League of Legends

The Game Hours per Mode of Odyssey was corrupted by the inclusion of Missions that encouraged Toxicity.

LeagueofLegends13 - The Game Hours per Mode of Odyssey was corrupted by the inclusion of Missions that encouraged Toxicity.
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https://na.leagueoflegends.com/en-us/news/dev/ask-riot-new-game-modes/

I saw this recent article about Odyssey, Dark Star: Singularity and other Alternate Game Modes, I felt it was worth writing about on my break. Odyssey was one of the most interesting forays into PVE that I've seen Riot partake. I'd say were situations different it might even have the cult following that Nexus Blitz currently has. But it needs to be said that the play-rate of Odyssey *did not* die out because of Odyssey, or at the very least we cannot know that for certain, because of the horrendous Missions that were included with its arrival.

A brief Rundown:

  • (The Crew) Clear any difficulty with the following characters: Jinx AND Malphite AND Yasuo
  • (The Recruits) Clear any difficulty with the following characters: Sona AND Ziggs
  • (No, I'M the Captain) Clear any difficulty with a team of 5 Yasuos
  • (Perfect Composition, Hard) Clear Onslaught with all 5 people playing as the same character
  • (Space Wizards' Guild, Hard) Clear Onslaught with all 5 people playing as either Ziggs or Sona
  • (Morning Star Veterans, Hard) Clear Onslaught with all 5 people playing as either Ziggs or Sona
  • (Planetary Legends, Hard) Clear Onslaught with each person having 4 or fewer Augments equipped
  • (Galactic Legends, Very Hard) Clear Onslaught with each person having 3 or fewer Augments equipped
  • (Universal Legends, Insane) Clear Onslaught with each person having 2 or fewer Augments equipped

These are the reasons I feel Odyssey's Games per Hour were so abysmal. With other game modes, they were personal goals you could set for yourself, knock out a certain number of players, deal a certain amount of damage, win a certain number of games etc. With Odyssey you had achievements that required *other* players to be specific roles or be willing limit their augments.

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Look, we all know there's an issue with toxicity that Riot game has recently committed to addressing. But I can't stress enough that if there was ever an argument for the ability to report players in pre-match chat, it came from this mode. People threatening to dodge, to AFK, to troll, calling you slurs you name it; trying to force you to choose Yasuo, '2 Augments or I afk', 'Someone be Sona' the list goes on. The level of toxicity I had seen in my time of playing was incredible, I'll never forget it.

What aggravated the problem further is how matchmaking worked for Odyssey. The game mode was broken down by difficulty; that meant players who wanted to strictly play for their Missions had to be grouped up with players who simply wanted to, well, play. There was no way to group with other players beyond message boards, discord or reddit. And the client grouped you with players regardless of their current mission status. Someone might need 5 yasuos, but then another needs everyone to use 2 or fewer augments. Conflicting desires to complete certain missions meant tempers flared all around, frustration and dodges.

With all this happening it's no surprise that Odyssey is one of the lowest Game Hours played on that chart. It was effectively set up for failure. As a small aside, Nexus Blitz dropped off right around the time the double-whammy of Monster Hunter World arriving on PC and World of Warcraft's next expansion released within the same week. Always take into account potential external variables, and whenever you see charts like this, do the due diligence.

Source: Original link


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