League of Legends

League of Legends Dev Tracker




31 May

Comment

Originally posted by lkso

Helpful tip: When positioning the mouse, be sure that your elbow is away from your torso; i.e. arms out. This will limit the amount of forearm rotation (pronation) which causes strain and potentially carpal tunnel syndrome. The mouse pad should be placed farther to the side of your body. The same applies to the keyboard; it should be placed to the side, not in front, which reduces pronation movement.

More detailed explanation: when your arms are positioned close to your body, your forearms have to rotate more to hold the mouse and keyboard. But as the arms move away from the body, the palms naturally face downward. This reduces the amount of pronation to hold the mouse and press the keyboard.

EDIT: drew a diagram of this to help visual: https://imgur.com/a/CduKUJD

Also consider a vertical mouse, it keeps your wrist in a a more neutral position (less forearm pronation). I use this one: https://www.amazon.com/Anker-Ergonomic-Optical-Vertical-Buttons/dp/B00FPAVUHC/

It takes some adjustment and is probably not as accurate for twitch movements, but it should help reduce the strain on your wrists if you're having problems.

Comment

Originally posted by oKillua

Couldn’t you potentially do clash days or weekends based off of average team mmr? So a Friday could be iron/bronze tourneys, Saturday silver/gold tourneys, and the rest of the mmr tourneys on Sunday since it’s a lot lower % of player base.

We could. We might still but we are hoping that we don't have too because we want players of all skill levels to be able to participate when they can make time.

Comment

Originally posted by dgwelch51

Lovely! Thank you for quick response :)

<3 We're all SUPER excited to be getting this all out to fans too!

There will be some bugs to iron out as we get it started up but this team is doing hard work to deliver it all.

On that note: keep letting us know how to make Pro View better -- we want this to be something thats super worth for superfans for not just this split but for years

Comment

Originally posted by RiotKatana

Sorry everyone, we're aware of this issue - working on a fix now! I'll update here when we have it working and you'll be able to select your team and get missions.

Luckily games don't start until tomorrow (part of the reason we're going live a day early) - so you won't miss out on any of the experience. Apologies for the inconvenience!

https://media.giphy.com/media/UAUtB4Oi9U4EM/giphy.gif

Team select should be functioning now - still fixing a few small errors but functionality restored.

Comment

Originally posted by ToastedCrayons

Thanks, friend! I appreciate it :)

Alright, this should be good to go now! We're still fixing a few small issues but team select should be functioning now.

Comment

Originally posted by dgwelch51

I keep getting the error message "Something went wrong with rewards - try refreshing". This happening to anyone else?

Is this just because there's no watch mission at the time being? Ideally, I would be watching LCS on Pro View starting tomorrow and getting watch rewards when (/if) they become available.

Watch Rewards will work on Pro View for Summer Split. The issue you're hitting has to do with MSI Pro View VODs specifically and the team is aware of that specific issue :)

Happy watching tomorrow!!

Comment

Originally posted by FoolyCoolant

Hi, quick question: It seems these don't include Worlds? Will there be a different pack for that?

Yes, Worlds would be a separate package from Summer Split.

Comment

Originally posted by SlainL9

I can't click "Lock in team pass" on the page after buying the pass and choosing my team. Tried on two different browsers but the button isn't working for me.

Sorry everyone, we're aware of this issue - working on a fix now! I'll update here when we have it working and you'll be able to select your team and get missions.

Luckily games don't start until tomorrow (part of the reason we're going live a day early) - so you won't miss out on any of the experience. Apologies for the inconvenience!

https://media.giphy.com/media/UAUtB4Oi9U4EM/giphy.gif

Comment

Originally posted by olop4444

I understand that this would be highly speculative, but what do you think are the fundamental differences between clash and Dota 2's battlecup system that made clash fail? Worse server design? More players? Something else entirely?

RiotIamWalrus answered a similar question over on the dev blog

"Definitely! DOTA2's Battle Cup system is really cool, but we do a few things slightly differently (based on my understanding as an interested party but not a DOTA2 player):

DOTA2 doesn't use a set bracket - they match teams of similar skill and record together, but your next match isn't set until you enter queue.

Scouting is more formalized in Clash (I think it's possible in DOTA2, but we have a specific phase for it)

Our matchmaking is pretty different - DOTA2 will match you with anyone in your Tier, while Clash still considers MMRs when making matches.

Clash has a consolation bracket for teams that lose in Round 1, while DOTA2 is traditional single elimination.

DOTA2's rewards are a bit more winner focused (Though the Battle Pass stuff makes it harder to make an apples to apples comparison)

DOTA2 has a Champion's Cup at the end of the season for teams who do wel...

