Teamfight Tactics

r/TeamfightTactics362.9K subscribers105 active
Once again Riot released Chonc's Treasure, once again reminding everyone that 3* 5 cost screenshots in this mode is banned.Announcement

Unless you have every single 5 cost 3 starred, your Chonc's treasure post will be removed. The sub is flooded with people posting screenshots of this every day while this mode is around. It's a game mode that potentially gives a Hwei on round 1and can drop 3-5 champion duplicators. Having a 3* 5 cost isn't a high roll, it's the expectation. Which means it's incredibly common and incredibly repetitive when posted here every hour.

And now I leave you all with a tip: if you are given an early Hwei and the portal guarantees you a prismatic augment you can place an item anvil/Tome of traits/ etc on the copy square 6 rounds early leading up to 4-2. This means if you are given egg on 4-2 you can already have 6 stacks waiting and will only need 1 round to copy your egg. Enjoy.

Pinnedby StarGaurdianBardModerator:Silverwing: Sub mod:vert:
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Shop Distribution - The Nerdiest Post you’ll read todayGameplay

Hey folks. Mort here with what is going to be the nerdiest game design post you’ll see in a while, but I wanted to share it with you. Generally in all aspects of life, even if you’re confident in something, it’s helpful to double check your biases and make sure you’re actually correct or not. So that’s what I did.

We’ve all seen posts where a player rolls down 50 gold and doesn’t see the uncontested unit they’re looking for, heck you may have even been on that end yourself (sorry, but wait for the punchline). Sometimes, this experience can be so stark that you’re concerned with the reliability of the system. Could this be bugged? I can’t really be that unlucky—is something wrong with the game? Now, my initial reaction is that this is a common thing called “confirmation bias” where a recent experience is being weighted more heavily. This, in conjunction with negativity bias, where negative experiences are seen to have a higher impact, become the fuel for many “Mortdogged” experiences. But even with knowledge of these biases, is everything fine? I mean, TFT has had its share of bugs, so let’s take a deep dive in the design space to make sure everything works as it should.

For this experiment, I focused on 4 costs. We pulled out 6 copies of nine of the Four Costs (these are our contested units), and left the other three Four costs as our uncontested units, with all 10 copies in the pool. At this point, this means there are 4 copies of the contested units (36 contested units total) and 10 copies of our three uncontested units (30 uncontested units total). If we do a large extensive roll down, we should see uncontested champions (30/66) 45% of the time approximately.

We ran this experiment for the first time, with Ornn, Ashe, and Kaisa as the three uncontested units (lol, Ornn is uncontested, right?), and here are the results.

  • Ornn: 136
  • Ashe: 168
  • Kaisa: 120
  • Lillia: 58
  • Morgana: 52
  • Kayn: 58
  • Lee Sin: 61
  • Syndra: 38
  • Nautilus: 53
  • Galio: 61
  • Annie: 50
  • Sylas: 46

The total 4 costs seen was 901, and the uncontested ones made up 424. This is (424/901) 47% of the time, which is within expected variance for something of this sample size, and matches our expectations. Good news. But of course, one time isn’t enough, so let’s run the experiment two more times. 

  • Ornn: 154
  • Ashe: 141
  • Kaisa: 178
  • Lillia: 57
  • Morgana: 72
  • Kayn: 48
  • Lee Sin: 53
  • Syndra: 57
  • Nautilus: 52
  • Galio: 62
  • Annie: 52
  • Sylas: 41
  • Total: 473/967 = 48.9%

And again

  • Ornn: 150
  • Ashe: 140
  • Kaisa: 152
  • Lillia: 63
  • Morgana: 58
  • Kayn: 55
  • Lee Sin: 48
  • Syndra: 54
  • Nautilus: 47
  • Galio: 60
  • Annie: 64
  • Sylas: 55
  • Total: 442/946= 46.7%

So yeah, generally we’re seeing the results we’d expect with a sample size this big. It’s not EXACTLY 45%, but the law of large numbers shows that this is expected, and if we dramatically increased the sample size, we would likely converge to that expected 45%. From a purely mathematical standpoint, it seems like our shop is working as expected. Huzzah!

