This rules, congrats on the Gold!
This rules, congrats on the Gold!
Hell yeah
You can't value a capsue at 3000 Blue essence when the capsule only decreases the cost of said 3000BE champion slyghtly, hence it is NOT worth the full 3000BE.
Agreed, that's a miscalculation. We're actually increasing pass BE values.
There is a lot of popups to click through when you play often, but I'm 100% sure there's a bug right now that shows old pop-ups. I've had to click through around 60~ of these, and then again after I restarted the client.
It also showed me I got chat suspended but it was from an old game and I didn't get suspension.
If you can, DM me your account details and I can have a team take a look. (Assuming this was recent)
Also, pls no password, just Riot ID and region :)
Technical limitation. Not a reason I’m happy about, but something that may be able to be resolved. I’ll inquire today what this would look like.
Damn, we should paginate these if it’s happening this often in succession.
Doesn't your "quick maths" therefore assume every League player, including every single person that starts playing, will purchase every battle pass, every 2 months?
Do you really think that's true?
None of this requires a purchase of any kind
Read moreI'm going to try and engage in good faith and do the math for you for BOTH sides rather than just what we're getting now.
Old Battle Passes (Free track)
300 tokens per completed free pass.
1 Champion Shard costs 50 tokens. 300/50=6 Champion shards 960 minimum BE. 960x5=4,800. 6 passes a year, 4,800x6=28,800 BE lost.
First Win Of The Day
For this calculation we'll be doing that you play a single coop vs AI game per day for it and ONLY it. We're ignoring the potential exp you would have gained from said game.
400 Exp and 50 BE per 24 hours.
50BEx365days=18250 BE 400expx365days=146,000exp Average level is 3171exp. 146000/3171=46.0422 levels. We'll keep it at 46 to be simple. 1 level = 1 capsule 46 capsules
For simplicity sake we'll say 4 of those capsules are Glorious ones due to getting 1 every 10 levels and say you start at 1 every time we calculate this.
New Free ...
Appreciate you doing the math!
Some considerations: - many players do not play every day, which means that max values are different from median or average values - the expected value of FWOTD is less, since it required a win, so you generally need to halve it (if you mix in a guaranteed Co-Op win game you can multiply this vs the rate at which people play those versus standard matchmade), contrast this with the daily mission that only asks to play a game at all (you can get the expected value of that by looking at average BE value of a pass level and then multiplying it by 150/500 for the win bonus. If you rate a champ capsule as being worth 3000 BE, which is the average cost of a champion you get a pretty large number) — will do below - the first 50 levels still grant capsules iirc, so you need to add more of that into the calc
It’s lower max BE for a hyper engager but much more BE on average based on standard play patterns
BE Capsule avg value = 3000 x 4...
Read moreI’ve heard that with the removal of capsules on level up, all the old new player related content has also been removed. Do you know if that’s the case?
Nope, I do not know anything about that. It doesn't _sound_ correct to me.
If you can’t get every champ in the game within a year of reasonable playtime, that’s f**king absurd (and you could argue even that is giving you guys way too much leeway, considering DOTA, Overwatch, Marvel Rivals, etc. give you all characters for free lol). I don’t even see an argument about it from a purely money-making perspective, considering people playing more different champs = more chances for a person to play a character they like, and thus want to buy skins for.
If this is your definition of “pretty thoughtful” you guys must not have many thoughts going on up there.
I don't think its reasonable personally to compare a MOBA to a hero shooter, given that they let you swap characters mid-match as a gameplay mechanic not to mention have a significantly smaller roster (37/42 respectively). Dota 2 is closest as another MOBA, with 124.
I've seen comparisons to the IP system. So some more maths: In 2014, a causal F2P player earned a champion about every 6 weeks based on the rate of IP earned and the average IP cost of champions. This nets out to ~9 per year. For Reference: There were ~120 champions in League at that time. I think this is much faster than that.
