Friday, September 21, 2018

Red Post Collection: Odyssey Takes Off Soon, September Bundles, /Dev: Adventures in Odyssey: Extraction, and more!

Today's red post collection includes a reminder that the Odyssey bundles will be leaving the shop soon, September bundles, a /dev blog on the making of Odyssey: Extraction, and more!
Continue reading for more information!



Table of Contents


Odyssey takes off soon

 Here's Bilby with a reminder that the Odyssey bundle sales are coming to an end soon:
"HELLO SPACE FRIENDS! Now’s your last chance for Odyssey bundles before they take off. Here are the other Odyssey departure dates: 

  • Bundles, emotes, and Odyssey Ziggs: September 24, 2018, at 11:59 PM PT
  • Game mode and missions: October 8, 2018, at 11:59 PM PT
  • Tokens: October 22, 2018, at 11:59 PM PT 
Check the learn more article for the full bundle details, or brush up on the game mode primer for your final crash landing. 
See ya later, space ace..."

It’s time for September bundles! 

Here's Riot Evaelin with details on the September bundles:
"Grab these limited-time bundles now through September 27, 2018 at 11:59 p.m. PT. All bundles include champions as well as skins.

Catcher in the Rift Bundle - 50% off at 2887 RP (4988 RP if you need the champions)
Skins included:
  • Battle Boss Blitzcrank
  • Blackthorn Morgana
  • Blood Moon Thresh
  • Dragon Sorceress Zyra
  • Bard Bard

On My Way Bundle - 50% off at 2512 RP (3861 RP if you need the champions)
Skins included:
  • Bear Cavalry Sejuani
  • Warmonger Sion
  • Pool Party Zac
  • Sad Robot Amumu

Tank This! Bundle - 50% off at 1721 RP (3185 RP if you need the champions)
Skins included:
  • Totemic Maokai
  • Abyssal Nautilus
  • Freljord Rammus
  • Ironside Malphite

Costume Party Bundle - 50% off at 1909 RP (3018 RP if you need the champions)
Skins included:
  • Piltover Customs Heimerdinger
  • Beekeeper Singed
  • Cottontail Teemo
  • Bandito Fiddlesticks"

/Dev: Adventures in Odyssey: Extraction 

"What if players got to be the Doom Bots? Stories from developing League’s new PvE game mode."
Here's Riot Mort with a /Dev blog on Odyssey: Extraction!
By the time you’re reading this, it’ll be the future. The Odyssey event will be live. (We hope you’re enjoying it aren’t finding the missions to be too difficult!) When we set out to work on Odyssey, we knew we wanted it to feel like an epic event—a surprise League moment with new skins, a cinematic, and lots of missions and loot—and we wanted to cap the whole thing off with a brand-new PvE game mode. Enter Odyssey: Extraction. 
THE NEXT STEP IN LEAGUE OF LEGENDS PVE 
We had some pretty big goals we wanted to hit for this iteration of a PvE game mode: 
  • Make a PvE mode that players of all skill levels could enjoy, while still having an awesome end challenge for those who are committed to see it through.
  • Add a progression system that persists over many sessions.
  • Ship it in time for the launch of the Odyssey Event, which meant we had 4-5 months for development. 
These goals defined what we could and couldn’t do with the mode pretty clearly, and it helped us make some early decisions, such as having five difficulty levels. We wanted to create four difficulty levels for most players to progress through as they powered up, and then one difficulty for our most hardcore players to test their mechanical and teamwork skills. 
Other decisions took more discussion and development. For example, the original Odyssey line-up included five skins (Yasuo/Sona/Jinx/Malphite, with Kayn as the villian), but we wanted the mode to have five players. This meant we needed to add another member to the Odyssey team. Based on the team comp we had, a magic damage dealer felt like the right fit. After much discussion, we landed on Ziggs because he seemed like strongest match for both the gameplay and thematic needs of the mode. 
Game system progression (which eventually became the Augment system) went through a lot of iterations. Most of our early ideas were quickly rejected because they became too similar to League’s existing item system—things like gaining extra stats or slight modifications to your abilities. However, we eventually found one simple line that summed up exactly what we were trying to do with the mode: 
“LET PLAYERS BE THE DOOM BOT” 
Doom Bots of Doom was a mode we ran several times in the past, most notably with the Teemoing in 2016. In that mode, the bots were extremely powerful and would cast incredibly overpowered spells. It was a lot of fun, and since we were doing a PvE mode, we thought, “Why can’t we let the player do that?” This led to us creating the Augment system: powerful add-ons you earn over time and equip to make your champion closer to a Doom Bot. 
We followed one main guideline while developing Augments, which was, “Augments can’t change how the fundamentals of the champion works.” Sona players should still know how to play Sona, even with lots of Augments equipped. So big mechanical changes, like turning Sona’s Q into a charged shot that did more damage if you held down Q, were out. 
Some of our Augments were developed extremely early and lasted through the entirety of production (with slight adjustments of course):
Relentless was instantly a Rioter favorite. It was also one of the Augments most prone to bugs.
Shatter, Delayed, and Leftovers were also added quite early and stuck around.
Jinx’s Runaway was another super early Aug that survived development.
Of course, as we were developing the Augments, things didn’t always work exactly as intended. Some of these bugs were hilarious and fun, so we would do our best to keep their essence in the mode. Other times… they were just bugs.
Cascade often didn’t work quite as intended. Sona never minded though.

Sometimes when you don’t set things up properly, it works to your advantage.
Other times it just makes for some... odd visuals. Wrong traps Jinx.
And of course, some Augments were just too disruptive or powerful, so we had to cut them. We found out early in development that crowd control effects were extremely strong, as they prevented enemies from really doing much of anything. With that in mind, you can imagine how powerful some of these were.
Thumper pulled enemies in every tick. It was basically six seconds of hard CC—so OP.
Afterburner used to work on allies, but it turned into the ultimate “troll your team” Augment.

Cataclysm was an experimental Augment that usually did more harm than good. Pretty cool visually though.
THE RETURN OF ONSLAUGHT DIFFICULTY 
While we created four difficulties for most players, we wanted to make one difficulty just for those who really wanted a challenge. It was time to bring back Onslaught. Two Hazards per room, enemies hitting like trucks, and new giant monsters were just some of the things we added. Getting the balance to feel fair and challengi

from
http://www.surrenderat20.net/2018/09/red-post-collection-odyssey-takes-off.html

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