So all is good right, and there’s nothing to be done…right? Well…no actually. Just because it is mathematically correct does NOT mean the design is perfect. If you’ve ever watched my stream, I’ve talked about how good design doesn’t just let RNG take the wheel, and designs around the core player experience. In this case, the player is not rolling down 1000 times and letting the law of large numbers do its job…instead, it’s rolling down 60 gold and expected results that are intuitive, which is that uncontested units show up more.

Let’s repeat the experiment, but instead of 1000 rolls, let’s only do 40 and see what happens. Same thing, with Ornn/Ashe/Kaisa as our uncontested units, and see what happens.

  • Ornn: 8
  • Ashe: 6
  • Kaisa: 1
  • Lillia: 6
  • Morgana: 0
  • Kayn: 1
  • Lee Sin: 6
  • Syndra: 2
  • Nautilus: 4
  • Galio: 4
  • Annie: 0
  • Sylas: 2
  • Total: 15/40 = 37.5%

Because the sample size is so low, the variance expands pretty dramatically. Much like if you flip a coin 10 times and hit heads 7 times, 70% is way higher than 50%, but the reality is when the sample size is lower, the variance is higher. Again, this all lines up from a mathematical sense…but from a game design standpoint it’s pretty rough. Kai’Sa is uncontested here and is seen one time, while Lee Sin has 6 copies out of the pool, and is seen 6 times! These are the experiences people have that feel off, and make them not trust the game.

Nintendo games do a lot of fudging behind the scenes I’ve talked about before, to try to make expected outcomes more likely to happen. Famously one of the most basic versions of this is in Fire Emblem, where they double roll odds, so if something says 75%, it’s actually 87.5% so it FEELS more like 75% to people (A 95% chance in Fire Emblem is much closer to 99%!) Based on this, I think there are improvements we can and should make here, so the game behaves closer to what you would EXPECT it to, even if it is within acceptable outcomes.

Personally, this was awesome for me to confirm and was a good use of time yesterday. I like constantly challenging our game design to see if we can do better, and I think this confirms we can. It won’t be easy, it won’t be overnight, and it may not even be soon…but I think it is worth exploring, and I think we’ll start doing that as soon as possible. 

Thanks for reading all. Hope your roll downs are within expected variance, and take it easy :)

Pinnedby Riot_Mort:riot_flair::vert:
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Spectral Cutlass Galio is so dirty Discussion

I think someone on here mentioned it before but I will literally force him in if I get this item, watching him tp and pull all agro is NUTS

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Why are these stages important?Discussion

New player. The video I'm watching said thee stages are good stages to make decisions but didn't explain why

3-2

3-5

4-1

4-5

5-1

Can someone explain real quick please

Feature idea: Tactician/Arena/Boom presets, and a shuffle option (like Fortnite's Locker)Discussion

So it's been a few years of TFT now and suffice to say there is an abundance of cosmetics. I think variety is the spice of life, and a really good feature that many freemium cosmetic-centric games have are locker/preset typed systems. As in, systems that allow you to save your favourite combinations of certain presets together, and then let you select them with ease or even automatically "shuffle" to let the game pick a random one for you out of your selection in the microsecond between the queue popping and the game launching.

With a system like this, it allows you to make something and save it, and it also allows you to maximize your favourite cosmetic combinations without having to manually switch them every match in a cumbersome manner. Using Fortnite as reference, since they definitely popularized the feature, I think giving every account 100 preset options allows a lot of room for future additions to be added, while also applying plenty of room right now for users who have big collections. If you don't have many cosmetics besides what you've gotten from the passes or promotional events, that's fine. Use them as you please. More the merrier.

