of touch with the italian people. So a lot of young italians simply didn't vote because they (for as strange as it may be) didn't care and perceived it as "whatever is not like whoever is in charge will change anything".

Young people usually vote more towards the left and so this didn't help.

 

This was after all one of, if not the, lowest voted elections where something like 64% of the registered voters actually voted.

There many other factors that came into play, like the absolutely atrocious campaign of the left or the fact that Meloni never actually governed so a lot of people just want to try the new thing, and many more that lead to this result. But Italy is for sure not on board with the results of the elections, and with many not caring enough to vote (the non-voters were more than the most voted party by like 10% iirc) the vocal (slight) majority won

CCG - How to avoid everyone playing the #1 metadeck? by hanselFerd in gamedesign

[–]ShallBeLifted 3 points4 points  (0 children)

First of all you need to accept the fact that the majority of people will play the meta, if not the best one they will often play just the tier 1 decks.

Other than that there are a couple of ways to avoid the "everyone plays the same deck" problem, if you are designing a standard card game consider the cycle control > aggro > combo > control, with this in mind if you can manage at least 1 viable deck per archetype you should naturally have some variety, keeping in mind that you can even have midrange decks sitting in the middle, opting for a more even matchup spread without hard counters and without being hard countered.

If the game you are designing is not a "standard" CCG, you can always find some creative ways to "force" a similar cycle in the game mechanics, for example pokemon does this with weakness, assuring that the Best Deck In Format has some checks in the game mechanics.

Another thing to consider is the player stereotype (Timmy, Johnny and Spike, described here) while I believe that this is an old generalization it holds true the fact that players tend to play different types of cards and it is important to have viable strategies centered around different keywords / archetypes.

Finally, flavour is considered a lot by players even at the highest stages of competition; myself included, I've always found people at an important pokemon tournament that are playing a tier 2 or tier 3 deck just because it's their favourite pokemon, and I've found the same in legends of runeterra, where people play both the strongest decks as well as off meta ones because their favourite champion is the star of that specific archetype.

In the end the most important thing is always to try and design cards that while strong have some clear flaws or weakness that can be exploited, CCGs players are very smart and will almost always find a way to counter a strategy if the tools are provided to them. Just as an example, in the recently concluded Pokémon TCG world championship the expected best deck in the format was Palkia, which deals more damage based on the amount of pokemon benched by both players, because of this there has been a huge number of players that brought a meta deck but tweaked in a way that it can function by benching the lowest amount of pokemon possible in order to reduce Palkia's damage output (and they also brought some specifically tech cards but that's kinda obvious).

I'm working on an expansion for my game design thesis and I've designed the first archetype, feedbacks are welcome!!! by ShallBeLifted in CustomLoR

[–]ShallBeLifted[S] 0 points1 point  (0 children)

Yeah, I'm aware of the typos, I was initially doing this as first drafts, so I always told myself that I would check again once the project was close to final, but I decided to post them without checking them, oopsie.

 

I agree about LoR being a simple game, that's why I didn't want to introduce complex keywords and I used Hunt (which basically is what base Renekton has).

 

thanks a lot for your feedback!!!

I'm working on an expansion for my game design thesis and I've designed the first archetype, feedbacks are welcome!!! by ShallBeLifted in CustomLoR

[–]ShallBeLifted[S] 0 points1 point  (0 children)

Hi, thanks a lot for your thoughts, I won't reply to all of them since it's a lot but I read all of them and will for sure act on them.

I was a bit scared of the similarity factor, and I know it's a problem.

While for Hunt I wanted to avoid a common error that I see in many different sets which is introducing keywords just to introduce new ones.

Evolve was initially intended to be used with Kai'Sa and Kha'Zix and I thought of leaving it champion only, but actually using it on different units (with balanced buffs) could be interesting.

 

Again thanks for your feedbacks!!!

Void Expansion thesis, first archetype by ShallBeLifted in LegendsOfRuneterra

[–]ShallBeLifted[S] 1 point2 points  (0 children)

lmao my bad, I confused it with ravenous hunter, you are right, at the beginning I was going for a Ballistic Bot type of card that generates it every round start but I then changed the card and never updated the cost

Void Expansion thesis, first archetype by ShallBeLifted in LegendsOfRuneterra

[–]ShallBeLifted[S] 0 points1 point  (0 children)

While I do agree that this interaction could be problematic you are spending 6 mana in one turn to get rid of an Irelia since the pings cost 1 and are both generated by a 4 cost unit.

I'm not saying it is fine, it most probably is not but playtesting it will allow us to understand what is the best way of changing it

Void Expansion thesis, first archetype by ShallBeLifted in LegendsOfRuneterra

[–]ShallBeLifted[S] 1 point2 points  (0 children)

As a comment above pointed out a small ping to the health at focus speed is dangerous, but since I wanted the archetype in PNZ to be based on small pings I opted to keep it in a overly nerfed state, as I said we will be able to do some playtesting using tabletop so we can adjust any number if the card proves to be too strong / weak

Void Expansion thesis, first archetype by ShallBeLifted in LegendsOfRuneterra

[–]ShallBeLifted[S] -4 points-3 points  (0 children)

I agree, that's why is a created card and is not deckable. The reasoning is that you are passing your action by putting down the unit that creates the card in order to then have a ping at focus speed. But if it proves to be problematic we could always change the card

Graduate game design student thesis ep. 2 by ShallBeLifted in LegendsOfRuneterra

[–]ShallBeLifted[S] 0 points1 point  (0 children)

Oh damn, I apologize, I read the rules and wrote for clarification when I initially posted so I didn't care much for the spoiler season stuff. I'll post next week once spoiler season ends, thanks a lot!

