Discover LOL’s New Advancement System and Mission Objective Points

Discover LOL’s New Advancement System and Mission Objective Points

Jun 16, 2022, 2:14:43 PM Entertainment

You can no longer just perform missions in order to receive prizes in League of Legends. When you play this super-popular multiplayer online battle arena video game (whose competitions are highly sought-after for betting at top-rated sportsbooks on Bookmaker-Expert.com), there is a new metric that will award you points. Read on to discover further in regard to League of Legends’ new advancement system and mission objective points, which were altered in Patch 11.24.

When it comes to moving through the numerous in-game event missions, Objective Points are a new unit of measurement. It is based on the amount of time spent playing matchmade games rather than the number of games played.

The Following Adjustments Will Be Implemented as Well

  • ARAM and Event Modes now award the same number of Objective Points per minute as PvP Summoner’s Rift games. This contains game modes such as URF, One-for-All, and Ultimate Spellbook, which rotate.
  • Compared to PvP LoL games, TFT LoL battles now have 50% additional Objective Points. TFT games give you two points for every minute you perform, or three points if you end up in one of the first four places. TFT games shall keep contributing to LoL events, but they should not be used to earn LoL Objective Points.
  • Double Up and TFT Hyper Roll are now suitable for LoL’s progression of a mission at the reduced rate of 50% indicated previously.
  • Co-op Vs AI sessions will now yield 33% additional Objective Points compared to PvP LoL games, with 1 point granted for every minute exploiting the game and 2 points given for victories. These do not contribute to the repeatability of the Token Bank objective.

The new math is as follows:


To illustrate, what will earn a gamer 120 Objective Points is SR, PvP game of 30 minutes that concludes in a setback. For conquering the same game, a player will gain 180 Objective Points. As a result, you will have to work much harder today to finish assignments.

Let’s Dig Deeper Into Changes

According to the developer blog, the adjustments are intended to normalize progression across game modes and decrease progression volatility between games. To achieve these objectives, the advancement systems that formerly rewarded game play will now reward time spent playing. The game time conversion for PvP Summoner’s Rift is 30 minutes each game.

For ARAM and SR, all new missions earn the same amount of points: if dropped, 4/in-game minute; if succeeded, 6/in-game minute. For minutes played, we will have numbers for rounding up, e.g. 4.6 minutes become 5 minutes, and decreasing downward, e.g. 4.6 minutes become 4 minutes.

The following are the specific changes listed in the developer post:

  • Weekly Missions: 40 points, 5 points for each win, 2 points for each defeat (Old) -> a score of 1,650 (New).
  • Orb Missions: 30 games (Old) -> Points: 4,500 (New).
  • SR Token Earning Rate: ARAM has a record of 10 wins and 5 losses, 6 wins and 3 losses (Old) -> 20 tokens for 400 points (New).

In both the old and new systems, we simulated the average number of games required to fulfill the three mission types above. We are mimicking the win rate with a random function in [0, 1), where [0, wr) equals victory and [wr, 1) equals loss. We are looking at wr = 0.5 and 0.55, which are 50% and 55% win rates, respectively. Note that the 55% win rate may be inaccurate and is provided for entertainment purposes only.

We used a 30-minute average for Summoner's Rift and 20 minutes for ARAM for calculating game time. For a random game time in seconds, a method that returns a random inclusive integer in [0.5 x avg x 60, 1.5 x avg x 60] is used to evenly distribute the game timings, which are then rounded after being turned into minutes. This means that for Summoner’s Rift games lasting 15 to 45 minutes, the average game length is 30 minutes, and for ARAM games lasting 10 to 30 minutes, the average game time is 20 minutes. 

Both the distribution of game times and the range of game times are based on assumptions. Because the scoring system wastes surplus points, we do not know the distribution of game timings, which would factor into the average number of games necessary per task. We are also not smart enough to know how important this limitation is to our outcomes.

Excess points are not banked in any League of Legends tasks so yet. If you are at 39/40 points for a weekly task, for example, you will either waste 1 or 4 points to complete it, earning 2 points for a loss and 5 points for a win. We are assuming that the new system functions similarly.

Our Simulations

We have a function that returns the number of games it takes to reach 40 or more points, adding 2 points + 3 points for a victory per game, to imitate completing an old 40-point weekly assignment.

To simulate new points per game-time missions, we created a function that generates a game length as described above. Then, having in mind point-rate for a pseudorandom win or loss, multiplies it, adds the points gained, and restarts until the total points are fewer than the mission’s requirement.

Execute a 400-point mission as outlined above to determine the average number of games required for the mission, then divide that number by 20 to obtain the potential value of tokens for every game for the new tokens quest.

Each of the outcomes is an average of 25,000,000 runs. We made an educated guess as to how many significant digits to leave. Due to pseudo-random noise, the results are not mathematically perfect, although they are close.

Conclusion

The following are the key conclusions drawn from these findings:

  • As expected, ARAM mission progress has been drastically nerfed.
  • Earning rates for tokens have been lowered, particularly for SR, but this was not stated in the developer article.
  • If game time was counted rounding down, progress might be nerfed much more.
  • For SR-only players, the weekly mission will be completed faster.

Also not part of our analysis, but we believe it is accurate that protracted losses will cause less grief, as mentioned by the developers. Quick wins, on the other hand, provide less satisfaction.



Published by Samantha Brown

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