League of Legends

League of Legends Dev Tracker




20 Aug

Comment

Originally posted by RiotRayYonggi

Not to say we wouldn't do this in the future, but this has been explored by us internally (I personally did an exploration on this around 4 years ago). The conclusion we came to was that even with my team (of diamond+ players) could not observe any meaningful difference in how quickly the game updated. In the VAST majority of cases, players are being limited by their ping and not the server's tickrate. Getting a marginal performance improvement of this type would also bring a number of risks:

  • Servers have to work (around) twice as hard, self explanatory.
  • We have to make sure nothing bugs out due to this. Solve-able, but costly regardless and may have long-term butterfly effects of bugs and how your champions feel.
  • Lower tickrate means more time for the server to resolve "conflicts" and run calculations. This means its less likely to run into bugs/miscalculations with things like stats, and gives the server time to optimize the packets/information it ...
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To clarify, we could not observe any meaningful difference and we were on 0 ping testing internally.

Comment

Not to say we wouldn't do this in the future, but this has been explored by us internally (I personally did an exploration on this around 4 years ago). The conclusion we came to was that even with my team (of diamond+ players) could not observe any meaningful difference in how quickly the game updated. In the VAST majority of cases, players are being limited by their ping and not the server's tickrate. Getting a marginal performance improvement of this type would also bring a number of risks:

  • Servers have to work (around) twice as hard, self explanatory.
  • We have to make sure nothing bugs out due to this. Solve-able, but costly regardless and may have long-term butterfly effects of bugs and how your champions feel.
  • Lower tickrate means more time for the server to resolve "conflicts" and run calculations. This means its less likely to run into bugs/miscalculations with things like stats, and gives the server time to optimize the packets/information it ...
Read more

18 Aug

Comment

Originally posted by Halcyon0666

appreciate it u guys are the best

<3


17 Aug

Comment

Originally posted by Opulent92

I know Halcyon already replied, but I'll chime in too - now instead of soft disconnecting me from the match, it immediately crashes the game client to the desktop. 😱

Should be fixed now :D


16 Aug

Comment

Originally posted by RaykouNymeria

I just had this exact same issue, it crashed.

Should be fixed now!

Comment

Originally posted by bit2muchsoup

hello, fail to reconnect bug is back on the pbe. tried to load an ai game and it is on a loop.

Should be fixed now!


15 Aug

Comment

Originally posted by Opulent92

I know Halcyon already replied, but I'll chime in too - now instead of soft disconnecting me from the match, it immediately crashes the game client to the desktop. 😱

Yes thank you for reporting as well! I appreciate you all letting us know. The (newer) fix should be going out by mid-day and we are hopeful it should fixed. We are looking into it. Seems to still be there >.<

Comment

Originally posted by RaykouNymeria

I just had this exact same issue, it crashed.

Thank you for letting me know! We are working on the fix now

Comment

Originally posted by bit2muchsoup

hello, fail to reconnect bug is back on the pbe. tried to load an ai game and it is on a loop.

Our fix for this should be going out around mid-day today. We are hopeful this should stop the crashing. Please let me know if it persists later today!

I will be checking on my account as the PBE rolls out

Comment

Originally posted by Halcyon0666

it still instantly crashes my pbe game and sends me to a reconnect screen where i cannot reconnect

additionally i cannot create custom games with any bots whatsoever, it'll black screen me and tell me i cannot connect to the server but it isn't a problem from my end

Thank you for letting me know! I will have our engineers review practice tool asap.

For custom games breaking, we are currently working on a fix for them now and should have a fix out by tomorrow morning 🤞

Comment

Hello! This should be fixed now. Please let me know if you are still experiencing this issue!

Comment

Hello! Thank you for flagging.

This queue is an internal facing queue and was not intended to be turned on at this time.


14 Aug

Comment

Originally posted by Random_Stealth_Ward

Not even Yuumi, the best champ design this game has ever seen?

unfortunately not....

Comment

Originally posted by acktar

Fun tidbit: the AP ratio buff to Command: Attack on Orianna marks the first time that ability has had its damage numbers adjusted since patch V1.0.0.143, which came out in July 2012. It has had tweaks since then, but the damage numbers were untouched for over 12 years.

From my research before I made this change in season 6 she did have a bugfix where the AP Ratio wasn't properly updated (for 5 years she was like that, poor girl). And then the adjustments I made in Season 13 technically altered damage to secondary targets but thats pedantic. Very cool stat thank you

Comment

Originally posted by Jinxzy

IIRC this is intentional. I thought some Rioter's have said Orianna is bascially a "balance pillar" that they try to touch as little as possible because her numbers are what they want damage to look like on a broad scale.

Usually the lever they pull if they must balance Ori is her ult. Wonder why they finally touched the Q.

Not sure when that was said if ever but there are no champions that we currently view as a "balance pillar". But also wheee Orianna buffs


13 Aug

Comment

We filmed end of last week. Aiming to have it live late next week. We deliberately vary the time between them based off how much we’ve got to go over (likely a shorter gap between this coming one and the next one after that which should be in September)


09 Aug


08 Aug

Comment

Originally posted by MaskedDood

The funny thing is that they have already SOLVED the issue in Wild Rift by rotating the camera/flipping the map on red side so both sides get the same camera angle.

Just FYI, the map on League only exists from the set of angles you view it from. It cannot be flipped. This is how many 3D assets are created, including those by Pixar

!

The next time we do a major update to the map there is a much higher likelihood we create something that can be flipped and rendered from multiple angles. Until that point, it would be a realllllly expensive way to solve this problem and the results/impact would be less than other projects that include map art/geo, like new modes. Matchmaking and camera adjustments are the smart move for us at this moment in time.

Comment

Originally posted by barub

Have they applied the 10 games requirement?

We had to back it out due to some issues but it will be back on in a few days