League of Legends

League of Legends Dev Tracker




06 Dec

Comment

Originally posted by Etheri

Is there any possibility of moving away from centered distribution (I.e. normal distribution) and towards a skewed, bottom heavy distribution?

I imagine guaranteeing stability, no rank inflation, ... is much more difficult. But it may be more representative and allow you to adress some of these issues.

We try to model our skill estimation to the results we get, not towards a particular shape of a distribution we have in mind before starting. So aiming for a bottom-heavy distribution wouldn't necessarily be representative of the data we see in game.

Comment

Originally posted by LooseCandidate

I've had an even better experience, i just got level 30 after playing die-hard arams and normal games for 8 days straight, I jump into ranked play two games and i get flamed for being boosted and having "bought" my account, the guy swore he would get me banned, and guess what? 1 Game later, my account is suspended for suspicious activity, L M F A O.

I just made a support ticket to see why they locked my account and what was so suspect about it, except for the fact i was clapping up some kids as TF ;).

Sorry to hear it - support ticket is going to be your best bet. Hope it gets resolved for you!

Comment

Originally posted by Greatius

I got question for you then. Why do I end placements in silver or even bronze, with 9/1 placements, where last few games were wins in high gold/low plat elo. Last few wins in placements give +40ish lp. After placements 1st win skips you 2 divs. Next 3 wins give up to 38 lp, and after you pass 100 lp you just go to next div without promos.

So why are next 10-20 games after placements more influential than 10 placement games themselves. 1/9 or 9/1 no difference at all, it is all about next 20ish games after placements.

While I'd disagree that provisional games are less impactful than post-placement games, you do make a good point that since you can't skip divisions during provisionals, you may get bigger single game jumps, depending on where and when those wins happen.

Some atypical things do happen when you go 9/1 or 10/0 in provisionals, though - I think this is more a product of you having an excellent win streak and the system cautiously catching you up than anything else.


05 Dec

Comment

Originally posted by KawaiiMajinken

Void screeches

Plz mark NSFW with that kind of dirty talk.

Comment

Originally posted by CapsTheArbiter

....I know this is mostly focused on indie, but will big studios be given a crack at it? FromSoft, for example? ;D

We'd love to work on a big title at some point, but for now we need to build our muscles publishing some smaller games before we take on something like that.

Comment

Originally posted by elrd333

Can you explain how profesionnal player are given an account for international event. Don't say start at D1 mmr and inflate mmr?

Event accounts are seeded at a higher than usual MMR, but they do a lot less to disrupt the MMR balance because:

  • They're only active for a smaller period of time
  • They're seeded much closer to a reasonable approximation of their skill, since we know the pro player's performance already
  • The number of pro players coming in is fairly small.

These accounts probably cause a slight overall deflation (as we don't seed them as high as some of these players are on their home server, so they tend to gain MMR), but it's considerably less than if we let those players enter the system via smurf accounts without higher seeding.

Comment

Originally posted by TragicKid

Dating sim when?

Rek'sai waifu gacha game. Noted. We hear you, Reddit.

Comment

Originally posted by Surrendernuts

Why not just have new accounts play 10 draft games before they can play ranked. From those 10 draft games you get a rough estimation about their skill level, and from that skill level you play your first ranked game?

Example First draft game is gold 5, after 10 draft games you become silver 3, then after 10 ranked games you are placed bronze 1

It's not a bad idea, but draft games aren't played with the same competitive intent as ranked games, so we can't guarantee that how you do in those 10 games is representative of how you'd do in Ranked. I wouldn't trust Normal data as the only way of seeding someone, but it could be part of the solution along with other info.

Comment

Originally posted by [deleted]

Where does it say singleplayer games exclusively?

We're keeping to single player experiences right now, but we're huge fans of co-op games and they're equally great at immersing you in the world, so we'd love to do one in the future and it's in the realm of possibility. /u/Chillingo has got it right - completable is a way to say non-pvp/MMO experiences.

Comment

Originally posted by CityofCyn_

It's such a relief to finally be able to talk (albeit limited) about what you're working on. Couldn't be more proud for the partners we're working with too.

I'm so hyped for the TGA's this year. :D Can't wait!

Comment

Originally posted by tranzfat

not at all, if two teams are evenly matched and one decides to focus rift herald or taking top lane turrets or something instead of drag, you lose. it is disproportionately powerful compared to every other objective in the game. baron and elder are strong but last for 3 minutes. souls are very strong and last forever...

And those are the 10% of games the Dragon Soul team loses.

Comment

Originally posted by loyal_achades

You can't insert new players into the ranked system at an MMR different from the average without inflating or deflating the overall MMR of the system, because MMR gains and losses across teams are 0-sum. The only way to insert new players into ranked with a lower MMR would be to artificially add inflationary elements elsewhere in the ranked system, which is significantly more complex than just letting players enter in with the average MMR and a high K-value so they quickly correct to where they should be.

Hey there, I'm the game designer working on this space right now, and this explanation is pretty accurate! There's a couple other issues with entering people in away from the middle:

- If your median starts at value A, and you start to add new players in at value B, where B

- Not every new player is below average. Some are well above average, some are well below, but we're still operating with limited information in all those cases. Starting people too low means that above average new players create disruptions in the system for a longer period of time (because we're matching them and updating MMRs based on their current position, which is very different from the "true" position where they will settle).

This isn't to say we're happy with the new player experience to ranked right now - the way we do things now works out over time, but doesn't feel good for everyone. Our goal is to hopefully keep the individual matches feeling fair for both the new player ...

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04 Dec

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