Legends of Runeterra

Legends of Runeterra Dev Tracker




07 Nov

Comment
    /u/RyscG on Reddit - Thread - Direct

Originally posted by congealed

I understand that; is 3 extra rares and a little extra dust each week enough of a difference to make up 25% of a collection?

Fair question...I could have been clearer.

Hitting a Level 13 Vault gets you the increased rewards you're pointing out, but it's also a useful benchmark for how much XP got poured into region rewards each week. A lot of the delta is coming from so much more progress on region rewards each week, rather than the Vault directly.

Comment
    /u/RyscG on Reddit - Thread - Direct

Originally posted by sp0otnik

I wonder how we are supposed to get epic cards ? If I'm reading that correctly finishing one region gives 7 epic cards/wildcards which seems to be a low source. And you cannot have epics with a chest (only if the reward "upgrades") ? I dont know how many epics cards are in the game but it seems impossible to unlock all of them without paying / luck. They didn't announce the rewards for the "expeditions", that might be the best way to complete the collection.

At least you can have a guaranteed champion card each week.

I wonder if they will be adding Twitch drops for chests/capsules. Or will they only do that for cosmetics ?

A lot of Epics do come from upgrades, and they can also be crafted with Shards.

We'll be carefully watching the breakdown of rarities players are getting, from what sources, and lining that up with rarity usage in decks. It'll never be perfect because there's variance in how many of each rarity a deck needs, how players choose to spend Shards etc, but we'll do our best to make sure that rarity feels liked you'd expect. Commons shouldn't really be a problem, Rares should come pretty easy, Epics you probably have to chase a bit, and Champions should be pretty special.

Comment
    /u/RyscG on Reddit - Thread - Direct

Originally posted by Pvpal1221

While I'm a huge fan of the idea that you can obtain the whole set without paying anything, I hope they've given a lot of thought to catch up mechanics to players that don't start day 1. One of the biggest issues cards games have after a few sets is barrier to entry. Normally this can at a minimum be overcome by throwing money in to the game. If you can't do that to make up for the time you missed, it's going to be really hard for newer players that come in after two or three sets are released.

We're definitely thinking about catch up mechanics.

We're still deciding exactly what we want to do, and I'm sure it will evolve over time as well, but we want players to be able to join at any point and feel like they can fully enjoy the game.


29 Oct

Comment
    /u/RyscG on Reddit - Thread - Direct

Originally posted by CueDramaticMusic

Shame we don’t have any numbers for that vault yet.

We've seen a lot of players estimating rewards for the vault and more, so we're going to release an article with hard numbers. It'll cover region rewards, the vault, our estimates of how much players will need to play to unlock the full set and more.

We're committed to providing equal attention to players around the globe wherever possible, which means I unfortunately gotta keep you waiting for a little bit until we can get the thing translated into all our global languages. Expect to see it next week.


21 Oct

Comment

Originally posted by [deleted]

Sorry if I am late. I just wanted to ask a small question on point 3.

When I played Hearthstone. I enjoyed it a lot. I quit the game due to it’s monetization practices. I liked the game A LOT. I didn’t however like being forced to buy essentially the solution to the the problem they created. The problem being I need x cards to be competitive. The solution being locked behind like a 40$ paywall and considering for what I got, is high way robbery.

To be clear. Will all cards be able to be obtainable for free? So like if say Vi comes out, under no circumstances would Vi only be obtainable through $$$? (Or insert any other champ, legendary, rare, uncommon, common, etc card) All cards will always be able to be obtained through non monetary exchanges, player plays game and through gameplay is rewarded and can use reward to pick any card they want with the wildcard system or w/e it will be called should it be named differently?

I just wanted to get clarification o...

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Hey there!
I appreciate your comments, and hopefully I can allay your fears! All of the cards in the game will be obtainable over time for free, be that through getting it from a capsule, using a wildcard, or using shards.

Various cosmetics may have different rules and the purchase options might be more narrow, but we want all gameplay content to be available even if you never spent any money.


19 Oct

Comment

Originally posted by cefeloth

where do we find the full artworks?

There’s an eye icon on the bottom of the expanded card view if you want to see them while in game.

Comment

Please submit a support ticket for things like this! As many specs you can include to help us reproduce such things are appreciated.


18 Oct

Comment
    /u/RyscG on Reddit - Thread - Direct

Originally posted by [deleted]

[deleted]

Our quests generally don't require winning. Winning is inherently more efficient because of the increased agency you have in game, but you can make meaningful progress when losing.

Comment
    /u/RyscG on Reddit - Thread - Direct

Originally posted by hororo

Your analysis of the paid advantage seems reasonable and the mitigating factors seem fair. The actual effect of the mitigating factors will depend on the numbers (for example I'm sure most developers intend for many decks to be competitive, but actually achieving that is difficult, although an active balance cadence will hope).

With regards to XP efficiency, one thing I really hope is that efficiency is not determined by games per hour like Hearthstone, because that means the optimal efficiency strategy is playing the best aggro / fastest deck over and over, and that gets boring.

I want to see what we can do about at least mitigating the efficiency of playing the fastest-possible deck. We've talked about this some and it gets pretty gnarly when you start thinking about how to abuse any of the systems that would really help.

We have a design that I think will help, but not sure deck speed will be entirely removed as a factor.

