League of Legends mobile game, version 3.0 is about to be updated.
Everyone is very concerned about the launch of wrists and cats, hero tweaks, various benefits, and even the airborne landing of "Dragon Blind", but I am more concerned about the "mechanism changes" of this version update, which will bring negative or positive changes to the game.
Version 3.0 only deals with the "matchmaking mechanic" in terms of changes to the game mechanics, mentioning three points:
1. Enable key to-game "Preferred Location" protection;
2. Add Platinum, Emerald Rank A/S Score and Hex Energy Value;
3. Optimize the A/S scoring algorithm for auxiliary players to encourage players to play auxiliary.

At first glance, these changes seem insignificant.
But sensitive players should have found that this match optimization focuses on the two largest number of players in Emerald Platinum. More specifically, this time it is focused on the "game environment" of the jadeite and platinum levels.
After being scolded for more than three months, the planners of LOL mobile games finally considered it from the perspective of the player and began to find ways to cure the "environmental problems" of the current game.
Increasing the probability of assisting the S/A score and increasing the Hex energy of platinum emeralds is actually a compensation for the "non-pendulum" players who have changed these two ranks.
The matter of "messing up" is actually difficult for the authorities to control.
Unless each game is "manually reviewed", it is difficult for those players who deliberately mess up to be detected by the system and then take corresponding punitive measures.
Therefore, since you can't punish people who are rotten, you can only reward people who play seriously. Increasing the high score is an honorary reward; increasing Hex energy is a material reward.
This is also an alternative optimization.
In Don Sr.'s view, the two seemingly inconspicuous adjustments to the "S/A rating" are worth exaggerating.
Because the planner almost carried the trumpet and shouted:
"Please, all of you, don't mess around, play well, I'll give you an S rating, I'll give you Hex energy." In short, it is no longer to corrupt the game environment of platinum and jade.
But to be honest, the planner is only now paying attention to the "environmental problems" of the game, which is a bit late.
But fortunately, at least it was noticed.
This time the focus is on "compensating" the players who don't mess up, and next time it's time to focus on "punishing" the bad players.
It is also worth mentioning the "preferred protection of key counterparts".
This thing, everyone who understands it knows is to learn the "promotion position protection mechanism" next door, that is, when the promotion match, it will not be filled to the position that the player is not good at.
It's definitely a decision that planners muster up courage and give up something.
After all, in the past three months of the game, the probability of "qualifying for the game" occurring is very large. At least in my opinion, it was definitely deliberately planned at the time, and the purpose was to control the player's position on the "edge of promotion".
Why control the player on the "edge of promotion"?
Think about it, under what circumstances are players most interested in "playing games"? I'm about to qualify, right?
Therefore, through the way of "compulsory replacement in the promotion match", the player can fail to advance, so as to continuously launch a charge against the promotion, which is a means to promote daily life.
Therefore, the use of "key game preferred protection" this time actually means that the probability of players succeeding in promotion will increase, if there is no situation of "making up for the position immediately after promotion", then the speed of players' points will be greatly improved.
In the long run, the consequences of the player's rapid scoring will affect the "daily life".
Once the player reaches the true dan bottleneck:
It is the kind of segment that can only be opened 5-5 at most no matter how you play, and even often explodes on the line.
At this time, the player will realize that there is no point in playing rankings, the personal "season goal" has been completed, and the interest in playing the game will be greatly reduced, which will affect the daily life.
The real way to improve daily life is to control the player at a lower level than the actual level.
Either "random killing", or "random killing", players can never reach their true level level, will continue to score, up, up.
"Daily active" naturally rubs up.
Therefore, the changes caused by the "preferred protection of key opponents" will actually be very large.
Planners are able to make such a decision, and it is obvious that they are really starting to optimize the game "from the player's point of view".
This is a good sign.
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