League of Legends

League of Legends Dev Tracker




12 Dec

Comment

Originally posted by justlikey0u2

One thing that would make me care about passes again is if I knew I wasn't paying the same amount for less content each time, do you have any plans to address this moving forward?

ya

Comment

Originally posted by JMoormann

Thanks, Probama

Thanks, completely random stranger I have never met before.

How's the kid btw?


11 Dec

Comment

Originally posted by Juusojee

Would it be possible to make a system where the player would be able to choose which mission "path" they follow. The other being the one thats live now, so just grind games, and the other would be a path that would have more difficult missions but would give out a little more tokens as a reward for choosing the "harder" one so there would be a reason to choose it out of them both.

Very possible to do, probably pretty hard to do well.

Comment

Originally posted by SuperMurderKroger

Can you share a little bit about what the live team does and what kind of technical background is needed? I've always wanted to throw my hat in the riot games ring but never feel like my qualifications match up with what is open.

Live service here is just a short hand for the sort of game League is - online game with very regular updates over multiple years etc (versus a finished, released and done single player game or a new unreleased game still being developed but not yet publicly playable etc)

Comment

Originally posted by TreeKeeper15

Can you confirm the current order again? I forgot who was coming out first next year.

Not Skarner, then Skarner

Comment

Originally posted by avscc

it's funny because if Riot had made it completely the opposite, where you have to literally play specific champs or changed your playstyle completely or play off-role just to finish the missions, people would complain as well.

I can already imagine the post "Missions forcing me to play differently from my playstyle, and that's annoying, I just want to play League my way".

The idea of missions is to make you play. OP isnot their main target audience, if OP is already playing many games a day.

There's a tough balance to find between "let everyone play naturally" vs. "help people find fun they may not have been aware of." It's my goal to be accepting of where players are, for all modes, all playstyles, all champion mains, and even odd people like myself who actually prefer fill and who play like 87 champions (not well, mind you).

It's difficult to create a mission system that is wholly inclusive unless it's, well, a bit boring. As u/BarackProbama said elsewhere in this post, we've been thinking about this for a while and have some longer term plans around it. I'm one of the folks trying to find the right direction to go here :)

As the person who wrote the "Better Hat Wins" mission for Winterblessed Arena, that mission is borderline on "gameplay warping," even if the optim...

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Comment

Originally posted by Zarathielis

Hello Lexical, I enjoyed the 4 champs this year, will there be 4 too next year? And are there any plans to do an Arcane collab again or something special for the big anniversary for league?

Stay tuned! We will have more info in the new year :)

Comment

Originally posted by kuriboharmy

out of curiosity are champion shards given out in a way that lowers the rate of champions i can make the mastery 6 or 7 with. Like for example if i just need an ashe shard for mastery 7 craft i never see an ashe champion shard drop. i have champions that are mastery 7 ready for months but i never see their shard drop.

It's entirely random!

Comment

Originally posted by WoonStruck

The problem isn't where human resources are spent, its where monetary resources are spent.

Riot is paying people to work on these things, and not paying enough people to work on gameplay, the client, the engine, etc.

And Riot already has far more funding than 99.999% of games will ever get, while doing less than many. Saying they need to nickel and time everyone even more for the game to stop its tailspin isn't really helpful.

Riot has had the money to make improvements that needed to happen 7+ years ago for nearly a decade. Its silly to think money at this point is the reason why things don't happen.

Its intentional that the game isn't actively improving anymore because it makes money whether it does or not.

Humans are the most costly monetary resource in game dev.

Comment

Originally posted by Terrible-Feed-9705

it already involves spending, to craft mastery tokens you need to spend blue essence which accounts that dont have all champs and like to play multiple champs cant afford

Yeah, that’s out.

Comment

Originally posted by F0RGERY

Related to cosmetics but not pricing, it was mentioned in the last dev vlog that mystery icons and wards would be returning in the next Blue Essence Emporium, but the FAQ does not currently have those items listed (despite being updated last Thursday).

Did that plan change, or is the FAQ just not fully updated?

Mystery icons and wards should be in, FAQ needs to be updated again.

Only exception to that is gifting said icons and wards, that hit some last minute serious bugs and won’t be in this run unfortunately

Comment

Originally posted by MentalityMonster12

Next year maybe some mmorpg news? Anything whatsoever? :(

Unreleased games are tackled by a different part of the company. If there's news to share that'll come from those folks in different formats rather than as part of the existing live games messaging

Comment

Originally posted by LurkingParticipant

Will League of Legends ever be put on steam? The riot forge games are on there.

