League of Legends

League of Legends Dev Tracker




30 Dec

Comment

Originally posted by Braxenionuwu

Wait I don't really get it, so next pass has the same old system as all passes? Or is the new system implemented once debonair pass ends?

The passes will have a similar system until summer 2022 when we make some updates.

Comment

Originally posted by hagridenjoyer

tbh shitposts like this don't deserve this good of a response

I think this is best characterised as a well-intentioned person who sees a problem with League and wants to solve it, rather than characterising it as a sh*tpost.


29 Dec

Comment

I don't work on the team that would make this decision, but I do work on the security team. SMS verification for MFA was something we were considering while designing what our MFA solution should look like, and many of the problems with SMS verification apply here. Answering specifically from a privacy and security point of view, here:

  • Not everyone has a phone or cell reception or can receive texts for free. These people should be able to play ranked.
  • Requiring a phone number to play ranked means tracking many tens of millions of phone numbers, significantly increasing the amount of personal information Riot has to collect on players. This increases Riot's liability, but also increases the amount of data you have to provide in order to play League. Each piece of personal information we collect on you has to be stored, with retention periods, in specific ways, as well. This isn't to say that GDPR is a bad thing (it's not) but there is a duty of care w...
Read more
Comment

Originally posted by Felyne1

A little unrelated but the tracker from guardian horn in aram seems bugged? the numbers seem way too low and sometimes even decreases/resets?

Yeah I messed up (silly me, still learning) and introduced a bug where guardian horn and RFC reset to 0 whenever you die. Should be fixed next patch, sorry about that.

Comment

General gist of why I didn't implement it on my last pass (and why it wasn't implemented the first time the trackers were introduced):

The collection mechanic is actually very low value compared to the stat profile of the item. Seeing "0 collections" after a game doesn't tell you anything about whether the item was worth the purchase or not, as it's the only lethality+crit option and could have been the best (and an extremely effective) purchase regardless of how many collections you made.

The above is important because the trackers are meant to give players an idea of whether their item purchase was effective, giving them feedback to better navigate the item system in the future. I fear that including this tracker may be not useful, and in some cases, even misleading towards this goal.

With all that said, however, "fun" trackers like "noobs collected" could be a future space that's worth investing in, but it's always a slippery slope of our most engag...

Read more

28 Dec

Comment

Originally posted by MundaneTeddy

Will there be any other way of obtaining PP? This is my first pass and since i plan on doing the next one too i'll be at 50 PP from milestones. What options do i have (besides the 2200 token packs, i intend to get those in any case) to get these up to another set of 100?

So, every pass awards 25 Prestige Points via Milestone Missions. You will get those points by buying the Pass and playing games. If you want more points, you can spend tokens to get the 100 PP bundle, or you can use RP to get Masterwork Chest bundles, which also include Prestige Points.

Comment

Originally posted by gkrown

viper(pretend hes a toplaner) may have played 121 games, but (next part is pure bs just theorying) for 60 of those games jax was redside ban#1. for the next 61 he only got first pick 12 times, so a majority of times he was vs jax. so he had a lower wr the 2nd half (61 games) but in reality he was vsing a 'strong' champ a majority of the time.

or hes playing weakside when theyre blueside, and that skews his numbers down.

LoL just feels like it has way too many variables that effect a game. you say patches are less important, but idk how you can fully argue that when the games constantly changing every 2 weeks.

Tbh you can still do good analytics. You can contrast vs-Jax games with other vs-Jax games, for example.

Comment

Originally posted by EvidentlyTrue

Shared import slots are non-sense, if the goal is to promote native talent then there shouldn't be any. In fact, why are veterans even allowed to play in Academy, to begin with? Does a player like Zven even remotely belong to a developmental league?

I understand that there are some financial reasons for this (multiple imports so some compete for starting slot while others play in academy)

But if this is a legitimate concern, then it makes more sense for academy teams to have two import slots, not one.

You either want your academy team to be the 2nd string, and be a genuine source of competition, or to actually develop domestic talent. The current situation is woefully inadequate.

The veterans rule is a tough one. What do you do when Blaber comes in to replace Svenskeren? Force Blaber to play Academy because Sven is barred? Sign a third player to warm the bench in case that happens?

