Hello, this is Team Samoyed! Teamfight Manager 2 will be consistently sharing its development process through development logs every 2–3 weeks. We truly appreciate your interest.
In this edition, we will be discussing the locker room content.
Locker Room Feedback
In the previous game, the locker room feedback feature eventually became nothing more than a tedious, repetitive task as the game progressed. With Teamfight Manager 2, we want the locker room feedback to remain engaging and meaningful throughout.
To achieve this, the overall direction we intend for the locker room feedback in Teamfight Manager 2 is as follows:
- Each option available in the locker room will carry sufficient meaning, yet not have an overwhelming impact.
- The outcome of each option will not feel excessively random.
Based on this direction, here is what the current locker room content under development looks like:
After a match, in the locker room the coach can choose either not to provide any feedback or to listen to what each player has to say. Depending on the choice made, players’ confidence and dissatisfaction stats will change.
Furthermore, as shown in the image, if the coach chooses to listen to a player’s feedback request, they can directly view and verify the scene that the player wants to comment on.
After confirming the scene where a player is visibly dissatisfied, you can choose an option to give feedback. In the scene shown, player dalonge opted to retreat early, judging the situation to be dangerous while pushing the top lane alongside player Biubiu, who, by persisting in the fight, ultimately died. What would be the appropriate choice in this situation?
This image shows a scenario where Biubiu is deemed to have made the wrong decision, with the coach pointing out Biubiu’s mistake. As a result, dalonge’s confidence increases while Biubiu’s dissatisfaction grows. You can choose to give feedback honestly according to what you believe is right, or consider the players’ confidence and dissatisfaction to adjust your feedback appropriately. Ultimately, the coach must make the choice that best positions the team for success.
Confidence, Dissatisfaction
Now, let’s explore the roles of the confidence and dissatisfaction stats that are affected by the locker room content.
- Confidence: Influences a player’s proactive play. Players with low confidence tend to avoid aggressive roaming and combat, opting instead for a more passive approach.
- Dissatisfaction: Players with high dissatisfaction tend to ignore the coach’s instructions. They are less likely to follow assigned tactics and may play in an overly independent manner. Accumulated dissatisfaction can reduce training efficiency and might even prompt a player to request a transfer.
These two stats differ from the base stats (such as mechanics, decision-making, mental strength, focus, etc.) in that they are influenced solely by team management content like the locker room. Although their overall impact is relatively minor compared to base stats, managing your team so that overall confidence remains high and dissatisfaction is kept low can lead to performance that exceeds what base stats alone would predict.
Thus, the current locker room content is being designed as a long-term management system that coordinates each player over multiple matches, based on the two stats: confidence and dissatisfaction.
Traits
Additionally, in Teamfight Manager 2 we plan to shift the role of traits from directly affecting in-game play (as in the previous game) to influencing team management. With a broader range of stats and changes in how these stats function compared to the previous game, traits can no longer operate in the same way. Instead, we are clearly shifting their role toward team management, adding depth to the coach’s considerations when assembling a squad. Below are a few examples of the traits we are planning under this new direction:
- "Big-game choker": In a best-of-five series, reduces confidence by 5.
- "Show-off": Doubles the chance of requesting feedback.
- "Avoidant": If the coach does not provide feedback, increases confidence by 2; if feedback is given, decreases confidence by 2.
- "Meddlesome": Improves the relationship between players who do not get along by 1% each week.
- "Sensitive": Causes confidence and dissatisfaction to fluctuate twice as much.
- "Extrovert": During tactical training, increases team relationship stats with extroverted players by an additional 10% and boosts the chance of requesting feedback by 30%.
As illustrated in these examples, player traits operate as factors that influence team management based on confidence, dissatisfaction, and team relationship stats. Even if overall team stats are somewhat low, assembling players with suitable traits can simplify team management and, by maintaining high team relationships and confidence with low dissatisfaction, may lead to performance beyond the base stats.
In this way, Teamfight Manager 2 is continuously exploring how to allow coaches to build and manage their squads according to their objectives, maximizing performance within the constraints of their budgets through a system based on traits, confidence, dissatisfaction, and team relationship stats.
Observing
Additionally, while developing the locker room feedback content, we also tackled the implementation of an in-game observing feature. Originally, the intent was to display the entire game layout on one screen; however, by skipping intermediate steps and jumping directly to specific scenes, it became difficult to tell from the full-screen view exactly which situation the current feedback was based on. Moreover, as we continuously refine the in-game player AI, simultaneous events occurring in different parts of the map have made it even harder to follow the overall game flow on a single screen.
To resolve these issues, we implemented an observing function that shows a magnified view of the area where a specific event is taking place. Based on this, we also developed a “Highlights Only” feature in matches.
In “Highlights Only” mode, as shown in the image above, the game plays at a fast pace and when a highlight moment occurs, that scene is enlarged and played.
That concludes this development log! Thank you for reading this lengthy post. We look forward to seeing you in the next update!