No current plans to. Forge games are a pretty different offering since they're single player, completable, aimed at being accessible to an audience that hasn't necessarily played League before etc. We took a different distribution approach as a result

Comment

Originally posted by AbortedFish

I have 0 relevant work or skill experience and have 4 perma banned accounts in addition to being Honour level 1 on my current soon to be banned main. However, I feel I would make a great candidate for this role because my Dr. Mundo adc is already making shockwaves in Bronze 3 - 48 LP elos. I expect to be picked up by either G2, T1, or TSM-China soon so please make an offer soon.

Hmm, to the best of my knowledge Jeremy/Brightmoon has never played Mundo ADC. Sorry, I think you must be overqualified as a result, we'll have to pass.

Comment

Originally posted by DeusVitae69

I have another gripe, why are ‘Young and Hip’ people only hired to speak on the game discussion videos? Meddler, etc are camera friendly is why, and I think aesthetics < talent needs to be looked at more

LOL omg.....
I wish I was more camera friendly. Fun fact, we do the videos because it was our jobs to make those decisions, thus we can speak on it truthfully.
Most of my videos comes out disastrously (my own fault) and I can't stand watching them/hearing them (so I don't).
Def not professionals... I think I'm getting a bit better with practice!
I personally: Sometimes muddles my pronunciations, blinks waayyyy too much because of dry eyes, annnnnd realizing irl expressiveness doesn't translate well on camera.
But I'm glad others are not picking this up and think we do good aesthetics <3

Comment

Originally posted by zeefomiv

can you share a source of where you got them?

Got ya. The quality's shockingly pretty good tbh

Comment

Originally posted by retief1

Then you aren't the target market for the $200 skin, and that's fine. There's no way in hell that I'd ever touch one. However, if someone does want to show off that they are willing to dump $200 into a not-particularly-special skin, it doesn't hurt me any. I mean, I guess it's dev time and money spent on a skin I don't want. However, riot constantly releases skins that I'm not interested in for one reason or another, so I can't say I give a shit.

Skins team and Gameplay teams don't really mix headcounts! So personally (as someone on a team that doesn't bring in the bread), I'm thankful for Skins team trying to figure out how to get more bread and bacon with the team they have, so us gameplay teams never have to worry about money :D
In fact, the more that they do, the more likely we are to get more funding the years after so that we can do more things.

Comment

Originally posted by TheFeelingWhen

Kinda weird that they did a dev update video as it feels there wasn't much to talk about since Phreak had the rundown of all the preseason changes but still nice to hear from them. Sad to see Brightmoon go the guy is just so pleasant in all of these videos and on social media.

Yeah, this one did feel lighter, especially the lack of core gameplay stuff. We'd originally pencilled in some time to talk about 'preseason' changes, particularly what needed clarification, what was controversial etc. Didn't end up with much to say there though since things have been generally going pretty smoothly. We concluded we should still do a video, stay in the habit of talking regularly even if there's sometimes a bit less to say. You'll also get a much longer, chunkier set of topics early January with season start of course too!

Comment

Originally posted by Diligent_Deer6244

hey Meddler, could you answer something about these skins? I and many others asked support and they couldn't say.

We know DCE Jhin will be rollable in loot in 2024. The same was never confirmed for True Damage Ekko. Could you clarify if this will be true for all of these skins?

Exactly how Mythic Variants will interact with the loot system is something we haven't determined ourselves quite yet, which is assumedly why Player Support had to tell you they couldn't say. First couple were a trial to see what interest was like, so we hadn't sorted out all the longer term details. Apologies for the lack of answer beyond that, we'll definitely get it clarified soonish, didn't want to just leave the question unanswered at all though either

Comment

Agreed.

Won't have anything to report in the near term, but it's a thing we've been talking about a bunch internally and have some longer term plans around.

Core things to balance are:
- Players who mostly care about the rewards and don't want to change their playstyles
- Rewarding players who would actually be willing to change things up a little (But figuring out how much is important)
- Not warping the game too much with objectives that can incentivize players to play in a losing way
- Making sure there is not just superficial variety, and that we are actually helping players discover new things about the game or improve their play
- Supporting multiple modes, now and in the future

So it's actually a surprisingly complex problem, but we're on it.