League of Legends

League of Legends Dev Tracker




09 Jan

Comment

Originally posted by Cashmiir

You're up early wtf you doin

Cats woke up me D:

Comment

Originally posted by RiotPhlox

What handsome people

You're up early wtf you doin


08 Jan

Comment

Originally posted by Practical-Quality-48

There are some errors when routing packets in Vietnam, leading to some providers sending packets to Australia, some to HK.

Can you show me anywhere this is still happening? This was resolved within the first few hours of the servers going live.

Comment

Originally posted by lecture01

I don't think they're in Hong Kong. I played a game and most of the packets go to AUS.

I'm pretty sure I know where they are. There was an initial routing issue where some providers were sending this IP space to Australia as these are old IP address blocks from the original OCE data center.


07 Jan

Comment

Originally posted by crimsonbanana1

i need help isp pldt my ping used to be around 30 peak now its 80-90

You will need to report this to PLDT directly now. This is not due to the routing between our networks. We have advised them of this also.

Edit: I’ve asked them if they can provide me some sort of fault reference number so you can link your case to ours (and so other players can do the same).

Comment

Originally posted by Spideraxe30

Could you possibly share more surrender rates, this is pretty interesting data

Not sure what would be interesting and I don't wanna get too deep into numbers, but the fun thing I always see in any surrender data is that most regions behave similarly enough, except for Korea which surrenders way more frequently than the rest of the world. Perhaps notably this only shows up in surrenders after 20 minutes, their FF rate pre-20 is close to everyone else's.

Comment

Kleegs, the daring bombardier

Comment

Originally posted by ubernat

OK but fast forward to now. How many ranked matches have early surrender? Why is early surrender allowed in ranked?

Can only see the past two years right now, it's about 2 - 2.5%, and that hasn't really changed over that time.

Comment

"illustrajhin"

Comment

Originally posted by Odious_Decible

You know what would be pretty valuable contextual information you could share?

  1. Knowing how often a ff vote comes up out of the total number of games.
  2. Knowing how that number compares with previous seasons.
  3. Knowing how gap-made matches and your failed agency experiments cause stomps and ff votes.

Spoiler Alert: It's higher than previous seasons. A lot higher.

You've had to turn the game upside-down on everything from dodges, player lobby information and now ff votes to band-aid over the game you ruined, and your answer is to just go next. Its laughable.

Offhand I can only see back to season 7 and if a game ended via surrender or no surrender, general trend looks like seasons 7-9 were pretty flat, overall surrender rates had a pretty noticeable spike with season 10, that recovered slowly through seasons 11 and 12. Directly comparing seasons 7 and 12, surrender rates are only slightly higher.


06 Jan

Comment

Originally posted by GoldRobot

Our data shows that comeback rates when a team fails a 4/5 yes early surrender (before 20 min) are low; teams have a generally good sense of what a "winnable" game is.

Or that could be because people give up cause they have option to FF? So just remove vote before 20m.

When the vote before 20 minutes was first introduced, it didn't actually change overall surrender rates almost at all, it just took many of surrender votes that passed at 20 minutes and let them occur earlier.

Comment

Originally posted by -SNST-

Can you guys please PLEASE look into the surrender system so abstainers do not count against Yes votes? Abstaining at all shouldn't mean a 3-0 (3 yes votes, 2 abstains, 0 no votes)

My biggest gripe with the surrender system is counting abstainers as no voters by default. If people don't even bother no-voting, why should they count against yes voters?

This isn't an official take but I'd think we want to assume that any player's default intent is "I want to keep playing the game" unless they specifically indicate they don't.

I think a pain point with how it works right now is that the timer to start a surrender vote is based on when the vote ends as opposed to starts, so people "waste time" on the next vote timer by not immediately voting. That's a change I think could be good for us to make.

Comment

Originally posted by ToXic_Trader

However it's important that opponents have time to feel powerful with a lead and games aren't abandoned too soon

god i hate this statement

Do you feel similarly if we flip it to "It's important you have time to feel powerful with a lead"? Being able to flex your champion's power fantasy when you're the big, fed, succeeding character is one of the highest moments you get in League and it's something we value you being able to access.

Comment

Originally posted by Acegickmo

Our data shows that comeback rates when a team fails a 4/5 yes early surrender (before 20 min) are low; teams have a generally good sense of what a "winnable" game is.

While I don't think the real conclusion is relevant to normals, this is obviously because people dont try to win when 4/5 vote to leave at 15? Not sure why they would pretend this is real

It's definitely a combination of factors, the mental state of a team that has 4 people willing to take the loss immediately is one of them, but we can also look at measures like gold leads to see that when these votes happen the opponents do have a fairly substantial material advantage.

Comment

Originally posted by Feeling-Distance-569

My ping with Garena was reasonable at around 50ms. After migration my ping is 230ms. Anyone know what the deal is with that? Im on the Singapore 2 server. I live in Cambodia.

Which ISP are you on please?

Comment

Originally posted by nova311

Are you able to give a time window for "longer term improvement"? And is bringing single-digit latency back possible by then?

We will likely be doing optimization work in the region up until April. There should be announcements when we hit specific milestones like moving server locations into country. Stability is our primary focus right now as we have just made a lot of huge changes in a lot of places in a very short period of time. These routing problems are hard for us to find until we have live traffic and we solve each of them in a way that we hopefully don't need to make another change once the servers move into the country. We don't want players to go via HK from PH and back again once we have the in-country build done.

Comment

Originally posted by Spideraxe30

Hey Phreak are you still going to doing champ spotlights as well?

That's the plan!

Comment

Originally posted by SeldomRains

ISP: Royal Cable

Before migration: 40-50ms

After migration: 89 ms

I'll need a traceroute to 103.240.227.1 please if you're talking about PH. Otherwise - what region?