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Comment

Thanks for the report, friend - we're working on this and should have a fix shortly. Sorry for the inconvenience, I'll update here when it's up and working.

Comment

Originally posted by boshjailey

I'm really disappointing they gave up on the larger brackets. i want to feel like im actually progressing and facing better and better teams as the bracket goes on instead of getting 2 different 8 team brackets

There's a lot we loved about the larger brackets, and we're working on ways to bring more of what we liked about them back to Clash. We definitely haven't given up on them, they're just not where we're going for the start of Clash :)

Comment

Originally posted by frivolous_squid

The person you are replying to raised that the total number of games starting over, say, a 10 minute period is the same, so a drip and blast analogy isn't really fair. Maybe it's like a constant stream vs a choppy series of blasts.

Edit: but it's odd that you need it to be so choppy. Technically, it wouldn't be difficult to match teams against each other way in advance and tell them to play a custom game between 5pm and 6pm and report back. You'd keep the constant stream of random game times - all the clash tech needs to do on top of that is officiate. I realize that I know nothing, but it doesn't sound like this bucket issue should really exist. Why does clash try to start all the games at the same time?

We agree the bucket problem shouldn't exist and we tried to spread out game times as much as we could in our original approach but in the end it just degraded the experience to much (i.e. the bucket just wasn't big enough and we couldn't get new bigger buckets). So what we decided was to change the design so we could do more of a dripping flow than we could previously

Comment

Originally posted by bz6

Winning smaller tourneys to earn a spot in larger bracketed (exclusive) ones is definitely hype. But then we are back to square one as 2 day 1 tournament structure wont work. Risk and time investment scale together in my opinion, it needs to feel like a journey. Another thing that can be done is adding RP as rewards. I know rewards are far from the agenda at this moment but RNG skins wont cut it. Time gated flex queue mixed with a loot box MAYBE a couple? Not that exciting. Supplementary RP would be sexy af. That feeling of progressing through different sized brackets is essential. It highlights features of your team, are we clutch under pressure (when the stakes are higher/the road is longer), are we durable? etc etc..

I come from a Sports background and I love competing and obviously I want Clash to work but if it's gonna be stripped down of what actually made it the mode that everyone raved about when actually given the chance to try then it's just not worth the resourc...

So RP as a reward feels good because you can spend it how you like?

The sports background makes sense, like watching a team roll through a 64 teak bracket is hype for sure. It's hard to balance that with the time investment expected to participate. There is definitely room for us to make changes to bracket sizes if the demand is there

Comment

Originally posted by Danmoreng

Can someone explain to me, why clash starting many games at the same time crashes the servers while thousands of soloQ games/other game modes run smoothly all the time?

Where is the technical difference?

I mean I can understand that maybe the starting process for games doesn't happen simultaniously in soloQ and other game modes compared to clash - but the amount of games running at the same time should not be higher, no?

The difference is like trying to not overfill a bucket from a faucet that is slowing dripping or a faucet turned on full blast. The bucket holds the same amount of water but when the faucet is dripping you can take water out the bucket to stop it from overflowing. When it's on full blast it full up immediately and then you spill water everywhere.

Comment

Originally posted by Kaylila

honestly getting banned out feels so good for the ego. I am the support for my team and when we played clash they banned Blitzcrank every game. I felt warm and fuzzy.

This is me whenever there is a Lulu ban. VALIDATED

Comment

Originally posted by bz6

It’s a mixture of both. I know that’s not the answer yall can accommodate given the tech but here’s my take. The reward scheme that you guys debued hinged on risk (the tickets and maybe bracket size? I don’t remember). One bracket size diminshes that. On the other hand if you’re guaranteed a spot in “next” tourney then that’s the other risk gone as well. Clash was unique you had set environments that push you and highlight your progression as a team. With the risk gone it will have a domino effect towards competition, and as it stands in my opinion it will just be a glorified time gated flex queue.

Okay that makes sense. We are hoping we can add some more of the "risk" back to the system so it feels more like "this is our opportunity to win something now" kind of feel, but our current approach is just to make sure we can run it consistently. Definitely would love to hear some ideas about what makes something feel competitive/risky/rewarding to you. Maybe like winning one of these small day tournaments qualifies you for larger, more exclusive tournaments?

Comment

It's a text bug. It should be in for next patch.

Comment

Originally posted by 20XXDraven

If clash is only happening once a month has there been any talk of splitting the games between 2 different weekends? Could help some players with scheduling and you could so small rewards like if one weekend is less desirable small bonuses for playing on the later weekend.

We are currently looking at running it two weekends a month (so 4 single day tournaments in a month).