I do think our champion acquisition system could use some love, but not strictly on the basis of how fast players can get champs. I think it could be better at helping you identify champions you should love and get them into your hands faster than today.
Read moreu/BarackProbama, as a new player, I don't know, but as someone who has already surpassed level 1550, I find it VERY annoying to still have to buy champions to enable skins. It seems like you guys want to scare players away at any cost!
- Riot did away with the glorious capsules every 10 levels that gave 10 mythic essence and guaranteed shards of expensive champions; now it's only every 50 levels.
- Riot changed the 1650 paid pass completely for the worse, instead of following the successful model that was Faker's 1950 pass.
- Riot removed the mastery chests.
- And now this change.
I have no idea what Riot's plans are for the future of the game, or what kind of direction this is, but I believe that 2025 will be the year I have to abandon the game before reaching level 1600. I am currently at level 1593 and I see no reason, rewards, or anything that encourages me to play for free. Meanwhile, we have severa...
I also think you should be able to purchase/acquire skins for champions you don't own (with some obvious warnings in place), but there are technical limitations on that atm. We chose to address other things instead.
Sad to hear you are less motivated than before. Hope we can change your mind this year.
As I said above, no longer part of the team that is running seasons or the around-game, but find them to be a pretty rad crew and have a lot of faith in what they're working on.
Are you for real? 4 champions per year is terrible, you could buy more champions in the old IP system + runes. In fact I started playing in season 4 and I bought atleast 4 6300 champions (Yasuo, Jinx, Lucian, Kha'Zix) + at least 12 other champions since you needed 16 to start playing ranked (some of which were 3150 and 4800) + a full AD and AP rune page.
Most champions are not 6300. Average BE cost of a champion is 3000, so this represents ~6 you get to choose (if you don't disenchant permanents) and 24 you do not, which is 30 per year.
28,500 BE amounts to round about 4 6300BE Champions. That awfully low for one year of playing.
Interested in how long you think it should take for a new player to earn champions. About how many games per champ do you expect?
Still there. Btw are there any plans to rebuild or remake the client? The game itself runs so well but the client has been so buggy since the switch from the old to new one back in the day. Why not make full screen client, League is like the only game that has small windowed client and not that its an issue in general but it would be so cool to for example browse skin splash arts in full screen, or look at your collection or stats or literally anything. (I think it would be favorable for champ select as well)
If there were, do you think I would announce it here?
I am not part of the team that builds the metagame systems of League anymore, but I just did some quick maths since this post alarmed me.
There are 4 champion capsules on the pass
There is 4750 BE on the pass excluding repeating rewards
(Both of these are frontloaded on the pass and thus require less engagement than cosmetics in general)
There are 6 passes per year
That is 24 champion capsules × year
That is 28,500 BE × year
Not including new player missions and rewards
It doesn't feel to me like someone who is new to the game is going to have trouble acquiring both a set of randomized champions OR champions they have a particular affinity for and want to acquire for free.
Would also state that the folks who worked on the pass content design are pretty thoughtful, and if we saw challenges with new player earn rates there would be an adjustment.
But super appreciate the concern I am seeing here for the new player...
Read moreLeague has a lot of layers to it. Agree with you that this is a large part of what makes it awesome. A design lead previously referred to this as "infinite parallelized learning" because people from MIT talk like that I guess. (I kid, he's very cool and smart.)
That said, it could also do a better job exposing those layers to players, teaching them which are most important when, and informing/rewarding folks for their growth.
I think we should be deeply proud of making a game worthy of people's deep attention and commitment and a little sad how tight the front doors on the fun are secured.
Yoooooooo this is so cool!
This is a bug. We’re aware!
Obatin
Ob-a-tin
verb
to acquire digital content through pseudorandom distribution mechanisms which use a virtual currency to fractionalize and mediate transactions
noun
a typo found in the League of Legends client in December, 2024
lol