Legends of Runeterra

Legends of Runeterra Dev Tracker




19 Jan

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Hey, this is lovely! Just wanted to point out that the illustration is actually by SIXMOREVODKA and not an internal illustrator at rito!


14 Jan

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Originally posted by Wuuthrad99

It does certainly work the way you think it does!

Yeah, I was kinda assuming from the start that there wouldn't be cross-region matchmaking / friendlies given the existing system in League, though I would be lying if I said I didn't get my hopes up just a bit.

I totally get the reason for why it isn't available, and the fact that you can communicate cross region is a great surprise in and of itself. It's just that my reaction reading through the news post was essentially the exact reaction contained in the meme, and thought it was funny enough to share with the community.

Ha, yup, I getcha. I'm actually gonna update the matching bullet in our 1/22 patch notes with some additional context along the lines of what I mentioned above, so thanks for helping me draft that haha.

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Originally posted by Kuchenjaeger

That is incredibly disappointing. I would love an explanation for this. Why can we add them to our friends list, but not play with them?

Hey folks, chatted with one of our tech guys about the background here, basically what this comes down to is that the friends list / chat is built on a completely different service than challenge functionality. Most pertinently, friends list / chat is shared between games (i.e. with LoL), while challenge (and matchmaking) is game-specific.

The team that owns the underlying friend / chat tech has specifically made improvements to it to support cross-shard friends / chat, while the only "improvement" to LoR's matchmaking breadth is relative to LoL's in that LoR has fewer, bigger (i.e. include more countries) shards than LoL. Unfortunately, we do still need to have at least a few distinct shards, which means separate matchmaking pools.

Still definitely get the annoyance, but hope this clarifies.

/u/Wuuthrad99 so...

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12 Jan

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Hey folks, FYI patch notes covering all changes to Anivia and other cards are coming on 1/22, so wouldn't speculate TOO much until then.

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Originally posted by Nerg_

Is IOS still on the cards? I noticed it was gone from supported platforms at the end.

We don't currently have plans to directly support Mac OS, but we are potentially interested in Mac OS' new capability of running ipad apps on macs (https://developer.apple.com/mac-catalyst/). Nothing concrete for now (we're super focused on OB start and mobile), but we'll let you all know as soon if that changes.

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Originally posted by CarouselKeeper

I <3 the small man

no u

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Originally posted by Scared-Faithlessness

Do we need to register again or will our previous registration be good enough?

Your previous one works!

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Originally posted by SwordArtBlade

This source says closed beta access a day early (January 23rd)... I'm assuming this is incorrect and the earliest we have access is 24th, even if we played in the preview patches? source

Nope, that's accurate! Anyone who played during the preview patches or pre-registers by midnight PT on the 19th will get access at or shortly after 11 am PT on the 23rd. The gates then go completely open at 11 am PT on the 24th.

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Originally posted by ianbits

So they're just skipping the Closed Beta portion, interesting.

Devs already lying on roadmaps Kappa

Big sorry, please forgive.

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Hi! I'm Dovagedys, the Product Lead for "Sets" on Legends of Runeterra.

I think this is an awesome question and want to share some of our thinking regarding future champions.

Over time we hope to eventually include every champion in Legends of Runeterra. There are many factors that determine when we include a champion. The most important factors are gameplay and thematic cohesion. We want the champions to feel like they belong together, play well together, and are fun together. As we begin releasing expansions and add more champions, we want to ensure they’re exciting and fun for players, thematically fit with their expansion as a whole, represent new mechanics, and work well in an ecosystem with all the previously released champions.

As you mentioned, champions are often related to specific regions and we take that into account when considering which champions to include in future expansions. However, I believe there are creative ways to include champions t...

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20 Nov

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Originally posted by Michelob21

Thanks for clarifying. It is amazing your company is so open and communicating with the people here :) Loved the beta and cant wait for the next one in hopefully very early 2020! :)

Of course! We're just happy to be out in the wild with you all :D Will be back with 2020 info as soon as we can.


