It's been a while since I've worked on
any Audley Enough stuff. But today, while reading a Reddit post
distressing over the lack of power supports have in League of Legends
these days due to repeated nerfs to vision control over the last few
seasons... I thought it was about time I talked about a subject
that's been weighing on me for a few weeks now.
That subject is what I'm labeling
Ambiguous Revelation...and it's a very bad thing to have in
competitive games centered around imperfect information.
When I say Ambiguous Revelation, I
specifically mean, “When you give away information to the enemy,
but cannot be sure if you've given away that information.”
Because imperfect information games are
focused on reacting to what information you have and attempting to
control what information you give away to your opponent, it's
imperative to be able to determine what that information is.
Since League of Legends is the game
that triggered this blog for me, I'll start with talking about its
Sight Wards. And it's not the first time I've referred to invisible
wards as bad
game design. Hell, Ghostcrawler himself has mentioned he thinks
LoL's current state of vision control is the opposite of fun (which,
while I agree, I feel his approach to changing that is heavy-handed
and ignores the fact that some players actually enjoy playing
intelligently rather than playing to win via execution.)
Stealthed Sight Wards have a few
problems:
- They have very little interactivity on their own, and are a great example of power without gameplay. Riot hate auras in League of Legends because it's hard to see how much power you're giving with them. Vision is similar.
- They have very poor Counterplay. While generally, you can sweep them or kill them with pinks if you know where they are...champions without an AA reset cannot kill them on their own upon them being placed, nor can you kill them if you don't already know where they are.
- They are not good for Clarity. Riot have alleviated this slightly with how trinket wards work in this season with the “ward debris” system for showing where wards WERE placed, but while a ward is stealthed and doing its job, there's almost no way to tell if you have been revealed.
Of course, the last point isn't true
around lanes at the highest level of play – you can observe the
opponent in that lane for behavioral changes to gauge where a ward
was or wasn't placed. It leads to a level of Yomi layering where the
player may feign ignorance and buy time for his teammates to make a
counterplay.
But when you do not already have vision
of nearby players, then you cannot be sure whether or not you are
giving information to the enemy team...and in this case, the best
option is to err on the side of caution and assume you WOULD be
giving away information, thus electing not to go there.
Ambiguous Revelation hits an extreme in
high level games of Halo, when the Motion Tracker is enabled. The
Motion Tracker is similar to a radar in that it reveals nearby
players, but it only does so if they are moving full speed or
shooting.
If you are standing still or crouching,
you do not show up on the Motion Tracker, and this is an enormous
problem for competitive play. If you approach a high traffic area at
full speed, and an enemy is hiding around the corner, they know you
are coming, but you have no idea that they are there, nor that they
know you are coming. It's a Revelation to the opponent that is
unclear to you. Because of this, the “correct” play when ever
approaching trafficked areas alone is to instead play it extremely
slowly and crouch with your best CQB option ready. If they aren't
there, you've wasted time and bored yourself with crouching. If they
are there, you've got your spray and pray ready for combat.
It leads to really slow, dull gameplay.
While MLG had control of Halo, they
left the Motion Tracker disabled to avoid this issue of Ambiguous
Revelatiton in lieu of preventing the sharing of free information at
all, leaving it up to the players at the highest level to figure out
the information on their own through awareness and communication.
Let's say hypothetically 343 insist we
need to keep some form of radar, for the sake of casual audience.
There are a few approaches they could take to erase Ambiguous
Revelation while keeping the flow of information in similar
circumstances.
- Make the Motion Tracker flash/change colors when you have been revealed on another player's Motion Tracker. Do NOT reveal the location of the player who detected you.
- This change alerts you that you have been detected, removing the Ambiguity of the Revelation, but still puts the advantage in the hands of the opponent, as they know your exact location, while you only know that you are in range of the person.
- Convert the Motion Tracker to a full-blown Radar, revealing all players as long as they are in range of you.
- This change puts the advantage in the hands of the aggressor, giving them free information just for moving around the map. A player constantly moving can spot immobile enemies, even without actually getting them in their sights.