Then there are players like Darshan who clearly want to compete. But he’s the 12th best top laner right now. If “winning academy is useless” then why sign Darshan if he doesn’t have the same prospects as someone else? This is one of those cases where I can probably trust teams to make good choices.

Comment

Originally posted by griffWWK

Do you think it's a problem that teams are seeing a path to the best way to "develop players" and are being met by obstacles which result in doing things like playing a different roster for academy stage games vs. practice?

I get you are taking the position that it's fine that teams winning or losing doesn't matter in academy, but surely you can't think this solution is fine.

Also, if you are taking the position that winning academy doesn't matter and teams think they can develop talent the best without obstacles...why put those obstacles in place? It seems like the obstacles are in place to

  1. prevent getting easy results...which we've said "don't matter"

  2. promote native talent development...which this team is taking the stance that it's actually hindering them. The rule is hindering their development of Winsome and Copy (NA natives).

I think it’s a strange aberration in this exact case but in general I think rules should update with the times. If every LCS team pushes for stronger practice squads and signs much stronger teams and needs new academy rules as a result, then that’s what owners’ meetings are for.

I’m just not sure how well that jives with goals of promoting native talent. Maybe at a certain point they’re mutually exclusive. Maybe there’s a native sub-league and a practice squad sub-league. I have no idea. But right now I think the rule set supports most teams.

Comment

Originally posted by Passi1612

If its csd of the whole botlane it makes sense though, doesnt it?

Would be decent. But they show 1.3 CS/M in the same graphic. That’s definitely support-only.

Comment

Originally posted by Nymaera_

Love this perspective and have a lot of thoughts on the matter myself. Agreed on broadcasts being able to “cheat” by choose their scope very carefully to frame a discussion - at the end of the day they’re there to give background enough to fuel a compelling point, and not do a thesis on most topics.

The main problem I see a broadcast having as a format, is that you don’t always have the airtime to fully flesh out the context needed to give a watertight argument. Stats may not lie, but they can lie by omission, and commonly at that too.

I don’t mind if arguments aren’t watertight. We are there to entertain first and foremost. Generally pre-planned segments are given room to breathe, though. And ad-hoc ones usually have smart hosts (Dash, Gabby) who let us explain enough. I’d say I’m happy with how LCS handles it.

Comment

Originally posted by ForgottenCrusader

Wanted to ask what is your opinion on the state of of ldr and void staff? Don't they provide a bit to much resistance shred right now?

I am a security engineer. I can give you my opinion, but my opinion doesn't have the weight you think it does. I'm also quite bad at the game.

Comment

Originally posted by JakobTheOne

I don’t disagree with you on the point of Academy being player development, and I’m glad that’s become a bigger focus in recent years. Still, I don’t think LS is wrong to more or less ignore Academy - though it’ll negatively impact me as viewer tuning in for the Academy games. Most likely, Copy and Isles will get more improvement from scrimmaging their LCS counterpart than their matches in Academy league. Which is normal for basically any sport, since practice is far more influential to development than official matches. If this were to spread, leading to notable players like Zven not being seen in the league’s games, it could negatively impact viewership, which is the biggest drawback - and different people will have different opinions on just how big of a drawback that is.

On a tangent, I know you’ll likely have much more knowledge than me about how things are set up among the other teams and their Academy rosters, but I don’t know how common it is for Academy and LCS ros...

Read more

If your internal scrims are better practice than the academy league, then so be it. Those 10.5 players are getting a lot of great practice.

But let’s face it. The other nine LCS teams don’t seem to have that aspiration. No teams in history have gone for an actually-strong practice squad that can compete with LCS teams.

As for not helping academy players, that sounds like a poor teammate. I’m in direct competition with other play-by-play commentators for big assignments and never once have I ever considered withholding or begrudging help when asked. Never once have I considered sabotaging them. I can’t fathom that mindset. These people are my friends. If teams can’t get that out of their players they should hire better.

Comment

Originally posted by Echleon

It's tough. Here's where I'm at personally with League data:

A lot of things are instantly useless. So for example, the winrate of X champion at Y tournament is pretty much always bad as an analysis tool. Not only are there usually not enough data points to do anything more than, "yeah this champion is probably strong on average," you also have biased data by, say, EDG playing more Lucian+Nami than any other team. Now you're just measuring EDG's win rate, not Lucian's.

