Random events


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#21 IanD967

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Posted 01 May 2012 - 11:54 AM

Yeah random time is the best option there.

People will just prepare for the event and either attack or defend depending on the situation itself wheras if it is random it could be in the middle of a fight somewhere else or near the end or start of the game which would make it quite interesting.

#22 OwnageDaPwnage

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Posted 01 May 2012 - 12:09 PM

Yeah it makes it unpredictable and AWESOME

#23 CWheezy

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Posted 01 May 2012 - 12:19 PM

Maybe instead of random events there are no random events?

So that players decide who wins and not randomness?

I am not saying no events, but I think random events is a bad idea. It takes more away from the players in the game deciding who wins

#24 FleurDeMur

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Posted 01 May 2012 - 12:20 PM

They are saying that in some games, if, say, 4/5 people agree to have random events (obviously, it wouldn't happen in ranked, if they have it), then random events should happen.  They're not saying that it should be a major part of the game- kind of like ARAM on LoL.

#25 CWheezy

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Posted 01 May 2012 - 12:54 PM

Oh ok, I thought it was for ranked play.

Sure random events all over the place

#26 idyemyhairbrown

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Posted 01 May 2012 - 06:08 PM

I like it as a feature of a casual-mode map. Of course, for anything competitive, random effects/events should not enter into the game. Having said that, I REALLY like ideas of random events for the casual map/gamer. I wrote a map proposal for LoL a while ago that utilized 'interactive' elements. The example I gave on how a map could be interactive followed:

"Does anyone remember the Serpentine Shrine level in Little Big Planet? Where an autonomous, randomized "snake" roamed the map through labyrinth-like tunnels. Often your character would have to enter these tunnels to advance throughout the level; however, the player had to remain ever-fearful of the snake, else be taken unaware and killed. Now imagine a feature like that in a 5v5 map. Similar to Summoner's Rift: three lanes, five-person teams. The only difference: a convoluted labyrinth-like system of trenches in the ground, where a giant snake roams on a randomized path. The snake in non-targetable and touching the snake results in death (much like in Little Big Planet). Players can play above the trenches, where the three lanes would face off and various jungling spots occur. However, they can also risk diving into the trenches, perhaps to escape a gank or otherwise certain demise."

Conclusion: randomized features - or interactive features - would be hella fun.




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