Showing posts with label league of legends. Show all posts
Showing posts with label league of legends. Show all posts

Tuesday, September 2, 2014

Which MOBA is Right for You? League of Legends!


We couldn't really start this series without starting with the most popular MOBA out there. Odds are that if you have friends that play video games then at least one of them play League of Legends.

League of Legends is one of the MOBAs that follows the standard format set by the Warcraft 3 mod Defense of the Ancients. There are three lanes constantly spawning enemies (or creeps) and a jungle full of enemies. Both teams of five players try to push up the lanes and destroy the enemy turrets and, ultimately, their base. Whichever team destroys the enemy base first wins.

Each player picks one character and boy are there a lot to choose from! League of Legends is sitting around 120 characters now with plenty more on the way. This would normally seem daunting to new players but when you just start out your character selection is restricted somewhat. There is a small portion of the roster available for "Free" each week. The rest of the roster is locked unless you buy them with in-game money, which you get by playing matches, or by paying actual money for a different in-game currency. If you like a character you played during their free week but don't have the in-game money to buy them by the end you'll either have to pay real money to keep playing as them or wait until you can get enough in-game currency. Some people see it as a way to force people to spend money. Others see it as Riot limiting selections so that people don't get overwhelmed by the sheer number of champions. It's really your call on what you see it as.


Games can be pretty lengthy, averaging 40 minutes. So it's definitely not the kind of game where you can expect to get a quick one in before you go to work. But honestly the game length doesn't impact the fun factor that can be had from this game. But now let's get into the meat of the discussion: Why should you (or shouldn't you) play League of Legends?

You Should Play League of Legends If:

You are new to MOBAs! 

League of Legends is by far the easiest MOBA to pick up out of all the ones I'll be covering. A pretty well done tutorial is presented to the player at the start of the game. Players also have the option to play matches against the computer to perfect their skills, but every other MOBA I will be looking at offers that as well. Probably one of the biggest boons for LoL is that it has the largest number of characters that are easy to pick up and play. Most characters don't deviate from the standard four abilities and one passive layout. On top of that it's very easy to transition between characters. A good Ashe player should be able to pick up one of her other damage dealing counterparts, Caitlyn. This holds true for a lot of League's characters so the player should be able to build a good stock of champions to play very quickly. This isn't to say that there aren't some complicated characters, but a new player is more likely to play a less complicated character if they simply pick based on looks or at random.

You want to find matches quickly!

League is afforded many advantages by being the most popular MOBA out there. ANd one of those advantages is a very short queue time. Waiting more than a minute to find matches is a very rare occurrence. So if you're looking to get into games quickly and don't want to wait then LoL is going to give you the quickest transitions from menu to play that you could hope for.

You Should Not Play League of Legends If:

You want to make new friends!

Out of all of the MOBAs I've played on this list LoL easily takes the cake as the one with the most hostile community. It unfortunately doesn't help even if you are a low level player considering a lot of veteran players will make second accounts to artificially increase their win percentage. But even moreso it seems as though your average LoL random is hostile right out of the gate. Players will berate you for not doing well, berate you for doing well if they consider the kills you got "theirs" and sometimes simply berate you to make themselves feel better. It's a tough community to get along with and there have been many newer players I've tried to get in the game that have left simply because of the community. But if you have a thick skin when it comes to people on the internet and/or a lot of friends that already play you can potentially just ignore the toxic players and keep on going. other times they'll go out of their way to ruin your game for you. It varies.

You don't want to "pay" for stat boosts!

This is actually the one area I take issue with the most in LoL and that's the Rune system. There are two ways to customize your characters. You can use masteries, which are trees of different ability buffs. Points are rewarded to you as you level up and once your account hits level 30 you can invest all of the points you wish to customize your hero. 

