Eletronic Farts – Why I hate EA.

 

In my posts you probably can see that I have a sort of hatred towards Electronic Arts. That’s not because I am jumping on the band wagon of hating the big guys because they can be used as a scape goat. Its just how the company works and how it treats its selling techniques, games and even players. To be honest, this has only occurred in the past few years, I use to look forward to their new releases.

Electronic Arts started out in May 28, 1982, before my time, they had so I am going to skip forward to when I got to know they existed. My first real experience with an EA game was back on the PC with Command and Conqueror, more specifically the Generals. This Real time strategy game was what I normally saw my dad play at the Gaming LANs he attended. This game was a great game in the loved series due to its easy to play hard to master style of play with many house rules being developed meant that it could be enjoyed at any time of the day. It also had the original EA intro, which is epic no matter what. For that I am grateful for EA because its a game that I now hold close to my heart due to the amount of time I played it with my dad and brother.

The next time I really dipped in with EA again was Battlefield 2. Another game that was introduced to me through my dad let me waste hours on trying to drive the big tanks. This was a pioneer when it came to FPS, as the only real contenders was Call of Duty series or Medal of Honor (which I never really touched). This also set DICE (EA’s game development company) a new series to be develop to this very day. What was key about this game was that Electronic Arts started to do Downloadable Content. This was actually pretty well received during the games span due to the base game not actually having much content. However it planted the seed for later events.

So its going okay for EA at the moment, and I could go on about others like Mirrors Edge, Dragon Age, Spore, Mass Effect, Black and White, even Burnout but what caused all the hatred was the sequels. The earliest start was Mass Effect 2. This game was quite reasonable for a  sequel to its great original IP and received very good reviews but what bugged me was the pre-order DLC you got, and this was before it became the norm, including things like “better guns” and a new “appearance” for your character. There was also a total of 18 payable downloadable content for the game over its release. This made the community question the series and saw more in the light of it looking like a money farm rather than an actual game. Although, it was accepted overall due to some of the DLC actually expanding the game and making it bigger and better. This made EA realise that they could make money through this concept rather than the game.

 

This however, became very apparent for me in the recently mentioned FIFA games. Before, back in the playstation 2 and xbox original era, FIFA was a great footy game which means that every time you went over to your mates you had to ready your tryhard mode and attempt to beat him no matter what the rules are. It brought a feeling of self-worth when you scored in the last minute and crushed the emotions of your opponent as you threw your controller in the air. So, roll around FIFA 14. Part of the yearly series that FIFA made, now with this new attitude EA had acquired they thought of a unique idea. Why not bring the team management of the base game and the competition of the series together? This was the birth of ultimate team. In this mode you draft your team from cards you get from packs, with these teams you then face off with your mates or opponents online for either a tournament or a feeling of being better than someone else. The slight issue was they introduced another way of getting through the game. FIFA points. These were the quick fire way to buy packs with real money so you can get better players than others. Now this spelled out disaster, making people who had already dropped £40 pounds on the game now had to spend more money on just trying to compete. This made that feeling of self-worth I was on about previously, more artificial that most. It also caused much upset for the parents of many finding their credit card being used on multiple payments and just generally bringing a new way to play the game. No one cared about the base friendship game now, it was all about paying to win. Unfortunately, it was highly successful for EA, people were buying points left right and centre and also set the foundation of Free to play models for IOS games now.

Skipping through the notably microtransaction-filled Need For Speed series and the Mistreatment of Mass Effect 3’s new model, EA saw fit to try this model in other games. SimCity was a much anticipated reboot of the much loved city builder, this series was back near the roots of PC gaming with making the player feeling like they can actually change the world. There was not many city builders around, especially ones that didn’t look as in depth as this newly announced addition. This ‘reboot’ promised superb graphics, interactive gameplay with friends and a real feel of immersion in creating the city. The first problem out the game was it had to always be online to play it. This meant that when the game was released it caused hours of waiting for gamers just so they could play their game they just brought. Another problem for PC users was that it used EAs new game hosting platform Origin, this laggy and unrobuse software was nothing compared to the reliable steam platform users had got use to. Then finally, only days before its announcement, it said it would have microtransactions for extra features. A developer later said that the company had given time out on making the game to make more DLC. All these factors made SimCity a flop for the community and this sort of bad reputation EA had gotten now became a villainous one and certainty made me look at them in the wrong light.

