League of Legends

League of Legends Dev Tracker




22 Feb

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Hey everyone, we have a more visible update coming out in more formal channels, but I wanted to jump in here and provide as much context as I can surrounding the decision. It was definitely a tough one to make, but I think ultimately the right one.

Given the game start and network issues that EUW and EUN were seeing over the past two days, there was a significant amount of risk tied to launching Clash on top of that. When it came down to it, we didnt have a hard confidence value that we could hang our hats on that the issues with the servers would be fixed by launch.

In order to protect the experience for both the players who had signed up for Clash and those that wanted to play in other League queues we decided to make the hard decision to postpone to next weekend instead of adding a significantly larger load to an unsolved problem.

I know this isn't the best news late on a Friday, but we hope it results in a more positive experience when it's live.

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Originally posted by Ildigrub

!RemindMe 15 years

Ah I didn't take that long :P

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Originally posted by Xyrd

If you ever look at code you wrote six months ago and don't cringe at some part of it, you've stopped learning.

Nah, the code I write now is perfect. The guy I was 6 months ago was an idiot and the guy I will be in 6 months is a bit of an arsehole

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Originally posted by MrDortydort

Hey is actually someone working on the client?

Yes. There are. Joe talked about this in Riot Pls: https://youtu.be/ADUMS8oZQkE

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Originally posted by PilifXD

Are there 'machine learning' departments at Riot or anything related to it ? Always interesting to hear how different companies make use of ML.

Yes, we have MLE types, Date Engineers, Data scientists.

Your shop is powered by ML, for example.

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Originally posted by MrDortydort

Hey is actually someone working on the client?

Yes!

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Originally posted by y3chai

u/dzareth With many in finance focusing heavily on returns and cash flows, while in league, I imagine the to be a much bigger emphasis on player engagement and satisfaction. For example, while making skins for unpopular Champions might be unprofitable, the decision to invest time and capital to develop for these champions is required to keep certain player bases happy.

How has working at Riot changed your perspective on how projects like this should be evaluated, and how do you balance both sides?

I think it's been a constant challenge to think about getting that balance right.

To let you in on a secret of how I have changed my thinking is that I remembered that we are a "player focussed" game company and not a "champion focused" game company. Our champions are great. I love our IP. Don't tell anyone though, but they are not real. And they are certainly not our audience or players. So, given that I stopped thinking about giving "champions" skins, I think about us giving players skins. And while I wish every player could have everything they wanted, there are only so many developer hours. The lowest play-rate champions have very, very few "I only play this champion" mains. Most players play a few champs. So most players have something for themselves even if they wish they had one for their champion. The second insight is that we are going to lose economic profit on those weaker champions, but it is the only way we can show those players we care about them. We take th...

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Originally posted by GodPleaseGiveMeAName

Thank you very much for your answer, I would totally understand if you didn't/couldn't answer them. I'm planning to start an MBA soon (tm) and the gaming industry seems very fascinating to me, so I would like to know more about the perspective of some of the professionals in it. Again, thank you very much. Also, your games are pretty cool. Keep being awesome

Hey! Good luck with the degree! I enjoyed mine a lot even if I enjoy memeing about MBAs! My advice: Take every technical class you can and care about your grades. Futures and Options? Hell yes!

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Originally posted by GodPleaseGiveMeAName

Thanks, but I understand if they don't want to answer anything besides Q5.

Q1 and Q2 involve commenting on industry practices by rival companies (and potentially Riot in the future).

Q3 and Q4 are about what could be considered as business private information.

Oh well, at least we tried

Edit: we got an answer!!

Haha. Yeah. Sorry I didn't see it during the time. I got through a bunch.

Originally posted by blackthrn

what prompted that dd change????