The other way is runes. Runes can only be acquired by spending IP, the currency that is given to you after simply playing games. You can spend IP to purchase runes and further add boosts to your character. For some people this is great. But to me it seems pretty flawed. See, you can also buy Boosts which will give you more IP after finishing matches. These you can only get with real money. Say you really want to buy a character. Great. But you won't be able to maximize that character's full potential unless you buy runes with that same IP. So you either need to invest more time into the game to get runes or simply pay money to spend less time getting runes. This presents the problem that players who have runes, regardless of the way they got them, have an inherent advantage over other players. Add to that the fact that some runes are rather expensive (some costing as much as a single character) and that there are lots of "junk runes," runes that are useless, and you find a bit of a problem. New players won't know which runes are junk and which aren't, so they can end up spending IP on something that is pretty bad. Throw on top of that the fact that players only get a limited number of rune pages and the only way you can buy them is with a ton of IP (more than any single character) or money and there's a recipe for a system that masquerades as something free but encourages the player to invest money into it to maximize their gains faster. I feel it imbalances the game on not only a monetary level but on a mechanical level as well and the fact that a lot of other MOBAs forgo any systems similar to this entirely is a big tell for me.

And that's a wrap!

Well guys that's my look at League of Legends! Stay tuned to take a peek at some other great MOBAs in the coming days. Hopefully I can help you all find which MOBA is right for you.

Friday, May 23, 2014

Competition is Healthy! Competition is Unhealthy? Well Which is It!?


JUGGERNAUUUUUUUUUUT!


Over the last few weeks I've been playing DOTA 2 and have really enjoyed it. To me it has effectively rid itself of almost all of the issues I've had with League of Legends. I've asked plenty of people to join me (so I can get more multi-kills) but some people haven't been so keen on it. And for some of these people the reason is very clear: They're just not that into player vs. player video games. Something about them just doesn't click. So I thought I'd take today to look at some of the pros and cons of competitive games based on my own personal experiences. I may reaffirm some beliefs or I may change some minds. But let's dive right in.

Pros

Competition Promotes Friendship


"Don't worry man, that scrub won't get away with this."

I know this isn't going to sound right at all after I have spoken of the toxic community of League of Legends but even there I have had friendships foster purely through our mutual desire to defeat our opponents. "Hey man, nice job there." "Don't worry, we'll end that guys kill streak on you." "You guys get out of here. I can afford this death." There have just been so many instances of friends and even strangers on teams banding together to beat the odds in front of them that I can't help but think that this is truly what competition is about. It's about a group of people working together to surmount the odds before them.

Competing Teaches You How to Talk to People


This has almost nothing to do with the obscenities you may scream during a session of Street Fighter.

I'm aware this doesn't seem like the case, especially after all I've said about the toxic community of League of Legends but I'm sure we all actually learned this over the course of the competitive games we've played. Whether or not you choose to or not to practice this with the people you meet online is a different matter entirely. Let's think about it, what option would most likely lead your team to victory?

A) "Wow kid you're so bad. Everyone knows you're supposed to do X with character Y. You should probably quit this game and then stick your head in the oven for an extended period of time."

or

B) "Hey man I see you're not doing so hot. It might help if you do X with character Y. I've seen a lot of people do it and it generally works out in their favor. Give it a shot."

Option B seems pretty nice in comparison right? Now, whether or not that person will listen to you is another matter entirely but it's clear that generally the teams that work well together and win in games don't talk angrily or spout obscenities at each other. The highest success rate comes from being kind and courteous. And this doesn't just apply to cooperative competitive games. Even when it's just use versus one other human being learning how to lose gracefully is a valuable life skill that quite a few people lack. Don't be that guy that rages or gets angry at losing and storm off. Be the man that helps your team. And if you lose be the man that doesn't throw a hissy fit and has their day ruined by it.

Competition Teaches You to Set Goals and Reach Them


If your goal was to master Frank West and you succeeded then my hat is off to you.