This theme of microtransations ran through many of their new games: Battlefield: Hardline, NHL 16,  The Sims 4, Titanfall even the goofy plants vs zombies series had a sequel filled with them. This reputation EA has created for themselves is terrible, they rely on this model and promise so much to their community to just let them down with DLC and unfinished games. Although there is a sliver lining, this brought many who relied on the triple A market to look towards the indie game scene where many diamonds occurred all without publishers and these big budgets which restored faith for those who had lost it in the game industry.

So here we are  now with EA’s next victim being the legendary series of Star Wars: Battlefront with the same old great graphics but terrible game method. After all this it has sort of left me a state of distrust and the opposite of brand loyalty towards the company and quite frankly I just want to play the games I use to like. It’s a shame because EA and other publishers end up running good games like Dragon Age: Inquisition which I had a great time with, but they somehow managed to jam microtransactions  into that as well.

Anyway, now you have read over 1300 words of why I hate a corporate business why not go do something productive?

 
Buy 10 for £39.99 (Best Value),

 
-Sam Burdis

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Eletronic Farts – Why I hate EA.

Tom Clancy’s The Division – (Map) Size Matters?

In a recent video from Youtuber Arrekz, we got to see more gameplay of the new addition to Ubisofts Tom Clancy’s franchise with The Division. This game apparently takes place in a post-apocalyptic world where survivors are all players and sort of play The Last of Us but in a multiplayer format. Whilst the game it self looks interesting the big topic of discussion today is the Map the open-world game takes place in.

The general consensus is that the map is quite small compared to other titles made by Ubisoft, for instance the Assassin’s creed series which in Black Flag you had the whole Mediterranean  to explore as well as in Watch Dogs you had a giant city to mess around with. The Division has also been compared to GTA V for map size, seeing that they are roughly the same. However, does the size of the map actually matter that much? its the age old question of quality or quantity.

Lets go back a bit and see when really this craze of map size actually came about. The practical use of making the map bigger was used as a unique selling point for sequels of big titles, sort of matching with the though of ‘the bigger the better’, it can be dated all the way from Pacman with its sequels constantly trying to work on making it fresh. However, the need for a big map really came into play with the birth of open world RPG games because it expanded on the world that the player can immerse themselves in. Think about it, you are exploring the lands of a mythic place, connecting with your characters emotions then bam, you hit an invisible wall or a message saying to turn back. It doesn’t help the company.

On the other hand, when do  you know to stop? sure, you can make it keep going and going with random generation but then that breaks the experience for players knowing that the game doesn’t even know that they will walk into and the user starts to break this immersion and realises its just walking around in a load of scripts and algorithms. You also have the case of being too big meaning you have to walk for hours to reach that sweet loot on the other side of the map. You could argue that’s part of the fun for games like Fallout and Skyrim but then after the walk, you find yourself just fast travelling there anyway so what’s the point?

The perfect recipe for a map? there isn’t one, because games have constant variations in  environments means you can never be too sure how well you have done it and normally cant base it off another game. In addition, the only way you know when you have done a good job is when the community doesn’t bring it up and it sucks that you put so much thought into it to not be even considered. In a ideal world, its quality in a vast land but since we have to be realistic, I think The Division have it pretty spot on.

You see The Division is selling that its set in a devastated New York City, and that means they already have a boundary sorted out for them. Basing your game in a place people can recognise means that they cant really argue map size because it already being a thing! Sure, it might miss out a few provinces here and there (sorry Brooklyn) but in the end, you aren’t playing The Division to see how your apartment looks after a germ pandemic.

To wrap up, map size doesn’t matter, as much as the publishers want you to believe so you can buy another sequel, it doesn’t. What does matter is in the map to explore and find by yourself. A recent example of this is Just Cause 3 which brought a giant world for players to destroy stuff in, but if you go into a town and just watch you see the emptiness of personality through out the streets as well as glitchy AI where a old lady looks at you and immediately runs into a wall, take this video for example.

Hopefully The Division will  now put extra effort in the map knowing that people will be paying close attention to the content. I hope its good anyway, they got siege right at least.

 

Clean your bank notes,

-Sam Burdis

 

 

 

Tom Clancy’s The Division – (Map) Size Matters?

Battlefield, Published by a Bad Company

wallpaper battlefield bad company 2 02 2560x1600

January is the point in all media where things start to drag. Spoof horror movies, news reports on the same topics, but in the gaming industry its sort of a drought from the big Christmas rush for triple A companies and more of a dribble of indie games. So in this break I am going to discuss something that I have gone back to recently and found a new love for.