Item has significant overlap with BT, and generally is stat-ed in a way that makes it too squishy for most fighters/bruisers to reasonably consider in all but extremely snowballed games (which botrk is moving into with it's melee mod). Believe moving it to a more hybridized offensive/defensive profile serves the item system better. Resists also synergize with lifesteal and the raw health items fighters tend to build.

its not shipping 10.5, we'll be tuning it further since right now its almost certainly too pushed for testing

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Originally posted by GodPleaseGiveMeAName

u/dzareth, hope you're the right person to ask this and the questions aren't too invasive

  1. What is your stance on the dynamic pricing some mobile games are using?
  2. Ideally, do you believe microtransactions should be kept for FtP games only or should it be used (as it is right now) in AAA games?
  3. Did the skins randomly dropped by chests affect LoL's revenue? Was it a "short term loss with middle/long term gain" situation or did it have a negative effect on revenue and Riot is taking the financial hit for player retention?
  4. What do you think would be better for the LoL franchise/brand?
    1. LoL 2 after the end of LoL's lifecycle; or,
    2. Extending LoL's lifecycle indefinitely with regular updates;
  5. What sort of academic background do you need for this job? Do you think it is the driving factor behind the way you do your daily functions or it is "IRL experience" or a mix o...

Hey! Thanks for asking. These are solid questions. These are exactly the type of things we discuss at work.

1) Dynamic pricing. From a microeconomics perspective it is certainly very efficient at getting at the "willingness to pay" of the individual players, and given some of these games have a limited lifespan without these revenue models their financial viability might be significantly challenged. However, these models also over time can undermine players sense of trust and fairness. "Why did I pay x for that when that player paid x/2?" On League we discuss about our goals for players to be happy about their experience with monetization before, during and after, and without creating issues for people who don't or can't monetize. Monetization has to suit the product that you are developing, I personally think that predatory monetization practices can be very effective at driving money in the short term, but not the long term. I am personally attracted to the long term per...

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Originally posted by GodPleaseGiveMeAName

Thank you very much for your answer, I would totally understand if you didn't/couldn't answer them. I'm planning to start an MBA soon (tm) and the gaming industry seems very fascinating to me, so I would like to know more about the perspective of some of the professionals in it. Again, thank you very much. Also, your games are pretty cool. Keep being awesome

God bless, and good luck with your MBA!

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Originally posted by GodPleaseGiveMeAName

u/dzareth, hope you're the right person to ask this and the questions aren't too invasive

  1. What is your stance on the dynamic pricing some mobile games are using?
  2. Ideally, do you believe microtransactions should be kept for FtP games only or should it be used (as it is right now) in AAA games?
  3. Did the skins randomly dropped by chests affect LoL's revenue? Was it a "short term loss with middle/long term gain" situation or did it have a negative effect on revenue and Riot is taking the financial hit for player retention?
  4. What do you think would be better for the LoL franchise/brand?
    1. LoL 2 after the end of LoL's lifecycle; or,
    2. Extending LoL's lifecycle indefinitely with regular updates;
  5. What sort of academic background do you need for this job? Do you think it is the driving factor behind the way you do your daily functions or it is "IRL experience" or a mix o...

I’m texting u/dzareth rn telling him to get back on because these are actually cool questions.

While I’m here, on 2) I think it depends on longevity of support—premium-priced games that turn into long-supported games may very well merit some sort of ongoing monetization. These can be ethically done, if you’re smart. The decision to go FTP or “premium” priced should mostly be determined by how niche you think your game is. Niche market games should probably charge an entry fee, at least in today’s market

On 4) I personally think LoL 2 should never happen. Ongoing support and “Ship of Theseus” style replacement of the parts seems more player focused. That said, definitely bookmark this post so you can come back and call me a liar if we release League 2 ten years from now

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Originally posted by a_lol_cat

*total item gold efficiency

Gold cost per point of Mpen is still = at 62 MR with Orb v Void

I was coming from a evaluation of just the cost per point of Mpen. After digging I see where the 90 MR number comes from, it's just including stats other than Mpen, which I get now that's what you were referring to.

Appreciate the clarification.

Sorry for the confusion! Looking back at the segment it is even more jumbled than I thought because me, Mark, and Azael all bring up slightly different arguments before we've finished talking about any single one >.<

On the bright side, since so many people were confused, im getting a new segment started soon with Phreak where we make clean visuals to explain some of these things with concise language that hopefully will come out in the next month or so! I also find the lol wiki had some really useful tidbits of info if you are interested in these sorts of things.

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Originally posted by hochmusiker

Oh hey it's really you!

Thanks for clarifying. Now that I see your source it makes total sense. I didn't consider max HP as part of it.