A few examples of some presets I'd like to make:

  • Pentakill Tactician + Pentakill: Backstage + Guitar Smash

  • Chibi Mecha Malphite/Galactic Destiny Shisa + Mecha Prime Zero Arena + Overcharged Superlaser

  • Order Molediver + Journey's Beginning + Wings of Fury

  • Astronaut Molediver + Odyssey Yasuo Arena + Super Mega Death Rock

  • Lunar Beast Shisa + Club 2 Arena + Coin Rush

  • Chaos/Ruined Pengu + Count Spatula Arena + Shadow's Grasp

  • Inktales Pengu + Dreams of Earth + Brush it Off

  • Super Squad/Super Evil Sprite + Poro-Ranger HQ + Justice Beam/Noxian Handshake

  • Lifeguard Choncc + Splash Party Arena + Hydroblast

  • Gloop + Zaun City Rooftop + Chemtech Surprise

and that's just 10, which is barely scratching the surface of possibilities, which is why I think 100 is a good starting number for the next few years.

To my last point, I think systems like this are imperative as well to retain some level of "value" for goods within customers. As in, by creating all of these presets that you like, and activating shuffle (or just choosing them manually from a drop down list at your leisure), there is a persistent factor of use-value in that, mathematically, the shuffle cannot ignore them forever. Which means that nothing you've paid for will guaranteed be left to collect dust.

In more simple terms; if your TFT cosmetic collection is akin to a toybox, allowing for users to both create presets and add a shuffle feature, means that unless intended by you, nothing you like will be ignored forever. Which creates a positive feedback loop of reassurance that you can simply add any new cosmetics you get into a preset of their own, and have them offer a guaranteed use value.

In conclusion, an example:

Currently, by contrast, I have an abundance of Tacticians I bought, as well as many I got at random that I don't care for, and lost amidst that are things like Chibi Storm Dragon Lee Sin, or Jade Dragon Duckbill, who among others, fell by the wayside over time, and currently now feel like wastes of money. If they were instead in their own presets,, and within a shuffle system? I'd know that in time, they'd appear for me, and never truly feel forgotten and like a wasted purchase.

Something to consider I reckon! Adds a lot to the game and doesn't detract at all!

Unpopular opinion…does anyone else really hate the chibi’s?Discussion

I don’t like them. I don’t want one. I’m hoping I never get one. Their booms are annoying and take so much time when they defeat you. I’m like just get it over with! They are just stupid doll looking versions of the regular champions. I love how all the other tacticians are cool and unique creatures. Cute and different. Just makes the chibi’s make less sense. Anyone else agree with any of this?

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Will we ever get a chibi Cho'Gath? Discussion

Not a fan of the current chibi characters, but I'd really love a little chibi Cho.

About unlocking past pass booms from the rotating shopDiscussion

Okay, so we can now get booms from old passes from the rotating shop. This is great and all, but these booms come at level 1, and there's no way of upgrading them (you can't even buy the same boom multiple times from the shop). Has Riot ever mentioned wether there'll be a way of upgrading non T3 booms using star fragments or something? The existence of old booms in the shop might hint at that feature being in the works; otherwise this might be a bit misleading, because the images that the shop displays are those of the T3 booms.

question, why doesn't my opponent take damage?Discussion

hello im a casual player and this is the first time this interaction happen to me.

the game is about to end with 3 players remaining and the 3rd person surrendered before the next round begin, then when i fight my opponent and win the round, they didn't take damage.

is it because i was fighting his ghost? if so, why did that happen? it was only the two of us remaining in that round.

Shop distribution uncontested units experienceDiscussion

Mortdog made a very interesting post about shop distribution, if you haven't seen it, I strongly recommend you read it. The post is pinned on this subreddit's page. If I understood everything correctly, basically he said the chance for getting uncontested 4 costs is correct if you roll a lot (like 1000 times), but for small numbers, the variance is too high so players feel like the shop distribution is flawed (so he agreed that the design could be improved on this aspect). He also mentioned negativity bias, where you remember the bad games more, so I decided to keep track of my experience to see if I am really just remembering the bad games more.

Maybe useful to mention that my rank is Masters. I got 600 LP GM last week, and went back to almost 0 LP a couple days ago, lol. Now I am hovering around 200 LP.