Battlefield has always thrived being an immersive FPS and impressive graphics, Its key point was always the destruction. This record can be tracked back all the way to Battlefield 2 and 1942 with its easy to use, hard to master style of play (expect for Air vehicles, they are and always will be made for Pros). Yet, this style of play let players experience a more realistic side of this genre compared to its counter part, Call of Duty.

 

Battlefield: Bad Company 2 was made back in 2010 by the Swedish company DICE but published by the notorious Electronic Arts. This game received great reviews on its release because of its destruction and impressive graphics that still hold up to this day. The variety in weapons and playstyles kept it refreshing for people who had put hundreds of hours in the game and the map sizes gave the player a great satisfaction if they ever managed to capture every point. Skip forward to 2016, here I am looking for a game to play when my friend asks to download it. Now I had experience with B: BC2 before but never with a clear insight of its mechanics. So I jumped in and was immediately back in the swing of things.

As I played, I noticed that I didn’t really get bored with the game itself like I had with the more recent ones. Sure, you got the common problem of max levels flying around in jets destroying every living creature or a sniper that manages to land on top of an aerial and get a clear vantage on your spawn but something made me want to keep playing, then I figured it out.

This Happens a lot….

 

One answer could be that there isn’t any newish players on the game anymore because of its age or another could be because of nostalgia but I just think it’s because of the company to put it out there, EA. In Battlefield 4 right now, we are seeing microtranscations available to fill in the skill gap of most players. We also saw a buggy release when it dropped with the servers because EA just went with the old “shove it out there and pray” tactic that these big publishers like to do. There’s also a giant amount of DLC available which really splits the community from being to access those other maps. Whilst in B:BC2 its forgotten about, so if you do find a weapon OP or your pistol is shooting peas at the them then you can’t do anything, you just stiffen your upper lip and keep playing and that’s refreshing. I see B:BC2 as Battlefield’s peak. The gameplay is solid and not filled with game breaking bugs, the maps offers vastly different experiences and environments and even the accessibility of the game, just being on steam, helps it out for players to just simply load it up besides opening their web browser or Origin.

Now not every reason is EA’s fault, that’s just like blaming your homework on your dog eating it. The community as stated before aren’t as welcoming as B:BC2 because it’s still the most current game filled with a wide range of players and different personalities. There is also some blame on DICE for not sorting the hundreds of bugs the game had on its release not to mention the balancing of guns. However, is a subsidiary of Electronic Arts and so its decisions are probably made by EA themselves. I can tell you for a fact that it was EA’s decision for the battlepacks that give you ‘unique’ skins and dog tags for your killed victim to view.

I guess what I am trying to say is B:BC2 is good because it’s the newer battlefields without all the gimmicky crap that makes it up now. We probably will never see Battlefield reach its peak again and that’s sad but it doesn’t mean we can enjoy this game, well, at least until EA decides for some more cuts and switches off the servers.

But the one thing that is consistent is the campaigns.They will forever be forgotten in every Battlefield game.

We are losing, Fight Harder,

–  Sam Burdis

Battlefield, Published by a Bad Company

Chroma Squad – First Impressions

I have a new thing to look forward to at the beginning of every month, the Humble Bundle Monthly. In the latest one it included many games I had already have / played. However, I was delighted to find a new gem, Chroma Squad. Chroma Squad was an indie game created by Behold Studios which I had heard absolutely nothing about besides some mutters among my friends about its playability.

So I did some research and saw it was a Pixel-based Tactical RPG where the player controlled a group of Power Rangers facing new challenges every episode whilst simultaneously controlling the studio that the program is produced in. I am a sucker for pixel art so the look of this game made me install it first out of the bundle.

The Narrative follows these method actors of a group called ‘Chroma Squad’ who break off a big studio to create their indie studio making more episodes. Since every episode is supposed to be a TV episode there is a lot of cutscenes, and I mean ALOT of cutscenes, half of this game I was just holding down the enter key trying to skip through them all because they are just SO boring. I mean, its great for the first couple of scenes because of the dialogue but after a while you realize you’re just reading speech bubbles from emotionless characters with sound effects and pop culture references sprinkled in every now and then.