Comment
    /u/RyscG on Reddit - Thread - Direct

Originally posted by srulz_

For your 1st point, thank you. Your reasoning makes a lot of sense, and it's good to know that it's a major goal.

For your 2nd point, can you clarify a bit on what exactly do you mean by the "lackluster" feeling? It just seems to introduce unnecessary RNG to the reward system, something that you have clearly stated that you would like to avoid. Basically if you try to finish 1500 dailies only every week, it means that you have a half a week (3500 exp = 3.5 days) extra from the rest of the players, which is a huge advantage.

Just to give you an example. Today I got a 500 gold quest "play x colors" in MTG:A, which is in my current best deck (Golos Fires) colors. Somehow I managed to painstakingly win 4 games (2 BO3 matches) without actually finishing that quest. Now I really enjoy this deck and want to play more, but it's not optimal for me to do so, so I'm going to just turn off the game and wait until tomorrow for the quest reroll. Basically I really want to play, b...

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For a lot of players there's an excitement to getting quests that are more valuable than normal...it's a nice mini-jackpot moment for them. As for RNG in the reward system, we're trying to strike a balance, not avoid it. A lot of the rewards you earn in LoR have some element of RNG to them. It's what you buy that has no RNG.

We can see a lot of the behavior you're describing by looking at what players re-roll, when they log out compared to active quest progress etc. A fairly major difference is our ratio of XP from quests and XP for playing biases much more to playing than genre norms. There's still an edge for trying to reroll for only 1500s, but the EV on the margin just isn't very high (100XP when a PvP game win is 250XP).

For your new questions:

  1. We've got a couple different directions, we still need to decide which to pursue. Can't share more yet.
  2. We don't sell packs. Real money buys Wildcards directly, up to a stock cap each week (...
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Comment
    /u/RyscG on Reddit - Thread - Direct

Originally posted by [deleted]

[deleted]

We'll be doing at least one full reset, but any money spent will be re-granted as Coins. So if you spend $5 now, you'll have a fresh account with $5 of Coins on it after any reset.

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Originally posted by s00pahFr0g

I played a game against Riot Dovagedys earlier today. Is that one of you?

Hi S00pahFr0g! Great name.

I am on the LOR team!

What deck was I playing when we battled?

Comment
    /u/RyscG on Reddit - Thread - Direct

Originally posted by [deleted]

[deleted]

We'll have to see how the quests we've created for LoR work out. We fully intend to curate them and add more over time.

As a last note, we want there to be non-trivial XP on losses. Right now it's pretty paltry because we don't have protections in to avoid abuse cases, but once we have those, legitimate losses will be a decent source of XP.


17 Oct

Comment

Originally posted by ProbablyTriggered

This is a little late, but if we have access to the announcement preview patch will we retain that access come the expeditions preview patch? Loving the game so far and excited to see it grow!

Yep, you'll continue to have access for the next one!

Comment
    /u/RyscG on Reddit - Thread - Direct

Originally posted by [deleted]

[deleted]

Thanks for going into it a bit more!

We definitely don't want people feeling miserable if they didn't play for a day. The current quest system will let you bank up to 3 quests, so you only have to play every three days for totally optimal XP. We have ideas on how we'd take this further in the future if needed.

How much quests warp gameplay and in what ways is something we have thought about a lot. We've tried to make our quests generally aligned with winning, though if you're REALLY min-maxing them, it can still lead to some odd plays. We're trying to strike a balance for the people who love them as inspiration to try something new or only want to play a couple games a day (this is a lot of players), and those who'd rather play their own way no matter what.

While it doesn't totally solve the feeling that there's value on the table, our game-win XP is very high relative to quests compared to genre norms. Hopefully this helps at least a little.

Comment
    /u/RyscG on Reddit - Thread - Direct

Originally posted by nguyendragon

Thank you for your response. I don't know if it was communicated somewhere but I'm just worried that it will set false expectations on users only to be disappointed comes open beta time.

We tried to make it clear in the pop up that happens after the tutorials when you get the wildcards, but I don't think we were explicit enough.

Trying to compensate by working it in where I can answering questions. Apparently in all caps sometimes..

Comment

Originally posted by doppelgangerforpeace

Is there a "best way" that someone in the dev team enjoyed leveling the most? For instance doing every faction 2 levels at a time or just trying to get 20 on the the best faction (piltover & zaun)

I'm most drawn to Piltover/Zaun, so I end up spending most of my time there (with occasional excursions to other parts of Runeterra.)

Fun story - pastrytime played so much on one of our early iterations that he went went past all the available levels and broke the system.

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Originally posted by The_Real_HeXed

Wait Wheel of Time has a CCG?? Iv read the books like 4 times at LEAST.

I love Brandon Sanderson

This team has the most obscure collection of CCGs I've ever seen. I had no idea there were so many.

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Originally posted by LastDreamy

First of all thank you for this amazing game!

Do you have a roadmap in mind post-release for the game? What kind of content can we expect and will it be seasonal or permanent? Will the game offer a campain or some kind of adventures to explore Runeterra's lore? Thank you so much!

We have an early roadmap

up on our website, which covers the first two preview patches as well as early 2020!

tl;dr - Our next preview patch will focus on Expeditions, our take on a limited draft mode. Will also include constructed, and everything currently available in this preview as well. Early next year, we'll be back with closed beta, which will include ranked and a new set of boards and guardians.