So I kept track of my games for the past days. I played 36 games of which 15 uncontested, out of those 15 I low rolled 11 times. Unfortunately, I can't find stats about what units other players had, but it is still fairly obvious that playing uncontested did not improve my chances. I also looked at the other games where I was contested and in most cases I actually hit my 2 star 4 costs earlier, but this could also come from the fact that when contested, I level to 8 earlier and roll all my gold, while uncontested, I don't roll to 0.

Below are screenshots of 6 of the uncontested games and the stats derived from metatft showing when I hit my 4 cost units and when I rolled for them and if I count them as low roll or not, just so you get an idea how I was judging low roll or not. I am mostly looking at if I hit my 4 costs in a reasonable amount of time. The stats are pretty self explanatory I think, but if anyone doesn't understand something, feel free to ask in the comments. I will probably respond in about 10 hours though as it is 2:30 am as of me writing this.

Uncontested Ashe (Lvl 8 4-2) Low rolling Nautilus here is expected here as he is contested, but Ashe 2 on 5-1 was low roll given how many times I rolled for it.

[Image]

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Uncontested Lee sin (Lvl 8 4-2) I basically low rolled all units here besides Qiyana. I know there is another duelist player but they died on 4-3 so I count this as uncontested. This one is a very clear low roll.

[Image]

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Uncontested Lillia (Lvl 8 4-7) For some reason metatft did not save stats before 4-3. This one is kinda understandable because I did not roll at all for Lillia but 5-5 still feels late. I did not count this as low roll.

[Image]

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Uncontested Lee sin (Lvl 8 4-2) This one felt extremely bad, because I did not even see Lee 1 until 4-6, but for some reason the stats say my RNG score was average. I'm guessing it's because I hit a fairly early Qiyana 3. I do count this as low roll.

[Image]

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Uncontested Lillia (Lvl 8 4-1) This one is my fault for rolling early while being uncontested, but I was lvl 8 60 gold on 4-1. While rolling for 1 Lillia, I hit Hwei and Azir on 4-1. First Lillia was late, but 2 star on 4-6 is reasonable, not low roll.

[Image]

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Uncontested Kaisa Highroll

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So from the 15 uncontested games, I came to 11 low rolls. I am going to assume that 36 games in 3 day is leaning on the high end for amount of games played per day. Out of those only 15 are uncontested, which is a very small sample size which will lead to high variance in someone's experience (basically same conclusion that Mortdog had in his post). The thing is here that majority of players play less than I do, in fact I am in the top 0.4% for amount of games played this set (461 as of me typing this). So the experience of players that play less, I assume would be even worse.

I also feel like that there has to be some other missing piece to the puzzle here besides just variance, because 11 out of 15 feels a bit too extreme to me. I don't think that you can clearly make conclusions based on my experience in those 15 games though, because I definitely made a lot of mistakes (Of which I am not aware, otherwise I would be higher rank) in those games which probably resulted in me not hitting units earlier. But hopefully this was interesting for someone to read as it was for me to keep track of.

Lastly, if you see this Mortdog, thank you for that post and I hope you make even more nerdy posts in the future it is very fun to see your thoughts on these aspects of the game. And thanks for everyone that works on TFT as well and thank you for reading.

Petition for Chibi Commando GarenMeme

Bring the OG of league to tft. No matter what skin they pick, getting garen ulted would make my day. The only kill scene I would happily watch

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Broken Artifacts Discussion

Hello there, what are some crazy/broken artifact items you have seen for this set. For an example Trickster's glass on Lulu last set was broken. I am kinda struggling to optimize artifacts to their highest potential for this set.

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Udyr chases Wukong Gameplay

Wukong didnt want to give the victory easily..

Highest Damage Number i have seen in any set so far.

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Chibi Battle Academy Ezreal QuestionGuide

I remember seeing that it was guaranteed to get the skin after like 60 openings before, is that still a thing or did they get rid of that with this new Medallions system?

The new TFT shop feels much better than the legacy one. Discussion

I just want to let the developers know that the rotating shop is an extremely good idea. I am enjoying this concept way more than the LoL shop