- Convert the Motion Tracker into a “spotter” system – If a player is shooting, they show up. They don't need to know whether or not they are near an enemy player, because by shooting they are giving up SOUND that fills the entire map, ensuring they know enemies know their location. If a player is BEING SHOT (in the cross-hairs of an enemy AND taking damage), they show up. Again, they know their location is compromised. Moving or making local sounds (thrust, sprint) would not reveal you, as these sounds are too close range to be certain you are revealed. With this system, the range could be greatly increased without much effect on gameplay (and it actually reduces the advantage players with better sound equipment have over their broke peers).
Those are just a few alternatives off
the top of my head, all of which would improve how the game plays at
the competitive level versus the currently enabled Motion Tracker in
Halo 5 – a full-blown radar, although noobish and “unfair”
would have less negative effects on the outcome of gameplay, as
players would instead be encouraged to keep moving rather than to
stop and sit still, autos primed.
Because not knowing whether your
opponent knows where you are or not leads to assuming they'll find
out if you play as though they don't. Which leads to playing more
cautiously. Which leads to immobile, stale gameplay.
Back on the subject of League of
Legends, how do you reconcile this with invisible wards?
DotA2 has quite an interesting answer
to that, with its inclusion of Smoke of Deceit. Smoke of Deceit
stealths you and all nearby allies for a moderate duration, but
attacking or moving within a specific range of enemy units will break
your stealth. It's literally a tool to grant you and your team the
ability not to be seen by regular wards. In many games of DotA, you
will see teams purchase Smoke and make aggressive plays, knowing with
absolute certainty they are undetected until they are upon their
target. Because they are unambigulous unrevealed, they are able to
make this play. Of course, if your game is League of Legends,
there's one player on the team who EVERY GAME relies on being
unrevealed as long as possible to exert the most pressure on the
map...and because of that, vision needs to at least be able to detect
people consistently.
Being revealed by abilities in League
of Legends, whether Hawkshot, Traps, or various skillshots always
give an icon of two eyes on the player, showing them they have been
spotted.
One potential way to handle Warding is
to drastically reduce the vision radius of wards but make them
untargetable – similar to how the Scuttle Crab's shrine works.
This would grant counterplay to players who have detected them, as
they could move around them. In the case of Wards being placed in
brush, after spotting the ward once, players could know how to avoid
being spotted as they pass back by that brush a second time.
Another method would be to replace
Wards with items that work similarly to Nidalee Traps...granting only
an immediate burst of vision on their own, but then simply resting
dormant until triggered by an enemy walking directly over them.
Again, enemies can avoid the detection by simply moving away from
them and taking a different route, but if they happened to trigger
them, they know they have been detected and know their options for
decisions based off that detection. They are not limited by
anticipation of whether they have been detected, and can make smarter
decisions based off confirmed information.
In both of these cases, players don't
have to fear they have been detected without their knowledge, greatly
increasing the amount of aggressive decision-making they are allowed
to make, and increasing the interactivity of the game as well as the
enjoyment aspect for spectators who don't wish to observe a golf
match.
By improving the clarity of whether or
not a player is detected, players have less reason to play scared or
overly cautious due to inability to valuate their potential – and
improves the ability for a player to valuate based off facts, rather
than assumptions, and thus improves the health of the game as a whole
at its top level of play.
Turning back to Halo momentarily, there
are some options that could be explored WITHOUT removing the Motion
Tracker in its current incarnation, by modifying one part of the Halo
sandbox, its grenades. Most modern shooters include smoke grenades,
flash bangs, et cetera to empower teams to push through choke points
without being gunned down systematically.
Halo's Frag Grenades could be given a
smoking component (Halo 2's actually had that) to enable you to get
around a corner unseen (though detected), while its Plasma Grenades
could act as a flash bang (they do distort vision in Halo 5),
stunning players who look directly into the exploding sun. Splinter
Grenades could revert to Pulse Grenades, and send out a radar pulse
as they detonate, revealing players on motion tracker if they are
nearby its explosion. Each of these would encourage players to
grenade around corners before rushing and enable them to have
counterplay for corner-crouchers...without actually requiring the
removal of the casual playerbase's crutch.
That concludes my discussion about
Ambiguous Revelation – I think it's a subject for much debate, but
personally I feel it brings more negatives than positives when it
comes to how it affects high level competitive play...and should be
avoided wherever possible.
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