I love you, dude who thinks This is the same word as That, but is still able to wake up on time, so that should make up for it. I never doubted you or your alarm clock.

Thank you for reading my gibberish and caring enough to gather links and respond. You're a legend.

Ahahaha thank you! I've tried to give my explanation of "this" to flowers but he won't have any of it. Here's how my mind works: "This" always refers to the thing that is closer to me for some reason, on my side. And "that" is always the far away answer or something that isn't mine. And I'm always backwards because I'm on the "that" side of the show! Ty for coming to my Ted talk xD

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Originally posted by nosaystupidthings

u/dzareth Hi! Two questions:

  1. Bringing TFT to mobile seems like a slam dunk to me. On the other hand, Riot has been very focused on the core PC market in the past. How do you tackle the challenge of influencing an organization to get behind a project that some stakeholders might not believe aligns with the core business?

    1. I'm an MBA student at USC, where we've had several Rioters come and talk to our different schools. (Dan Sutton has come three times over the past few months that I know of!) Any chance you'd want to come talk to us?

1) This is a great question. At Riot the easiest way to make something happen is honestly to show how the players are experiencing the product and how we can improve that experience. I love TFT and I also believe that the mobile product is fantastic, but I tend to disregard my own personal tastes and beliefs and try to understand what our players want. (And TFT mobile is what many want) This is when the conversation becomes nuanced. Players want many things. Sometimes some players want some things and others want the opposite. There are opportunity costs. Tech challenges. Dependencies. And the heart of influence becomes in listening, understanding and making sometimes incredibly difficult trade-offs. It's exhilarating and hard. We don't always get it right. But we are always trying.

2) Yes, reach out. I'll be happy to come.

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Originally posted by Blizzxx

/u/dzareth Is Riot now producing other games because mobas are on a downwards trend in general right now? Do you think league of legends will always be the main game Riot works on?

There is this pretty pervasive view that "mobas" are on a downward trend, but League is not on a downward trend, I honestly feel like we are still growing... Just not meteorically like in the early years. I just also think that given how people play League that it's going to be around for a long time.

My hope is that we continue to serve our players so that you all still find League a great use of your gaming hours!

I think we are making other games because we know y'all enjoy many games and we would like to see if we can bring League's approach to the player to other genres.

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Originally posted by JustinL223

Does the custodian/janitor get a Riot account?

Those sorts of jobs tend to be managed through contracting orgs, which makes it complicated. I would absolutely LOVE to get folks like our custodians in a Reddit AMA one day. Would be tons of fun.

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Originally posted by SuperiorKangaroo

Hey u/dzareth, as a business professional at a large IT company like Riot do you feel the need to know a a lot about the technical side of the business? Do you need to know how to code or use other technical software besides the Microsoft suite of products? If you do does it help in your decision making process?

Lastly, the most important question favourite champ?

Making games is a fascinating blend of technical, design, creative, business, product, marketing and other fields all at once. I have a computer science background and so I enjoy learning about the technical, but even if I didn't the engineers would help me to understand. I think having a holistic viewpoint is essential. I think fostering an inclusive viewpoint for all disciplines is critical too. I manage managers today and occasionally code in SQL or python or what have you. But it really shouldn't be what I spend my time on. I'd be the worst one at that and it's not gonna be what the team needs from me (even if I miss that part of the job).

I have many favorite champs and mostly play top-lane. Garen is always rewarding to play.

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Originally posted by Cyb3rDuck

I'm almost done with my Bachelors degree in IST with a focus on Cyber Security, do you have any recommendations that would make me more likely to get an intern position at Riot's IT team?

I don't have an answer for you specifically for IT, but I was one of the two people on my team who handled the internship program for Application Security in 2017; I have some general advice for you.

The very first thing to do is to make your application stick out. For the internship position, we were interviewing for we had roughly 200 applicants.

About 100 of those were clearly not applying for an internship (i.e they were just sending their CV to every open inbox they could), so we threw those out.

About 20 of the remainder had clearly taken the effort to tailor their application to Riot but were unfortunately not looking to apply for the application security position so much as they wanted to work at Riot, which is admirable, but we really needed an application security engineer intern.

The remaining 80 were a bit harder. Of the 80, we had to remove any that would require a visa to work in Ireland as it's complicated to get a work visa ...

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