Monday, December 11, 2017

Red Post Collection: Riot Pls: 2017 And Beyond, /Dev: Clash, & More!

Today's red post collection includes a new Riot: Pls with New001, a /Dev on the new Clash beta, as well as signup information for EUW, EUNE, and TR players, and more!
Continue reading for more information!



Table of Contents


Riot Pls: 2017 and Beyond

A new Riot Pls video has been released, covering what happened in 2017 and whats coming for 2018, including the announcement of the new Clash system:

"How does the League Dev Team feel about 2017? Lead Producer New001 looks back on the highs and lows of the year, and gets into the details of the new competitive mode - Clash. 
Learn more about the upcoming competitive mode, Clash: https://nexus.leagueoflegends.com/en-us/2017/12/dev-clash/
Timestamps: 
  • 0:00 - Intro/Preseason Status 
  • 2:28 - Looking Back on 2017 
  • 5:00 - Team Competition 
  • 6:53 - Honor Updates, and Thank You 
League of Legends Editorial Blog: http://nexus.leagueoflegends.com/"

/Dev: Clash 

 A new /Dev was also released, covering the Clash mode, which we first saw assets for in the 7.18 cycle:
If you’re in EUW, EUNE or TR, you can help us test Clash right now! Check euw.leagueoflegends.com or eune.leagueoflegends.com for signup details. 
We just announced Clash, a new team-based competitive mode coming to League in 2018. In this blog, we’d like to go into a little more depth on how we think about premade competition in League, and a sneak peek at some of the new features included in the mode. 
MAKING FIVES FUN 
When we were first began talking about an in-client tournament feature, we thought about what we wanted to do differently from the now-retired Ranked Teams queue, which was essentially just Solo/Duo queue but for larger premades. We saw that players struggled to manage their team effectively and it felt like a chore to get four friends together who would commit to grinding all year to get to Diamond. This, coupled with increasing queue times and poor quality matches, made for a pretty crappy experience. Considering how fun League can be when playing in a group of friends, the Ranked Teams queue ultimately felt like a missed opportunity. 
We looked to esports, grassroots tournament play, and our own Riot Rumble, asking ourselves if we could bring the same feels to League players in-client. Could we build something high-stakes and team-based that was competitive for all players, regardless of skill level? Could we make it an intense sprint—in contrast to the marathon of Ranked? And how could we make winning teams feel like legendary champions? 
ALONG CAME CLASH 
So we’re developing Clash, a team-based competitive mode that’ll run a couple of times each month. You’ll assemble your team during the week, and on the weekend you’ll compete in a series of single-elimination brackets against teams of your skill level. Each day’s brackets get more competitive as you face off against the other winners from across the server, and the further your team gets, the greater your rewards. You can choose to play in any of the brackets over three days, but only teams that sign up on Friday and continue winning all the way to Sunday have a shot at taking home the biggest prizes. 
Those are the basics—but Clash will also feature new tools and systems that we think will bring the feeling of a professional, high-stakes tournament to your matches. 
WHAT’S IN A FEATURE? 
As we developed, we focused on three key things we thought a mode like Clash should accomplish: 
  • Provide teams with thrilling and intense competition at their skill level
  • Feel like the ultimate way to play League as a five-person premade
  • Deliver real rewards and ways to show them off for years to come
Let’s break down the features we built into Clash to deliver on those three key goals. 
THRILLING AND INTENSE COMPETITION 
Competition is only thrilling when the stakes are high, and it’s only intense if teams are evenly matched, so each Clash tournament will feature adaptive tier-based matchmaking. In the current design, each weekend’s tournament is split into four matchmaking tiers; you’ll always face teams that are close to your skill level. Because you can create a team with anyone, the system takes a top-weighted calculation of the entire team’s ranked data (plus their previous Clash match histories). This means that you can form a team of four bronzies and a diamond jungler, but you’re probably going to be pulled up into the big leagues. 
We’re also implementing a “buy-in” for tournaments via Tickets. Tickets are unique to Clash and obtainable with Blue Essence, Riot Points, or earnable in other ways (like regular repeating missions). Each team member must enter at least one Ticket to participate in a Clash tournament, but adding more will multiply your rewards for winning. 
With Tickets on the line, you can count on commitment from your teammates to see the tournament all the way through, a decrease in the amount of teams that bail midway, and real stakes on the line to play for. A buy-in with Tickets also allows us to give better rewards without totally breaking our in-game economy. 
One more thing: We know smurfing can be a big concern for a competitive mode like this, so we’ve got some new systems in the works to counter them. We’ll talk more about those in early 2018. 
THE ULTIMATE TEAM EXPERIENCE 
Individually, great players can be mechanical masterminds, hypercarry heroes, or shotcalling superstars—but when it comes to Clash, we wanted to develop a mode that rewards hardcore team players with the most compelling way to play League as five. 
Before each tournament, you’ll sign up your team, lock in a short time before the games begin, and enter into a scouting phase. The scouting phase shows your opponents’ most played and most successful champs, as well as those that they’ve recently played in Clash. Teams have the chance to get first blood in the draft phase, strategically picking compositions that can give them the edge in the game. 
On top of this, champ select features the same split draft we use in pro play: each team bans three champs, then picks three. In the second phase, they’ll ban two, and pick two. We talked about the reasons why this works in a team mode like Clash and doesn’t in a standard ranked queue, and we’re super happy to finally bring this layer of strategy to regular play! With your team all on the same page, you can make decisions and necessary sacrifices in champ select that everyone can get on board with. 
NEW REWARDS AND RECOGNITION 
Where would a tournament be without cool prizes? In addition to things like skin shards and essence, we’re introducing new reward types unique to Clash that you’ll be able to show off in ways we’ve never done before in League. We’re keeping those under wraps for now (except the nifty new team logos above), but can promise there will be different tiers of rewards based on winning overall brackets, winning individual matches, and even just showing up to play. Our goal is that you’ll always walk away with something good no matter how well your team performs—but the prizes will get better and better alongside your team’s performance. 
COMING SOON TO A CLIENT NEAR YOU 
We’ll be back in 2018 with more info as we get closer to launching Clash globally, but before then we’re running a couple of beta tests in EUW, EUNE and TR. If you’re in one of those regions, we want to know what you think of the mode so far! 
Check your playtest announcement [EUW/EUNE] for more information."


