League of Legends

League of Legends Dev Tracker




03 Jan

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I didn't know D was for dance until a helpful stranger told me.

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Originally posted by waynpark

I DM'd you! (its a wall of text lol, but i wanted to provide as much information as I can to help you fix it)

We have identified the bug and are working on a fix.

From my QA lead:

"The way it works is the new members to the group don't get progress but the previous members do. So lets say the team is ABCDE and they get progress, if they then play with ABCDF twice then ABCD gets progress still but F does not for some reason."
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Originally posted by Huzzl3

Thanks for the reply. In another comment I stated that I can see this making sense for seeding players, but if it's always active, then I don't think it matters whether my LP or MMR is affected, MMR will indirectly affect my LP gains anyway.

If a significant portion of the server started playing more towards KDA and won more but the game became more boring, would that be acceptable? (Assume playing towards KDA means less bloodthirsty, generally)

Very interesting question, seeing it as a way to nudge people towards playing better LoL. Definitely have to think more about it, but my initial thoughts are:
If those less bloodthirsty players won more games on average than they did before, I guess that means that the average game quality is better (as in, they play closer to optimal League of Legends). If that leads to the game being more boring, the balance & design teams could incentivize more bloodthirsty games ...

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Balance and matchmaking are highly interrelated even if you only count W/L. Balance determines what is strong and MM is a result of people being able to identify and execute on what is strong.

Using specific stats sharpens this, not using stats makes it a more diffuse effect.

If in basketball the 3 point shot changed to 4 points and no one was allowed to change team comp I would expect the next season to look pretty different.

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In the ticket form put your own Riot ID (or an obviously fake one) and let the agent know what happened in the main message.


02 Jan

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Originally posted by waynpark

Thanks BarackpProbama,

I've delivered your update to the challenge community. They are rly excited you are looking into the BFF and Dream Team finally!

Happy holidays!

Howdy, we're looking into it now: May I have your region and Riot ID? Feel free to DM if that is easier :)

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Originally posted by Huzzl3

Hey, I have some questions regarding this, feel free to clarify if I'm wrong somewhere, I don't do this for a living:

Problem statement
Obviously, the goal of LoL is to win the game, and whether you achieved the goal is measured by exactly that: Win or defeat at the end of the game. Of course, different players will contribute different amounts to the outcome of a game: A 15/5 vayne likely contributed more to the win than the 0/13 warmogs rush yuumi top, or in case of a defeat, the 0/13 yuumi top likely contributed more to the loss than the 15/5 Vayne.

It would be great to quantify everyone's skill level in a game based on their performance, so that better players gain more LP (and lose less LP), while worse players lose more LP (and gain less LP).
The problem is that there are many avenues to winning the game, and it's hard to figure out who contributed positively, who contributed negatively and by how much. An approach is to train a mo...

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You are correctly identifying why this is a challenging space!

If we did anything here, the a likely route would be to look at millions of games of data and try to identify trends, then use those trends to inform things like seeding and calibration or MMR, not LP.

It would be highly unlikely unlikely that we would go "You have better KDA here's more LP", because an expected outcome of that is people playing towards KDA, which might warp the findings anyway. If a significant portion of the server played more conservatively to game LP and then lost more we aren't really doing our jobs very well.

To cook your noodle: If a significant portion of the server started playing more towards KDA and won more but the game became more boring, would that be acceptable? (Assume playing towards KDA means less bloodthirsty, generally)

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Originally posted by Affectionate_Car7098

Nothing about TrueSkill2 implies that we must use or weight any additional factors outside of win or loss.

Oh thank god a voice of sanity, not that people will read your message they will just whine that the system favours ingame actions, which afaik, it does not currently do anyway

But then again after 13 seasons people still think losers queue is a thing so while i greatly appreciate your post, as do many others, i suspect many people will not read it >.<

Its a very confusing set of systems and acronyms, so it doesn't surprise me that people get confused! Happy to help in whatever way I can.

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Originally posted by MazrimReddit

this thread and some twitter hysteria is based on this riot post

https://old.reddit.com/r/leagueoflegends/comments/18tv4gb/it_feels_really_awful_to_achieve_your_highest/kfy0rat/

I read it as probably only looking to help with placing smurfs quicker primarily but can you confirm if any major changes like using KDA for LP are in any way planned

They are not in any way planned. Could still do them if we thought it made sense, but they aren't planned.

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    /u/Reav3 on Reddit - Thread - Direct

Originally posted by Energy_Acceptable

Quickplay is great, the champ select is buggy which I hate but the mode itself is great imo.

We are working on fixes for the UI right now. We want to get them out sometime early this year. We are also working on the ability to queue for as the same champion in multiple roles

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Definitions:
Elo - Chess rating system named after Arpad Elo

MMR - Match Making Rating, which is a number used to determine skill in League and matchmake you against other players

LoLMMR - Current Bayesian skill estimation system used by League of Legends. (Here's a fun paper for Trueskill 1 that describes ...

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31 Dec

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Poppy is a good one for beginners.

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Originally posted by chomperstyle

They still refuse to give us blood leaters curse. Its ap black cleaver and would really help out ap fighters. They keep saying that they want to give them proper itemization but wont

The game isn't really balanced around there being access to a % shred MR item. Black cleaver exists because:

  1. A staple of basically every comp is an ADC, who's job it is to kill frontline first rather than backline like most AP champions
  2. Champions gain more armor per level rather than MR per level. In order to make a % shred item, we would need to increase base MR, which would in turn make situations where you don't have the item weaker.
  3. Many AP fighters have % pen in some form built in. Rumble E shred, Gwen true damage, Morde % pen passive, etc. The game is built around % pen not being accessible already.
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Originally posted by NaClYarkoz

Trundle with triforce demolish at around level 10-12 can take tier 2 in like 10 seconds or something.

Tangential, but while I was on the Release team a few years ago we had to switch one of our tests while deploying each new patch to PBE to manually completing a full game loop (going from champ select all the way to the end of game screen). Since this was on a public server, no cheats were available like on our dev environments.

Ended up landing on demolish Trundle with AS items and good wave management in a Howling Abyss custom lobby as the fastest way to do a full game loop. iirc fastest in game time I saw was 3:40 or so from spawn-in to the Nexus exploding. Briefly thought about posting a challenge on the old forums at the time to see if anyone could come up with a more optimal way of finishing, but decided against it.


30 Dec

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Shaco for me. He has a ton of different playstyles/builds (I'm digging AP on Summoner's Rift and on-hit in Arena), he's a bit hard to play but is rewarding when played well, and I like his theme.

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Originally posted by PrincessTrucy

This actually happened to me on Arena and I couldn't believe my eyes. Lillia's ult is a projectile?

I was part of the team that made it that way. It was because we had to give it a visual (the magic that flies to targets you R), and we try our best to not have any “gameplay irrelevant” missiles in the game, as them flying through windwalls would be confusing.

So it was “Design the ultimate” -> “Realize it needs a visual that shows Lillia putting the target to sleep for satisfaction” -> “realize we can’t make a missile that goes through windwall-like spells” -> “Allow windwalls to block it”


28 Dec

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Unrelated but this passive was called "Rock Solid Abs" right up until it went to be PBE lol.

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Originally posted by redcountx3

That's a brilliant counterpoint to the strengths and rather wide differences between them.

Matchmaking hasn't substantially changed in a while. Visual ranks have.

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Originally posted by redcountx3

How about revert matchmaking to s8?

nostalgia stronk


27 Dec

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Originally posted by [deleted]

[deleted]

Alright you're up boss lets see you repeat that then


26 Dec

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Teams are aware an investigating, sorry for the inconvenience :(