Legends of Runeterra

Legends of Runeterra Dev Tracker




12 Jan

Comment

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.

Comment

Originally posted by ianbits

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

Devs already lying on roadmaps Kappa

Big sorry, please forgive.

Comment

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

Comment

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

Comment
    /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

Comment
    /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

Comment

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!

Comment
    /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 :)

Comment

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.

Comment

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!

Comment

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


14 Nov

Comment

Hey there! We wanted to make completing a Trial be a milestone, so what we did is decrease the end of game XP on wins and losses for Expeditions while adding on a big burst of XP at the end of a Trial depending on how many wins you got. This will happen both in Expeditions as well as Open Play, so get those wins!


08 Nov

Comment
    /u/RyscG on Reddit - Thread - Direct

Originally posted by Rhemyst

Alright, I'll just shuffle them around.

Also, there is the question of extra bonus shards ? This can upgrade has well, right ? :p

I don't believe so. I looked at the loot tables and unless it's hooked up in a way I don't understand (which is possible), there's no upgrades on shards.

Comment
    /u/RyscG on Reddit - Thread - Direct

Originally posted by Rhemyst

Wow. To be honest, I didn't expect to get an answer. Thank you so much !

These numbers do look fairly generous indeed, and I understand they are going to be your main adjustment variable when it comes to "metagame-evolution-pacing".

Well, op has got to deliver now ;)

Actually, there is still one information missing: the order of the region reward. I believe they are not in expected value order ?

The region reward order is not exactly the same for all regions, because some rewards are swapped around by a position or two. It's never a huge difference and the total content lines up every 4 levels.

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    /u/RyscG on Reddit - Thread - Direct

Fair enough :).

We debated a bunch whether we should just include the upgrade rates in that article, but we were hesitant to. The upgrade chances are among the least confident tuning values we have, and, to be honest, is probably one of the most likely places we'd take value out of the system if we need to buff something elsewhere (or if, hopefully not, we've just overtuned things). While we can, and will, communicate that kind of change, it usually causes a bunch of confusion despite our intent to be clear. We wanted to see how much interest there was in the upgrade chances before signing us and players up for that.

Clearly there is an interest to see them, so I'll share them here. That said, THESE COULD DECREASE IN THE FUTURE! These may be overtuned or it may be that the reward value will better serve players elsewhere in the system.

Reward Upgrade Chance
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07 Nov

Comment
    /u/RyscG on Reddit - Thread - Direct

Originally posted by Orconem

I don't know if Riot is reading this or not but one of the things I didn't like was that some of the quests required you to own certain cards, such as "Win a game with Lucian and Senna in your deck". Even though they can be rerolled requiring people to own certain card(s) in order to complete quests feels really bad if you get one and don't own that particular card. You should be rerolling because you don't want to do the quest, not because you can't do them with the cards you have.

Each of our quests has prerequisite criteria that check against your collection before you can be granted that quest.

For examples liked the one you've pointed out, if you get that quest and don't own one or both of the cards it's a bug and we'll fix them as we find them. For more nuanced cases like a quest to do Overwhelm damage, it may just be a tuning problem since it's debatable where the bar should be there.

Comment
    /u/RyscG on Reddit - Thread - Direct

Originally posted by Steelkenny

WHY OH WHY is the level 4 vault Bronze Silver Gold and not Silver Silver Silver. The pattern is PERFECT except for level 4. Rito pls.

You have no idea how much this bugs me...but in terms of actual value break down this is the better way. Sigh.

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.