18 Nov

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    /u/RyscG on Reddit - Thread - Direct

We're on the same page!

Right now they're desynced because we're tweaking things to optimize around the 5-day previews. Once we're in closed beta they should all line up.

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    /u/RyscG on Reddit - Thread - Direct

Originally posted by IYINGDI_WANGYI

Hello RyscG. Would you please share something more about matchmaking in Exp. Mode?

I know that 2 champions deck are always against 2 champions decks. How about number of Trade Picks, Wins, current Lose or others? 6 Wins against 6 Wins?

What's the number of Trade Picks after 6 Wins? I run several trials with 6 Picks but 1 trial with 4 Picks. I'm confused.

Thanks!

Matchmaking is based on number of Champions in your deck, and then sudden death. Losses/trade picks etc are not considered.

The trade picks at 6 wins are getting you caught up to the max number of trade picks you could have had in the run before that, so everyone is the same for that final battle.

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    /u/RyscG on Reddit - Thread - Direct

Originally posted by KotoMaxibon

Is MMR shared between Constructed and Expeditions or is it separate?

Separate.


16 Nov

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    /u/RyscG on Reddit - Thread - Direct

We had MMR based matchmaking in the last preview, but it was tuned VERY loosely, because we wanted to make sure players got into game.

For this preview, we tightened up the MMR matchmaking, especially early on in queue, and added some criteria that prevent players with very few games played from being matched into more experienced players. This latter effect falls off pretty fast after a player's first 5-10 games.

Glad to hear it feels like a more fair experience!


15 Nov

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Originally posted by r_xy

While this seems like a good idea in theory, what makes the execution fail is that the players are simply too exited to see their run rewards to notice the xp boost

Yeah, we are investigating ways of making it more obvious that you are going to get a big burst of XP!

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    /u/RyscG on Reddit - Thread - Direct

Rematches are blocked for a short period of time, currently 10sec in Normal PvP and 50sec in Expeditions.

Depending on when you're playing, your MMR and how many games you've played in that queue, it's possible that no better matches are being found before these expire. FWIW, we should probably increase the time in Normal PvP...I've noted it.

Thanks :)

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Originally posted by gamikhan

I value gold chests as 535 shards cause I value the shards given by duplicates. My argument about why I do this is that there are 150 (3 = 450)different commons and 108 (3 = 324) different rares.

With this high number, the personal value should be the worst case scenario which I would denominate the duplicates value, cause this still assumes you are going to get some that you want but others that you dont want at all which could give you 3 rolls without duplicate shards.

This is how I value capsules and chests: (WRONG DIDNT COUNT UPGRADING, below is updated with upgrades)

Blue capsule 175 shards

Epic capsule 500 shards

Legendary capsule 1525 shards

Wild capsule 1000 shards

Chests (exp value from weekly, not enough information for region specific)

Bronce (value 0 exp) 50 + 80* = 130* shards

Silver (1k exp) 125 + 200* = 325* shards

Gold (1.5k) 175 + 360* = 535* shards

Plat (2k) 3...

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Shard value for duplicates is one way to look at rewards, but it implies that a player only values Shards and not cards. That is a good model for the Limited-only player, but the numbers change quite a bit if you are a hybrid player and place value on at least some cards themselves.

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It is always great to see players figuring out all the math so quickly! From my spot checks, what I see looks right to me regarding your math (though I could have missed something!).

The tricky thing to account for in rewards is the upgrades, though since we have published the upgrade chances then it should be possible to build the table.

Another thing you might want to consider for your analysis is accounting for agency: if you add in a multiplier to random rewards, but not to wildcard rewards, then you can see how the tables change for players that value random content at different levels compared to an equivalent wildcard.

Great stuff!

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Originally posted by sp0otnik

Thank you for the answer! Do we get double the burst exp when doing the second try of the expedition? I won my first one and gave up without doing the second run.

It is all based on the win record of the Trial itself, so yup you get it separately for each Trial in an Expedition