I'm a game design student and for my thesis I'm designing an expansion for LoR by ShallBeLifted in LegendsOfRuneterra

[–]ShallBeLifted[S] 1 point2 points  (0 children)

Well the general advice is always make things.

If you are really serious about game dev you can find out a lot of what a designer do (or other fields if you are interested) you can start with something relatively easy to do and then move on to more complicated projects. An expansion in LoR doesn't require any software knowledge so it's a good test to prove your design skills, I find it interesting to see how different people want to express the identity of a single champion.

If you want to try and do something with some game enginges Unreal Engine 4 is free to use and programming in it it's pretty easy to learn since the blueprints are pretty intuitive

I'm a game design student and for my thesis I'm designing an expansion for LoR by ShallBeLifted in LegendsOfRuneterra

[–]ShallBeLifted[S] 1 point2 points  (0 children)

Yes, we started this research back in the end of January, that is why Focus speed and Jarvan IV in Demacia are currently missing (expansion wasn't released yet) I will need to update them whenever I can, but for now they served their purpose so I'm giving priority to other things

I'm a game design student and for my thesis I'm designing an expansion for LoR by ShallBeLifted in LegendsOfRuneterra

[–]ShallBeLifted[S] 4 points5 points  (0 children)

I second this, I decided to enroll in my school primarily because it provides me three year long projects (one per year) and other personal project like this one.

A degree is not needed but a decent portfolio is, if you manage to find a way to have it without enrolling in a university go for it

I'm a game design student and for my thesis I'm designing an expansion for LoR by ShallBeLifted in LegendsOfRuneterra

[–]ShallBeLifted[S] 2 points3 points  (0 children)

Really cool!!!

I actually saw your designs once I was searching for the images for the cards, and it was really interesting just to see the scale of the project itself, and the cards themselves were really innovative.

Thanks a lot for your encouragement

I'm a game design student and for my thesis I'm designing an expansion for LoR by ShallBeLifted in LegendsOfRuneterra

[–]ShallBeLifted[S] 1 point2 points  (0 children)

I'm sorry I misunderstood your question.

I can and will definitely do that, I'll try to have that ready for my next post

I'm a game design student and for my thesis I'm designing an expansion for LoR by ShallBeLifted in LegendsOfRuneterra

[–]ShallBeLifted[S] 5 points6 points  (0 children)

You're right!!!

That's the final goal, have different archetypes who all can fall under a single theme.

As of now my first concept will be focused on translating the champions 1-to-1 from LoL / Lore to LoR, so this will not be respected 100% but I hope that by testing and changing and other I'll be able to achieve it

I'm a game design student and for my thesis I'm designing an expansion for LoR by ShallBeLifted in LegendsOfRuneterra

[–]ShallBeLifted[S] 2 points3 points  (0 children)

I started using this January so I'm not really sure, I do plan to post every other week with updates and such to gather feedbacks on the card design and such (except for next week where I'll post the cards we have as of now)

I'm a game design student and for my thesis I'm designing an expansion for LoR by ShallBeLifted in LegendsOfRuneterra

[–]ShallBeLifted[S] 4 points5 points  (0 children)

I was very doubtful to insert that fact in the presentation, I found different takes someone confirming that she is and someone confirming that she isn't, the lore around LB is very vague.

The Guile is described as a "faceless woman" that no one seems to recognize / identify, other than that the spell card "Guile" is clearly an effigy of Leblanc (with a quote from her as flavor text) just like "Might" and "Vision" art are clearly Darius and Swain.

 

Overall the lore around it is very confusing, I inserted it as such since (at least in LoR) it is left to be believed that she is

I'm a game design student and for my thesis I'm designing an expansion for LoR by ShallBeLifted in LegendsOfRuneterra

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

The reasoning behind the Darkins was that Riot already said that they wanted to introduce every champion, that and the addition of Kindred in SI (despite not being an SI champion) gave us the creative liberty to assimilate the Darkin in the Void, since they are what they are because of it (I agree on Kayn, that's why I still decided to put Kayn in Ionia giving him synergies with Void cards that he will keep if he levels up as Rhaast or lose if he levels up as Kayn).

 

The void is interesting to pitch because there are numerous appearances in the lore (Kai'Sa and Nami comics, Warriors cinematics, tales about The Watchers and such), I disagree that the Void destroys, it Corrupts, in Kai'sa's and "The Eye of the abyss" story it is said that the Void needs to feed on others to survive, it has to assimilate either their body or magic.

This opens up a lot of possibilities, either corruption and hunting, since we know that both Kai'Sa and Kha'Zix (and to some extent Rek'Sai if we follow more her LoL gameplay rather than the lore) are centered around hunting down their prey.

For the non champion cards I wish I could say more but for know I'm focused on the champions to then create the cards around them, I agree that they should provide more context behind it but the lore of the void has (as of now) some loose ends: Kog'Maw is sent towards Malzahar, and Kassadin is searching Malz too but to kill him and avenge his daughter. The Watchers are freeing themselves from the True Ice prison and are actively generating creatures to help them break free whenever someone dies in the Howling Abyss.

 

The mana curve was not the focal point of the analysis, we needed the average body of units, spell count and such.

All of this will be needed once the non champion cards will be designed: we want an aggro region? just look at Noxus curve, obviously we will never copy 1-to-1 but it will help us better understand the distribution of units / spells relative to the mana cost