**GhostCrawlers post on askfm, subject Plants**
> Yeah, we need to provide a lot more detail to that announcement. As written it's just a tease without giving you much to sink your teeth into.
At a philosophical level, we think the game needs a certain amount of unpredictability. We think unpredictability is important, because it tests player adaptability and split-second decision making and not just rote execution of e.g. jungle clears or champ rotations. Most of League's unpredictability comes from not fully being able to predict what the opposite team will do, but even so, you play enough games of League and you start to recognize situations that will probably play out the same every time.
> One way to add unpredictability is through pure randomness. If you don't know whether the coin flip will be heads or tails, then you need to have contingencies planned for each. But purely random systems can be really frustrating, especially if you feel like the outcome of that coin flip was so massive that it trumped all of the good decisions you had made up until that point.
The drake changes we feel are a good source of unpredictability without being overly random. There are some rules to control the randomness (e.g. elder drake coming out), and we also broadcast what the next drake will be before it spawns.
> With the Living Jungle design, we want to do something similar. There is a lot going on behind the scenes to protect against really good or bad luck swaying the outcome. For example, the plants will only spawn at fixed spawn points, and we balance them on both sides of the map. Playing them expertly also won't sway things too much. They are a nice bonus, but if you ignore them completely, you can keep playing SR much as you do today.
Okay so basically, Ghostcrawler wants to add more randomness to league of legends.
He used a interesting analogy of a ''coinflip'' and i am not entirely hyped or supporting this idea of adding randomness.
Forexample the fact that ''BARON'' is not random and is highly prized, creates the very urge to contest it.
Now imagine if Baron had two versions and one of them is useless and the other useful, that would make contesting neutral objectives less effective as its all RNG.
**The problem with adding more RNG**
Ghostcrawler mentioned that players should have ''contingencies planned for each'' random RNG element in the game.
That is fine in itself, if that RNG or randomness is isolated to a few objects like ''dragon spawns aka fire or cloud''
Lets say they Add Plants and tommorow another RANDOMNESS Neutral object and another one.. This would turn the game into a RNG Clown fiesta and it would hurt the strategic depth of the game.
**Plants are in fixed location so RNG doesn't matter**
> With the Living Jungle design, we want to do something similar. There is a lot going on behind the scenes to protect against really good or bad luck swaying the outcome. For example, the plants will only spawn at fixed spawn points, and we balance them on both sides of the map
First of all this sounds like ''damage control''.. only it doesn't really control any damage at all.. because the fact that ''Plants'' are in a fixed location doesn't change the fact that they have different types and values they provide aka RNG, along with the random spawning drakes and along with who knows what more future random spawning neutrals will be created.
Again the Location of the Plants fixed or not, does not change the fact that it is RNG aka Random.
Once u add more ''random attribute neutrals'' it literally means that you could have 3 fire drakes spawn in a row and Several favorable plants etc .. while in another game nothing good and the problem is that if you add even more neutrals that are random.. the game will truly be RNG CASINO.
> Most of League's unpredictability comes from not fully being able to predict what the opposite team will do
**exactly and that is what makes LEAGUE a GREAT GAME, because its about the players and not the objects.**
Forexample all the lanes are always the same and baron is always the same.. the only difference is the opponents.. and this is exactly what you want in a CONTEST OF SKILLS.
Now lets look at what direction Ghostcrawler wants to take the game towards.
> we think the game needs a certain amount of unpredictability. We think unpredictability is important
**I dont like the direction the ship is sailing** and the more you add these elements than even ''contingency'' plans by players wont be able to make this game nearly seem strategical.
Especially when the game focus changes to what object spawns, rather than a focus on the ''Opponent'' as being the core unpredictable factor.
> There are some rules to control the randomness (e.g. elder drake coming out), and we also broadcast what the next drake will be before it spawns.
**Actually i disagree, What controlls the randomness is the fact that ''drake'' was the only random element in the game.
Now if you add more Random elements with each release that limit will be broken and it will just be a LOTTERY**
No amount of elders would make the game strategical at that point.
**League of legends still a Esports ?**
My problem is not entirely with the **Plants** itself, but rather with the direction being taken.. RNG or Randomness being a good thing and i doubt it is, for any sport aka ESPORT.
**Now League claims to be a ESPORT.. what sport adds Randomness ??**
Have you ever heard of Soccer or tennis or even CHESS adding randomness to its game ??
What would you think would happen if you add Randomness to chess ??
Granted in chess the entire unpredictability is your opponent and whats the problem with that ?
**If we still want a ESPORT rather than a lottery, than i hope the Design team tones down the idea's on randomness**