As for game-play, it’s a standard tactical RPG with objectives to do. The player has five members to control each with their own abilities which can all be customized in the studio. It’s a refreshing experience to play because its been a while since we have had a refined one as this but after the objectives get near impossible and you bought the wrong thing then it just gets to be tedious retries over and over again. However, the game has so fun elements. The key is to fill the audience bar as more audience = more profit, but this means that you have to follow the typical action conventions for it to appeal to the audience. This makes the experience a little bit more fun and challenge, for instance, if you use your finishing move too early, maybe just to kill a standard minion, it leaves you with a drastic decrease in audience. A later feature (and normally a season finale) is the Giant-Mecha fights which bring back some nostalgia of how totally cool they were in the original power rangers as a kid and the use of a ‘quick time’ event makes gives you some pleasure when you hit it perfect.

As for the studio side of things, there’s not much to say besides emails which let you get that enhance on the story in the ‘real life’.You also buy upgrades for characters that affect your typical stats and the studio which increase the fame and audience (and money). All of this is pretty fun but the problem with it is what the original Assassins Creeds where you start to crave the life outside the animus more than the inside making you want to skip through all the cut-scenes and rush through the gameplay.

Right now I have reached ‘Season 2’ of the show which is sort of like acts in the story and I haven’t uninstalled it like normally do with these quirky indie games. Who knows? it might be my new go-to podcast game.

Binding of Issac, you have Competition. –

Sam Burdis

Chroma Squad – First Impressions

X+A to Scrap – My First Impressions of Fallout 4

I wasn’t planning on picking up Fallout 4 so early, but after the hype of my friends that leached onto every social media platform. I thought I might as well have a look. A Sequel to Bethesda’s Fallout 3 (They don’t like to talk about their Bastard child Fallout: New Vegas). Fallout’s Universe key difference is when the bombs dropped in Hiroshima and Nagasaki they used the nuclear power as a way to transform technology and such it became a more developed world earlier. Fallout 4 takes place after a nuclear warfare between the Chinese and the Americans that roots back to the scarcity of resources due to overuse. 200 years later, the aftermath leaves us with devastation across world but we are focused in a wasteland called ‘The Commonwealth’. Going into this game, I had completed both F3 and F:NV but knowing the last Bethesda Fallout was 7 years ago, I was sure there was going to be major differences. My worry was though, is it going to be unrecognisably different?

The game starts you off in pre-war time, in the 1950s but of course it is drastically different due to the nuclear power. Bethesda did a great job of setting up the atmosphere of a futuristic 1950’s era. It was also the first time we could see the graphics of the newly updated Creation Engine that Bethesda have used since Skyrim and they were pretty stunning, the shadows and lighting has had a definite increase since their last titles and walking around the happy neighbourhood, it really added to the realism of the game. Though, nothing lasts forever and such the nukes begin to fall.

I will leave out what happens in the Vault since its heavy spoiler territory but coming out to the Commonwealth wasteland was pretty awesome. Before in F3 and F:NV the wasteland would look like a patchy-textured dessert which all looked like it was done with a terraform tool in one sweep but in F4 you are greeted with an immense apocalyptic land with detail in every rock. The map itself is massive, taking 20 minutes to walk from one corner of the map to the other and the concentration of fast-travel locations is so large now if you walked in any direction you are sure to run into one in no less than five minutes.

There are a few key gameplay mechanics in the past titles that have change in F4 though. The V.A.Ts system now moves instead of a solid picture of the deathclaw swiping your eyes out. I think it makes combat flow a bit better than before as you can’t just use it as your little safe zone away from the explosions and guns, but it also means decision-making of going for that 30% shot or not has to speed up leaving you at the start with some pretty slop plays. Stimpaks now need a little animation before they boost you with health which tidies up the gameplay a bit so you can’t run in there and try to smack all the bewildered raiders with a bat. A final major change is the Power Armour, and [Spoiler Alert!] you get a set T-45 pretty early on. This kills the original feeling of the set for me. I remember how much it took to get it in Fallout 3 and New Vegas, you had to get practically in bed with the Brotherhood of Steel (Who are a main faction in F4 but are predominant in the other titles of the franchise)  before they train you to use it or in NV you had to practically  wait till the end of the game before meeting the Enclave Remnants  and doing their quests so you could unlock the option to train.Yet in F4, it just gets given to you on some roof without any training required (which for the LORE fans it doesn’t make any sense) making it feel like a mini powerup rather than a massive, upgraded and badass armour set.

