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About Game Design: A "Repick Hero System" is really necessary?

Level 11
Joined
Aug 24, 2022
Messages
434
How are you going, dear reader? I'd like to ask your opinion about Repicking heroes in hero maps. Is it necessary?

I was testing my project, Outerworld Arena, an Arena Survival game inspired by Orc Gladiators, Legendary Gladiators, and Smash TV, and sometimes I bump into these situations:

  • First Situation: Choosing heroes.
My project has the "Tavern Style" hero pick, and this is the hero description format in it:
1720639222381.png

So, "Guy" picks the hero. "Guy" doesn't like his hero, and try to repick. There is no such system inside the project, and then, he just quit.

  • Second situation: Randomizing Heroes.
Any player can randomize a hero instead of choosing. Randomed heroes receive an "Epic" item, as a kind of reward for not choosing anyone. This is a dynamic inside the game, because even when the item is not good for your hero, like the situation in this image, you can sell it to buy better starting items, or just give it for your ally. You choose. Harder modes gives less bounty per win, so this "bonus gold" help.

So, someone randomize a hero, and "Guy" follow the tide, and also randomize, or himself is the first to randomize. He doesn't like his hero, one more time, try to repick, doesn't work, and he leaves the game.

1720639675864.png


My reasons to not insert a "Repick System", are:

  • If you could read about your hero, and which kind of spells he has, so why you choose him, if you'll not play with it?;
  • During this time, of choosing a hero, looking at him, and then repicking, is spending time of the other player, who could play with it, and choosed another hero, because his first choice was already picked. As the game has a timer for game start, time is crucial;
  • If you randomize a hero, aren't you up to play with any character?;
  • Are players greedy enough to randomize a hero just for the free item? I know this question is valid, but it is hard to believe.;


Yesterday I got the worst day of tests of the entire project. It even gave me a headache. I noted all players complains, as usual, and today, with cooled head, I went to seek for solution. Someone even called me "stupid", for changing the standard armor system from warcraft haha!

My project has the premise to only be easy, on "Easy Mode". I plan to make this mode a tutorial, so people can learn about how game works. Other modes, like "Normal, Hard, Epic and True Modes", is bloodbath and chaos, and I know it, because it was planned before executed. Game must be played sometimes, so you can learn from it and develop strategies for each "Army" (given name to a group of enemies that you fight against). If you beat it on your first time, good, you understood fast how it works and played well. If you don't beat, it is ok. How much times did you played "Orc Gladiators" before winning a single game?

I've came to ask for help, because maybe, I am expecting too much from the final users. I may be being hard head for not inserting this system, or just it is the style of the game itself, to not repick heroes.

If you read until here, I thank you in advance, and I'm waiting for opinions, experiences, and hints about this issue.
 
Level 23
Joined
Dec 4, 2007
Messages
1,558
Well, you should rest at ease that you won't be able to satisfy everyone.

Then again, allowing for at least 1 repick is pretty much necessary to combat random click mistakes and +1 for quality of life (especially new players).
Haven't you noticed, that some gamers are definitely "greedy" (rather: always seek opportunities) enough to get benefits of any kind in any map really?
Even more so in pvp, of course.

I'd add at least 1 repick, which gets nullified when random was chosen.
 
Level 11
Joined
Aug 24, 2022
Messages
434
You specified two points that I were not seeing: The problem with miss clicks, and the solution with repick and random.

Miss clicks happens, maybe for a mouse malfunction, or a small lag spike cause by the game or the PC itself, so, it is good to have something to counter these small issues;

I forgot that the golden rule for repicks, is that it can only be done once, and nothing more.

About the greedy, sometimes I see that in my game. As you have to level up your equipment, sometimes you need to drop one or two items to upgrade them. Each player has its own personal stash, but people insist in dropping on the ground. Then, when a troll or a greddy player is in the party, they just steal the dropped item, ruining the experience haha. I know that this is something related to players, not with the game itself, but show us that some players don't know how to teamplay.

Thanks for your experience and opinion, it really helped me.
 
giving random a to big bonus makes your game even more random depent, it might than be won by just: roll a good epic item and then snowball to victory.
Form my bleach vs one piece plays on battle.net its all random most of the time anyway, to avoid op heroes 100% of time.
And when one knows all/no heroes then it does not matter, if one gets a random one.
In team maps the first 35-50% of the team picks dont matter and can be completed by the remaining team. (except when there are total op heroes but that is a problem in itself)

Now why wouldnt they gain some juicy epic items for free.
 
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