More Commentary on the Recent IP changes

Posted on at 11:41 AM by Moobeat
I know this is the umpteenth I've made a post about it but, I like to beat this into peoples heads because some of them still think the recent changes to the IP system is some sort of devious plot to screw them over. Dominatius Maxim created a helpful excel sheet to figure out your IP gain. Phreak replied to the thread giving everyone a little more insight into why the values were changes; it wasn't just an arbitrary choice to mess with us but an overhaul to the actual system to streamline it for future content.

"In short, you're mostly correct. We took a "snap shot" of the average game time, took the relevant IP gains, and said, "Okay, this is going to be the IP gain per minute for League of Legends going forward." We constructed a system that would produce those values (plus accounting for time in champion select, loading, etc., so it has a "base" value in addition to the "per-minute" IP).

As has been said by others, some users will end up losing IP in the long run because their games were shorter than the average. Some users will end up gaining IP in the long run because they games were longer on average. This is unfortunate for those of you who ended up getting hurt by this system change, so I'm sorry for that.

The reason we are using the new system is to allow for a better balance between maps. Instead of forcing -22% on Treeline for average shorter game times, we have a system that makes everything fair regardless of averages. This is a much cleaner way to go about making all maps accessible without having to constantly research and update multiplier values for IP/XP gains.
"
 - Phreak, Community Coordinator, via the official forums.

32 comments

  1. Snowball games are consistent in all levels of play. If a team is BETTER than the other team by more than a small margin, everyone loses.

    Is there math for the highest output of IP and the shortest time? the 'perfect' game? Is there a point at which IP gain drops? Or can we just afk and gain infinite IP?

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  2. omg i love LOL. I kick ass as Kat. Def following this blog, lol.

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  3. I love how much shit goes into games. The people that parse stats and shit just rock. Crazy stuff.

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  4. Damn, hope it doesn't change much

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  5. players always hate changes, that ist the worst part of running online games

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  6. Yeah, communities take a while to soak up changes.

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  7. This seems like a good change, though it will be annoying if I have short games now : -p. Overall i think a good change..

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  8. Most game developers learn that the hardcore gamers will scream and kick at any changes they make, even ones desperately needed for balance.

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  9. I share the same opinion, no doubt about what my position about this topic is.

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  10. Yeah i dont understand lol. Check me out, alphabetalife.blogspot.com

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  11. While these guys are really shaking things up all at once aren't they? First it was the penalty for queue jumpers and now this. Like I said before there is a lot of TLC going into this very free game. Really refreshing to see...

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  12. I hate when games try to make things all fair. They always just end up screwing up game play.

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  13. Nice post! I love League of Legends.

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  14. It's natural for their to be dissent but I don't know enough to voice my opinion on this particular subject.

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  15. a bit too technical for me...

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  16. I got the runes I need for most champs anyways, and I don't really want to buy any new champs so it doesn't affect me too much

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  17. Damn bro you sure are informed on all this stuff, at first i was like Cool a review. But then i was like DAMN THIS DUDE KNOWS HIS $HIT

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  18. Interesting. I didn't know about this

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  19. that's pretty intense, i hope they don't mess up the balance

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  20. mac-and-me, that is not always true. I remember playing ROSE Online few years ago and changes were usually good.

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  21. Almost every game I win they surrender at 20, so I always get less IP now and I cant do a thing about it. Absolute Bullshit.

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