Riot reflects on good and bad randomness for Teamfight Tactics’ future plans – Dot Esports
Riot Games’ autobattler Teamfight Tactics has made a big impact on gaming after solely three months since its launch. But one in every of followers’ largest complaints is its sheer randomness (RNG), which may make the sport really feel prefer it’s working in opposition to you. Riot is trying to make this a factor of the previous, although.
TFT lead designer Stephen “Mortdog” Mortimer mirrored on the autobattler’s first season in a Nexus publish immediately, explaining that random results ought to be contained in “positive and controlled spaces.”
“At a high-level, Set 1 reaffirmed to us that TFT is about how you play around the randomness presented to you through the store, item drops, and various effects in game that cause variance,” Mortdog mentioned. “That being said, we certainly learned a lot about where inserting variance worked and was received well and where it wasn’t.”
Mortdog cites the 2-unit Imperial bonus, mostly used with Darius and Draven, as a good random impact. This means, one Imperial unit offers double injury, leaving it as much as a coin flip that’s an “acceptable random” state of affairs.
Image through Riot Games
The randomness behind traits like Phantom and Hextech, nevertheless, adversely impacted the integrity of the sport.
“Many players had a very real negative reaction to their most important champion losing all three of their items or being set to 100 HP with nothing they could really do about it,” Mortdog mentioned.
TFT builders up to date the merchandise distribution system two months in the past to create extra managed outcomes, resulting in a “fair” and “exciting experience.” Riot needs to proceed that development with Set Two, retaining random results optimistic and eradicating RNG disasters like Phantom and Hextech.
Set Two: Rise of the Elements is scheduled to go dwell in early November.