Clash Beta launches in Europe

Here's Riot Imbalanced with all the details on the Clash beta for EUW, EUNE, and TR players:
"On December 12, team creation opens in-client (check the new Competitive tab!) to test League’s new competitive mode for premade teams - Clash. We’re going to run this technical beta in Europe over the next few days, and we need your feedback. 
Here’s the schedule: 
To learn more about the features and philosophy of Clash, head on over to Nexus. You can find the most important stuff to know about the beta test right here, and a full FAQ about how a Clash tournament actually works below. 
See you on the Rift! 
Important stuff 
  1. This is a technical beta. Clash is still being developed, but we want your feedback early. Beta testers will be able to give us opinions while they play, and afterwards you’ll receive a survey to give us even more feedback.
  2. We’ve set up a special Discord server. You can give feedback, report bugs, and find teams. Come hang out with us here: https://discord.gg/league-clash-beta
  3. You need to lock in up to 30 minutes before matches begin each day. We’re calling this out specifically because if even one of your teammates misses it, you won’t get to play. Get situated and ready to play early!
  4. Each tournament is matchmade by tier. Skill level is factored in and balanced so that no matter your rank, you’ve got a shot at victory.
  5. If you win both matches on Friday, you’ll go through to Saturday’s games. Clash is a multi-day tournament - keep on winning, and you’ll get a chance at the best rewards on Sunday.
  6. Losing is not the end of your tournament run. If you lose out on Friday (or just can’t play) you can enter into a fresh new bracket on Saturday OR Sunday.
  7. Each day has a consolation bracket for the losers of the first match. Yeah, you lost your first match. But it’s not all bad - you can keep playing for more prizes even if you didn’t make it through to the next day. Basically, everyone gets to play two games no matter what!
  8. There’s a new Ticket system we’re testing. You’ll need one to enter, but entering more tickets = more prizes. You can also enter for your friends! Check out the Nexus articlefor more on why we’re using Tickets, and the FAQ below for more on how Tickets and prizing work. You can get Tickets to enter by:
    1. Winning 2 games of Ranked Flex (it’ll be a mission in your tracker)
    2. Purchasing them for 1950 BE (discounted price for the Beta test)
    3. Purchasing them for 275 RP
  9. You will need a valid SMS phone number. We’re testing a system in Turkey to try and maintain competitive integrity in Clash, so you will need to input a phone number when first registering or trying to join a team. 
Entry Requirements

What are the requirements to play in a Clash tournament?
  • You’re level 30+
  • You’ve completed ranked placement matches for at least one ranked queue
  • You’re at least Honor level 2

Schedule and Structure


Registration begins on December 12, 2017 for EU & TR players. Teams can continue to be assembled until games begin on each day. 
When do I have to show up to each tournament? 
Everyone on your team must show up during the 30-minute Lock-in Phase before the first match starts. If your team doesn’t have enough players locked in by the start time above, your tickets will be returned to you and you won’t enter into the brackets - so lock in early! 
How is a Clash tournament structured? 
A Clash tournament is a series of single-elimination brackets over three days. 
You’ll fight against teams of your skill level. If your team wins, you’ll advance to the next, bigger bracket, increase your reward pool, and remain in the running for the best prizes awarded to undefeated teams at the end of the tournament. 
There is a consolation bracket for teams that lose in the first round of each day, and those teams can continue playing for more rewards, but won’t qualify for the next day’s play. 
If your team is eliminated, you’ll receive your rewards and drop out of the main tournament, but you can re-enter the next day to play in

from
http://www.surrenderat20.net/2017/12/red-post-collection-riot-pls-2017-and.html

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