Legends of Runeterra

Legends of Runeterra Dev Tracker




23 May

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Originally posted by Carveo

Yeah sure, I just think it's important to give feedback about this. Especially since this kind of issue should not have passed through beta test imho (moving units to attack position or back to the bench is a major part of the UX here)

I, personally, felt the game’s was ready to ship to you all without rearrange attackers and other features. Apologies if you felt that wasn’t the right decision. We will get there!

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This is definitely functionality that we want to add.

In the meantime a really fast way to setup your attackers is to click/tap and hold on the unit you want all the way to the left and then drag it on to your other units in the order you want them. When you drop them in the attack row they’ll be in the right order.

We will get there and I hope you all are patient enough to stick with us!


22 May

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Congratulations!

I'm absolutely dreadful at Expeditions and have always been bad at drafting in any card games. I remember the only time I ever got 7 games in HS was having a friend literally sit next time and tell me what to draft and why.

Edit: You've inspired me to do an expedition run later today


20 May

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We do have a fix incoming for some issues we were having with scrubbing and playing on mobile. I’m hoping that’s the platform you’re on and that this fix will help. Apologies!

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While not exactly this, the 1.2 patch has an emote that suits your topdecking hopes


19 May

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Originally posted by halpenstance

I'll send this in a feedback report as well, but something worth trying to replicate stuck cards is have someone hovering their cursor over the oracle eye while the opponent declares attackers/blockers, then pulls them back, then declares them again rapidly. It's gotten cards stuck in weird spots often for me.

Thanks!

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Originally posted by avian_corvo

This seems like a good theory. I've also had this bug yesterday and the blocked targets were also in the middle. It seems to apply to attacking enemies as well.

That's helpful, thank you!

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Originally posted by Chusta

Hard to imagine. A lot of times why these things are so hard for developers to fix are because of how edge-case they are. If this was happening on every game or in some consistent way, then it would be really easy to pinpoint. If we even had like 3 examples of this it would probably make a lot more sense.

As it is with the knowledge we have, it’s really hard to guess.

One extra clue of weirdness To notice though is that the units are being highlighted properly. So the targeting system thinks they’re possible targets but the part that’s failing is the validation before it lets you click them. So it thinks they’re possible targets but not valid ones and so it cancels the click. (Or it doesn't think you're clicking on them at all)

This right here is the prime clue we're operating on at the moment! And you're right, we're having a helluva time reproing this thing... but I do think I know what's going on. Like someone said below, as with many bugs it's dumber than you could possibly imagine.

You've probably seen a post or two like this one. Now imagine if that damn stuck card were invisible, but still blocking your targeting.

Only recently came up with the theory but think it holds water... hopefully we'll be able to find a fix shortly.

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Originally posted by ClumsyPineappl

Maybe use it similar to Heimer's "I just topdecked lethal" but when you literally only had 1 out?

It's in here! :D

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Originally posted by The__Inspector

Wait Thrall is verified riot? Cool.

"Well Played" :)

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That’s incredible!!!


18 May

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Originally posted by homanh

Can you also consider allowing buffs to target them?

Wne you have a champion on board the other card becomes a spell, perhaps during targeting they can temporarity show as the original card so you can buff them. I was watching Strifecro's stream and it really hurt his ionia buff deck.

Yes! This will be updated in a future patch

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Originally posted by MiragesMaster

Thank you and the team for making a fun game!

-Fellow game dev (Ubisoft, but hey, that counts, right?)

High five!!! Ubisoft definitely counts! I love so many Ubi games too


17 May

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I think that’s a great idea. I love the idea of more options for friend play. Thanks for helping teach LoR to others!!!

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Originally posted by KFCTeemo

And a way to see if their stats are buffed too.

That will be updated soon!

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Originally posted by Syyrus

I like the iOS version. It’s a very stable app. I can move to another task and open at anytime and my original screen stays the same, I don’t need the app to be constantly restarting. Really makes it feel solid.

Our engineers, qa, services, etc, etc people. they all kick ass! Thanks for the kind words!

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Originally posted by pasturemaster

Didn't actually delete my deck, but was close to it.

phew!

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Originally posted by ZyrxilToo

The entire UX outside of matches is fairly poor. The VS screen layout is unnecessarily similar to the Collection layout even beyond the Edit/Delete buttons. The fact that it's easy to confuse the two at a quick glance is poor UX.

Play should be a drill down menu, where you need to click Play and then for match type and then choose decks at a sortable deck selection screen, in that order. No choosing a deck without confirming match type beforehand. The Edit button should be removed as well; too much duplication of functionality.

Collection should have sortable (not just filterable) card/deck screens, and "New" marks on cards so you know what you got from recent chests. The Import Deck and New Deck buttons are very strangely not placed next to each other despite their similar functions. The deck builder should be more similar to online deck builders, letting you add cards you don't own. It's also way past time Riot fixes the bug where clicking the area next to "Done" ...

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Hey u/ZyrxilToo I'm replying on this post since it has more upvotes and is largely the same as your second reply. Thanks for the feedback. I appreciate that it is well thought out. While I, personally, disagree that our out-of-game UI is "poor," I totally get why you think it is and that's important. First rule of UX is "design for you user" and the second rule is "you are not your user."

Some of the easier things that you addressed in your posts will eventually get fixed or added as features, but like I said elsewhere it is difficult for me to give any kind of timeline. Also one thing I'll say in defense of our UI is that we are trying to design for a lot of different player types in a lot of different regions while being consistent for each platforms since so many of our players use mult...

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Comment

Originally posted by NoahAtrid

Yes this is bad user experience. Muscle memory is a thing and two buttons that look the same, are in the same position (although in different but very similar screens) and that do completely opposite things will lead to unwanted actions and result in a lot of misusage in my perspective.

Edit: I've almost deleted decks a lot of times because of this :)

I agree that muscle memory is definitely a thing and we are playing with fire that those buttons look so similar. Thanks again u/NoahAtrid!

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Originally posted by NoahAtrid

No worries Jeff you' all are doing an amazing job!

Yes there are quite a few Ux/Ui stuff to improve but that's going to be adressed and with you at the helm I'm not worried!

Thanks!!!