Yet, my focus for the first four hours wasn’t on exploring the commonwealth or clearing out tunnels from Feral Ghouls or even searching for epic weapons but it was building a wooden shack. Fallout 4 adds a sweet new feature of building which the modding community politely added back in Fallout: 3 but uses a similar building style to Rust (The Garry’s Mod creator’s survival game) in which it has snap to position building style. I loved being able to build my own little wasteland city for the residents. What I despised was the limitations of placing objects being greeted by a red outline every position I rotated it. Although, the real pain with the new settlement system is the fact that you get new areas to work on just from doing missions when all you want is Sanctuary Hills to be a utopia for survivors, but you can’t transfer your newly saved dwellers because they want to stay in the middle of nowhere. So my way of saying f*** you to the game is scraping everything the dwellers own ; stealing their food whilst trading with them and taking all of their inventory. That will teach them to trust the minutemen.

Overall, pretty solid start to the game but I can see why fans of the original series are feeling a bit let down.

Semper Invicta,

-Sam Burdis

P.S

Special Thanks to Nick Habbeshaw for the refreshments (and some KNOWLEDGE)

 

 

 

X+A to Scrap – My First Impressions of Fallout 4

Rebel Scum – My First Impressions of Star Wars: Battlefront (3)

Star Wars has had a reasonable game career when compared to others film-based games (looking at you superman) but besides the amazing Lego Games and RTSs there’s the Battlefront games. I grew up on these games and got endless hours of entertainment from them.

The Galactic conquest gamemode felt like you were progressing in the game and when you finally take over that last planet as the Empire it makes you feel so good knowing that every battle you had to fight. I couldn’t give you a good opinion of Online gameplay since back then I didn’t even know how to hold a controller properly let alone make a email and password to login but I can give you the immense 100 v 100 battles you could set up. Nothing could compare to the feeling of walking out of the Hoth base to see a giant battlefield in front of you covered in things you can actually interact with. My favourite thing to do was trying to rope down the AT-ATs as the rebels since it felt like you were actually helping but come my time to be the empire I flipped the tables and just aimed to get Darth Vader, Walking through the snow throwing your lightsaber every now and then and just generally feeling like a Sith Lord was an amazing power trip for me and I thought It couldn’t be achieved again.

So skip to E3 of 2015 where to my surprise, Star Wars: Battlefront is announced. Now believe when I said I was suspicious, EA out of all the companies aren’t exactly the most liked but what annoys me more was that DICE (the creators of Battlefield) were making it. I knew from that day that what I was waiting for is Star Wars: Battlefield DLC, as much as I enjoy the Battlefield games made by DICE and especially the graphics from the Frostbite Engine but knowing EA they will probably whip DICE into place and make it use the same formula so they can guarantee sales.

So I tried to get this off my mind till the sudden release of the Beta that just occurred and with me having such a radical opinion of the game I knew I had to jump in…but firstly I had a 10 GB download to do. So after playing the game till the max rank of the beta I thought I had a good enough opinion for it. Now I will give it credit for its visuals and sound, compared to Battlefront 2 potato graphics anything would of been better but its nice how much detail they put into it, even the blasters sounded real and the X-Wings flying over really added to the experience.

Although, the gameplay was nothing new, it was just Battlefield but with different gun mechanics. Now don’t get me wrong, I like Battlefield but when you take it, add a few things to make it look spacey then slap the Battlefront name on it and call it new, your crossing a line. The Battlefront franchise has a history behind it, a lifetime of good memories and experiences so nothing really hurts more to say that its a bad feature to the franchise because people have waited a long time for the game. Its the little things as well, the gun sway is exactly the same from Battlefield as well as the 3rd person cameras, sure the HUDs a bit fancy but the gameplay features are just generic Rush or capture the hard-point. Also they took out the feature of earning your killstreaks and more just running around the map and picking up powerups, this means the guy who sits at the back waiting for them to drop gets to play as Darth Vader whilst your busting your ass sniping all the guys taking out your AT-AT, it just takes no reward from doing well in the game, its a shame as well because the spaceships and Jedi were done pretty good.

Its also what they announced what wasn’t going to be in the game, like the Galactic Conquest which I have already talked about as well as no campaign being made and to be honest I really would of liked to see that. Every announcement makes me feel even less and less sympathy for DICE and more anger to EA.