We've all been there in at least one game. An object seems insurmountable. A boss can't be beaten. It seems like it's unfair. But with the rise of the online scene in gaming players have been met with a new dilemma. No longer do players sometimes just get trounced by their friends (though that is still a concern.) Sometimes you just keep running into people online and they keep just pushing you down. Some would just quit but for those that choose to continue onward they find they have something to work for. They find they have a goal. Maybe it's researching that perfect item build. Maybe it's finally nailing that combo. Maybe it's finally figuring out what trick your buddy's been using to take you down. But no matter what it is if you've accomplished any of those things then congratulations. You set a goal and you met it. And that's a beautiful thing. There's so many people that would just give up when the going gets tough but competition stirs something in a person. Being able to surmount a computer is cool. But being able to surmount another person is just fulfilling in an entirely different manner. And in setting that goal and achieving it you have learned a valuable life skill. Quitting when the going gets tough is easy. But realizing where you fail, taking steps to correct it AND succeeding at it? That's an awesome thing.

Cons

The Drive to Win Can Bring Out the Worst in People


Goddamn invaders.

Now competition can have those positive effects on people. That is true. but in some individuals it can bring out a darker side. Sometimes the drive to win is so much that this leads to people developing tactics that some would tend to see as....well as unfair. Beating an opponent when on a fairly equal playing field is one thing. But competition in games has brought up some tactics such as spawn camping. Now it's technically not against the rules in any capacity, but to a lot of players, myself included, it can seem a bit underhanded to just lock a player into a situation where they can't do anything and defeating another player just for the satisfaction of it. Sometimes players will needlessly prolong the game just so they can make these other players feel worse. Sometimes players will target the same individual over and over again, hoping to get them as angry as possible. Regardless there is in fact plenty of scenarios where a competitor could be achieving victory not for the satisfaction of victory, but for the satisfaction of making another person feel bad by doing it.

A Focus on Competition Can Lead to Winning Being the Only Satisfaction


"If my KDR goes below 8.0 I'm breaking this disc in half."

Winning is definitely the primary objective when you compete in any capacity. But competition can foster the unhealthy feeling that winning is everything. I've experienced this issue myself in a number of online shooters. I've asked to play with players who will outright refuse to play with me if my Losses outweigh my Wins. There's no guarantee that all of those losses are my fault but those players will not risk another person staining their perfect record. But the thing that got me ruled out of the most games was KDR. KDR stands for Kill-Death Ratio. It determines you average kills versus deaths. If my KDR is 2.0 then that means that I usually average two kills before I die in a game. To some players KDR means everything and this is a problem. This can lead to instances mentioned above where players intentionally target others with a low KDR seeing them as easier targets. But I have also experienced players refusing to party with me because of a low KDR, seeing this as a liability. This even mattered to them in games where the objective was not to get kills but to capture an objective of some sort. In the end KDR was the magic number that determined a person's fate. If you had a low KDR then other players saw that you weren't likely to win and would avoid you, either choosing not to help you or targeting you, reducing this magic number that was supposed to determine your skill level.


Do you fight to win or simply fight to prove you're better?

 If winning is all that matters then how will new players to be expected to learn? If a player can't take another under their wing to teach them the ropes because they're so worried about a potential loss then I have to ask: What's the point of community in these games anyways other than just a group of targets to pick from? If winning is the only satisfaction then regardless of the experience would a person really say they had a good time losing? This is not a healthy mindset, be it in gaming or in the real world. Losing gracefully is important but sometimes competition can just foster the exact opposite.


Well there you have it. I have tried to be as fair as possible and consider many angles but in the end I think competition is a good thing. Being able to have fun with or against your peers when trying to reach a goal is healthy. it's not something a person is going to escape in the real world, whether it be competing with co-workers to give the best presentation, trying to become the employee of the month or just a simple bike race with friends. So why fight it? Embrace the competitive spirit within you in a healthy fashion and I promise you will not disappoint yourself.

WHat do you guys think? is competition good or bad in games? Is there anything I missed? Let me know in the comments and I'll see you all next week.