I don't think that stat is useless at all. It gives you a good jumping off point.

X has a high winrate -> What's the relative strength of teams playing X -> What champions is X being paired with? -> Why are those champions good with X? Are there other champions that fit into those roles? Conversely, is there a champion that can fulfill X's role?

I think there's definitely an issue where teams go "X is broken this patch, let's pick it with no practice" but ...

Well, sure, anything can be inspiration. But I'm saying more for the sense that time is limited. If you want to look at a spreadsheet and come away with answers without going and investigating every single game, then you want to be presented with something more curated.

Comment

Originally posted by gkrown

it sounds like you dont think traditional sports statistics will work with league?

i'd assume mainly cause of patches/ever changing?

I think there are plenty of things that could carry over and work. Napkin math, MLB pitchers throw ~100 pitches a game for ~160 games a season. I don't know how accurate either number is exactly, but that's what Google told me. So 16k pitches a year. That's a lot of pitches you get to analyze.

EDG's Viper played 121 games this year. About as many games as a MLB player. So find something that he does ~100 times a game and you've got something with as much data as an MLB pitcher does. Find something he does ~6-20 times a game and you've got as much data as an MLB batter.

I think patches are much less important. Sure there can be some really big changes, like lane swaps, funnel, or playing support as Senna but you can manually tag those and they are often player-driven actions anyway. So just account for the Senna games when you're analyzing Viper.

It comes down to how much you have to subdivide. MLB batters face left- and right-handed pitchers. Fatigue for eit...

Read more
Comment

Originally posted by postsonlyjiyoung

More likely because there aren't many people in the industry who know how to properly analyze data given what is available.

I'm a college drop-out and while I studied economics and thus econometrics in university, I've forgotten a large portion of what I was taught and re-learned a bit of it.

So like, I'm an undergraduate economics student in skillset at this point and I'm one of the better stats people in the English-speaking scene? Honestly there should be people out there who demolish me at this stuff. And maybe they're out there and I don't see their content. But yeah, there are bound to be tons of questions that are answerable but aren't.

Comment

Originally posted by Bargainking77

I think a major problem with LoL data is that it is obviously observational and not experimental. We know there are confounders (ex. who is playing that champion, what team composition they are in), and we have statistical tools to adjust for their confounders. However, I assume there are too many confounders for how little data is available (especially considering variables that change over time, like patches). I also don't know if they have professional statisticians, which would be another necessary condition. I do health science research and am not a statistician, but it seems extremely difficult to make any use of professional player data.

Yeah pro play is probably far too sparse.

But generally speaking, most of the noise washes out. I'm very confident I could tell you which champion is supposed to win a matchup if you gave me 10k games of Gold/XP differences by the minute almost regardless of MMR. Because I can test for matchup strength against MMR and the impact of "well this player got Elise as their jungler" just washes out more often than not.

League has the luxury of tens of thousands of games of sample for almost any given 1v1 matchup. That's going to give you really reliable answers as long as you're asking the right questions.

Comment

Originally posted by JakobTheOne

I don't think LS is implying anything about imports and their role in Academy. I think he's saying that, because it doesn't matter at all if your Academy team nabs first place in their league, they're going to keep Zven slotted in for practices, so they can focus on making the best LCS team. Even if the Academy team ultimately loses some games due to K1ng not being practiced with them, does that really matter? I believe that is LS's point.

EDIT: And here's confirmation from LS himself: https://www.reddit.com/r/Cloud9/comments/rpvxos/building_the_2022_cloud9_lcs_academy_roster_ft_ls/hq74z2c/

I'd argue that it's fine if winning academy doesn't matter. The point of academy is, in fact, to develop players for the LCS. That's literally the express purpose. To say Riot doesn't care about academy and the evidence provided is that winning academy doesn't matter is really missing the point of academy.

The point of academy is player development. Rolling academy into the amateur circuit and proving grounds are the key pieces of evidence here. It's why Danny got a starting spot on EG LCS. That's a key success story of academy. It does not matter how well EG's sub-LCS teams performed or what place they got. What matters is that Danny got a bunch of games that let EG decided he was ready for an LCS starting spot.

What LS wants is a powerful practice squad. Fair enough. He's got one.