Anyway, that’s one strike EA, just don’t fuck up Mirror’s Edge,

– Sam Burdis

Rebel Scum – My First Impressions of Star Wars: Battlefront (3)

League of Legends – The State of Ranked

If you have never played / heard of League of Legends before then you are missing out on a MOBA game where players pick ‘champions’ with different roles and abilities where their team of five tries to destroy the enemy’s ‘nexus’ who in turn will be trying to get theirs. It’s basically like a massive game of tug-of-war. Now the most played gamemode in blind pick 5v5 on Summoner’s Rift (the map) in which players pick their champions in secret to the other team so the matchups are unexpected. This is what makes LoL fun, the expectancy of what your enemy will pick means you can pick whatever with no real consequence since you didn’t know it was going to be your counter (Just don’t give them kills because then you will see why League of Legends was voted the most toxic playerbase).

 

Now there’s nothing I like more than logging on with my friends and playing a good half an hour game that has ups and downs through out. It’s like a good story book adventure but you’ll probably get to a point where you think you are good enough to challenge the ranking system, can’t be different to what you normally play right? Well…

…your wrong. Lets start with Draft pick, this is a new system of picking champions instead of the blind your probably use to. In this, the randomly selected top player on each team can ban three champions of their choice that no one in the game can use, which is okay to get rip of those terribly OP champions that riot makes viable in patches but it also could just be some troll who got picked and decides to ban Taric , to be honest I see this as the best part of Draft pick since it mostly is done right and can give you some ease of mind knowing you aren’t straight away at a disadvantage.

My biggest issue is the fact that the both teams can see the others champion selections. Now in pro level play this is good, because the whole team can develop a tactic around the picks and is all very structured but in normal rank play it means if you pick first your enemy is just going to search ” <insert champion name> counters” and boom, the first link tells you with detail what to expect as a    match-up going against them. Now in a way I guess this is good right? it trains you to play against hard matchups and if you get it EVERY game surely you’ll get use to it after a while? It’s not that really, it just takes the enjoyment out the game knowing that your going to have a tough time trying to win your lane or at least make an impact on it (like destroying a turret or getting kills), even worst, when you pick second for your lane you are expected to pick their counter so you can say goodbye to that champion you have got use to and enjoyed playing and say hello to a whole new set of abilities to get into the feel for again.

So, you’ve got to pick your champions but you have been put at the bottom of the pick list, well, guess what? you are playing support, that could be good or bad depending on the player but sometimes you just want to stretch your legs and have a big impact on the game but just because a random number generator assigned you that role you are going to spend the next thirty minutes as a role you don’t want. Oh, and if a teammate on your team doesn’t stick by this rule and screams in chat for Top lane and he doesn’t get it? expect a lovely troll you have to clean up after.

So, you’ve got past the ridiculousness that is Draft Pick, you’re loading up and when you finally get in you realise that one of your players is afk or didn’t load in. This is very common in ranked and of course means everyone is at a disadvantage because someone decided to use his dial-up internet for the game. Now you can’t hate the player in this scenario, who knows? his parents might have called him for dinner but what is the most annoying is that he either gets kicked for afk or stays in spawn for the whole game, not even a bot takes control and goes to the lane. That means you are forever a player down until he reconnects. This just a lose-lose system because the team doesn’t have a player and the player gets banned for (normally) something they didn’t do. I honestly wouldn’t mind an afk so long as a bot took control and just walked to the lane and defended the turret but no, instead we get a sad player and an angry team because they’ve been demoted for something they haven’t done.

Ok, maybe you didn’t get an afk? maybe your lane wasn’t your counter pick? maybe your getting all your minion kills so you have  lots of gold for items? Well then, congratulations! you have got lucky but don’t get the party poppers out yet, your rank still lies in the hands of your team. Too many times has an argument between my team has cracked off because the support went in too deep to get a champion kill and ended up dieing, Too many times has the jungler refused to come onto my lane and help me get a kill because he doesn’t speak English. There are way too many variations of situations that affects YOUR rank, you could get an enemy on your lane who just runs up to you and dances but you could still lose because your mid laner decided he wanted to go for a swim and went afk.

My solution? only use draft pick when you get to higher ranks (like diamond, gold etc.) and use a variation of blind pick where you can ban champions so it can still be a fair game. Introduce a more lenient system for afks and bring in bots so the team doesn’t lose because of them but most importantly, don’t base the players rank off whether it was a win or a lost but more what actually happened in the game, trust me, bronze is not a nice place to be stuck in.

Thanks for reading one thousand words of me rambling,

-Sam Burdis

League of Legends – The State of Ranked