Legends of Runeterra

Legends of Runeterra Dev Tracker




23 Jun

Comment

Hi,This was a topic we did a lot of consideration on. The game has timeout protection in only two places, during patching and during matchmaking. These two screens met the criteria of (a) it is a non-interactive event and (b) it comes to an end after a set time all on it's own.

During a game (b) is not a guarantee. Vs AI games are not timed at all. In PvP, maybe your opponent is doing some Cloud Drinker combo shenanigans. We didn't want to leave your phone vulnerable to battery drain or to security issues because you set it down in the middle of a Vs AI game and forgot about it. In general, LoR's round structure also makes it very interactive, and for those time where your opponent may be thinking, we instead focused on giving you more interactive things to do, like petting your Guardian or sending your favorite emote for that situation. (Are you a Heimer, Quinn or Gangplank? Quinn is my favorite.)

Hope understanding our philosophy on this gives you some context abo...

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22 Jun

Comment

Originally posted by PoorOldMoot

I'd say whatever the situation, if there's a selection to be made, the option to cancel should always be available. And of course the experience should be unified across platforms, but that goes without saying, in my opinion.

Edit: another opinion, canceling twin disciplines is not that troublesome, although I suppose it could have a slightly better experience if one could cancel before selecting the mode.

Thumbs up!👍

Comment

Originally posted by PoorOldMoot

I have another gripe with the mobile version: there are times where you cannot cancel using a card where in the desktop version you can do so by right right clicking the mouse while the card selection options are being diaplayed. Example, playing a level 1 Twisted Fate, you must select one of his cards on play (blue, yellow or red card) and there's no apparent way to cancel playing him on mobile once youve dragged him into the field.

Hi u/PoorOldMoot - Thanks for bringing this up. There's definitely some inconsistencies with how Twisted Fate works when you summon him. By design you should not be able to cancel after you summon him, but before you choose the destiny card. But I agree it is kind of weird you can when you can cancel Sejuani in a somewhat similar situation.

In my own opinion the easiest thing would be to change Sejuani so you can't cancel her summon so it is consistent with the others. Like I can't cancel summoning Teemo (and why would I?). That said I think as players it feels like I should be able to cancel since I have this moment to make a choice (picking a destiny card, picking a unit, etc).

In any case, I'll see what the team thinks. I still the larger fail on my part for the mobil...

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19 Jun

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Originally posted by Misterbreadcrum

Oh that’s fine cause he’s in all my decks

You have great taste!


18 Jun


17 Jun

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I strongly approve.


16 Jun

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Originally posted by DivinityOfPhilosophy

I think the Round Start could be more easier with two steps:

-No more Delayed - Board Effects being two different things. Because If P2 played last round a Sappling Toss, the P1 Ember Maiden always will kill the 2/1.
That's the whole point of why I need to make a big post with a lot of informations and examples besides just put "If you click End Round you're going to be the first to resolve your Round Start Effects".

-Or keeping this way, but having more clarity about those rules.

The several issue I had is "how to determinate what matters and not matters" to Round Start. A lot of people made comments like "you can reduce this to a sentence" ignoring the fact that with no clue I start to guessing some bizarre stuff like cards in hand or even if having more units matter.

Once I "figure it out" the order is P1-P2 with who last click end round matters I was so relief. And then I played a Pick a Card and don't being P1 triggering the "delayed effect...

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I think making this clearer to players is a good idea. This post was as useful to us on the dev team as it was to all the folks who chimed in!

You didn't come across as hostile at all! Your English is excellent, you say you don't speak it... but you sure do write it. And happy cake day! :)


13 Jun

Comment

Originally posted by Pandaemonium

Thanks for the research, DivinityOfPhilosophy!

u/RiotExis could the Player1/Player2 determination be simplified so the attacking player's effects resolve first? That would be much easier to remember (and explain) than basing it off who initiated the last action stack.

Sorry I'm so late replying! And my answer won't be very satisfying: I don't want to step on the design team's toes so I'll keep it general.

The responses to your comment do a pretty good job illustrating the tension around complexity! Sometimes more layers of deterministic (or narrowly probabilistic) complexity can add meaningful strategy, but sometimes it's overwhelming, or worse it's uninteresting. There's a balance to find where things are still straightforward for players to learn and retain (and evaluate in the moment).

The trickiest part is that everyone who responded to you is making good arguments... because the right balance is different for different players! It sounds like u/Lareyt is excited by the extra layers of decision making, while you and ...

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