Smite

Smite Dev Tracker




20 Dec


19 Dec

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Hello KhalenAskhan and thank you for participating on r/Smite.

Sadly, your submission https://old.reddit.com/r/Smite/comments/kg7zwy/-/...

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Hello MattTheLizard and thank you for participating on r/Smite.

Sadly, your submission https://old.reddit.com/r/Smite/comments/kg87pj/-/ has been removed for the following reason(s):


Community Content

Skin concepts. Skin concepts must include artwork. You may not find an image of something you like and share it as a skin concept. You must credit the artist in a comment by linking to the location you got...

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Hello MattTheLizard and thank you for participating on r/Smite.

Sadly, your submission https://old.reddit.com/r/Smite/comments/kg9v0s/-/ has been removed for the following reason(s):


Community Content

Skin concepts. Skin concepts must include artwork. You may not find an image of something you like and share it as a skin concept. You must credit the artist in a comment by linking to the location you got the...

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Hello AKA-The-Frog and thank you for participating on r/Smite.

Sadly, your submission https://old.reddit.com/r/Smite/comments/kgaf0i/-/ has been removed for the following reason(s):


RULE 6 - Low-Effort

Low-Effort Content Low value, low-quality content is not allowed on ...

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Hello EMitchell1996 and thank you for participating on r/Smite.

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No Personal Problems

By this we mean /r/Smite...

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18 Dec

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Originally posted by TehOtherFrost

I think gamer terminology has blended a lot over the years since I've seen the two different definitions and they can both have an argument for the correct usage.

Choice A: "The minimum threshold of skill needed to be effective with a god." The lower the floor the easier it is to use. This is a player-centric definition and was popularized by League of Legends. It's somewhat vague as skill needed to be "effective" is not easy to quantify. In this example Discorida passive has the lowest possible skill floor because you just get it with no effort from the player at all. Poseidon passive would have a higher skill floor and takes more skill to manage. But then this raises questions as to "what is effective play?" Neith is one of the easiest Hunters to play but at what point does she become effective??

Choice B: "The lowest effectiveness a God can have." "The higher the skill floor the more effective a character is at the start." This was the original term and is chara...

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great answer, frost! i think the most important thing would be to try to quantify this - we can discuss all day but what really "defines" skill floor to me is how you measure it

so either

  • how low MMR / low lvl can a player be and still achieve 50% winrate on a god?
  • the god with the lowest MMR / Lvl players hitting 50% would have the lowest skill floor

Or

  • for each god - across all players - how do they perform on their first time playing the god
  • so we assume everyone is equally bad at the god when theyve never tried - and the god with the highest winrate across all players in this category would have the lowest skill floor.

You could certainly apply other definitions to it, you dont NEED data - maybe this concept is better used as a form of measuring player experience/feeling instead of as a hard stat?

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Originally posted by VainestClown

Regarding the orgs, I think there is no way removing them could be a good thing besides for saving money. The orgs at least posted about smite on socials, giving Smite and the SPL needed exposure. Without this, how is anyone going to find let alone care about anything SPL related.

A reason I see that they did this is so they can make more skins since the teams/names will be consistent across seasons, letting skins have more longevity. Money

The majority of Smite's fanbase doesn't care about SPL (just look at the upvotes on this post compared to the daily skin posts), so removing orgs is just privatizing SPL and drastically reducing exposure to basically just Smite players who buy skins.

I addressed a similar concern in this thread, give it a read! TL;DR: while in theory orgs have the potential to bring a ton of outside fans to the league, that hasn't proven to be the most effective tactic in practice and we'd be better served to scale up in-house marketing efforts to accomplish the same goal.

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Originally posted by DieInAFireLoki

Have you considered letting people vote on the team names? Maybe you could solicit name ideas from the community/SPL players and then pick out like a top 20 that you guys like and meet your standards and then let people vote on which to include?

u/HiRezAuvey

We did consider that, but creating team brands is a multi-step process that takes several months to complete. Even if we started a voting process right now, we likely wouldn't reach finalized team brands until potentially early April, which is much later than we'd like to start the pro league season.

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Originally posted by Lightmind7

Sorry for finding a comment to reply to out of context.

But Auvey can you pretty please consider how the team are going to plan the team logos.

The current SOC SCC pantheon logos suit a purpose, but it wouldn’t be appropriate for the SPL.

I don’t need to tell you that Hirez has the best art team in the gaming business, please design team logos in house that make the teams feel unique. Perhaps a play on the team name even.

The biggest negative from today is having the org names/logos being dropped. If you can mitigate that with awesome hirez names/logos it’d be super positive.

SPL won't be using pantheon logos like SCC/SOC. We're investing a lot in branding for next year's teams and want to put our best foot forward with logo design!