Legends of Runeterra

Legends of Runeterra Dev Tracker




03 May

Comment
    /u/Cashmiir on Reddit - Thread - Direct

Originally posted by Seba7290

Super interesting read. I love getting insights into Riot’s creative process - both on this game and on League.

Glad you liked it! It was the first time I've been able to work with the LoR team, and it was really delightful. They're incredibly talented. I hope I can do more of these in the future!

Comment

Originally posted by [deleted]

[deleted]

Great question! The best way is through our support portal: https://support-legendsofruneterra.riotgames.com/hc/en-us

That way those tickets will get to the right teams with all the right info too. Thanks!

Comment

Originally posted by TB-124

Yes, it’s easy from home, but as you said the resources are the smaller problem for the Devs...

First of all communication is more limited then when they are all together in the office, also you should know that it’s way easier to get distracted from work when you are home and most of the devs have families so it’s hard to focus

TB-124: Yes!

Comment

Hello! Thanks for the thoughtful message and the feedback. I’m always so impressed with the amount of positivity in this subreddit, and I definitely appreciate the constructive feedback/criticism. We are in this for the long haul!

My main focus is on gameplay, but I try to keep aware of the whole state of the game. I looked through and of the bugs you mentioned in your original post are on our backlog and will get addressed. One of the tricky parts of dev is the fact everytime we build a new feature we find or introduce bugs. Bah!

I will also agree that if you were a dedicated LoR player before 1.0 then there might not feel like there were a ton of new features in the last patch. Trust me we do have tons of new stuff planned for LoR this upcoming year and some of it I’m really excited and I think you all will be too!

Thanks for your patience and for playing. Please keep the feedback coming too. I’m glad you all just want LoR to get better and...

Read more
Comment

Originally posted by Tandyys

I guess my mastery of nuances is also baffling :-D.

I meant it as a praise (first time was your 'state of the meta' statement). Nothing I heard wasn't to my taste, it's quite the opposite.

It's the game that isn't really sticking with me. LOR is a fantastically well done game, I absolutely don't question the choices made (well ... some, but that's marginal), and I am in awe of how well you guys do what you do. But I'm afraid it's not what I enjoy.

I think design space is too small // granularity too large. Gameplay is too much synergistic, self-centered, and the balance between ingame decisions versus pre-game decisions is too much skewed toward pre-game decisions. Basically, too much MTG-like. End result is interactions with the opponent matter ... not that much. And the game becomes repetitive too fast.

I prefer 'muddy' games where your plan (eg deck) doesn't 'simply work', neither does your opponent's, and the largest part of the game is how e...

Read more

Thanks for taking the time to reply!

If players feel like in-game decisions don't matter enough, we've failed. Mastery can't just be deckbuilding. This is something we think about a lot, and we've seen some (but not complete) similar feedback from the highest level players as well.

I do think decks will still have clear "Plan As" to a higher degree than you see in some other games just due to how often the game drives through Champions, but we definitely can provide more ability to gear-shift / pivot in-game too.

Comment

Originally posted by Tandyys

This is the second time I'm just baffled by u/RiotUmbrage (in two occurences). Some more and I'll be considering starting a cult.

Feels like the insight and vision is three steps beyond what's usually considered 'good'. The statement on esport for example (goal is to have games that last for tens of years into hard skill ceiling into esport as a way to value mastery of the game) is just wonders.

I'm just sorry that ends in a game that probably won't fit my tastes -_-

Is baffling... good? D: What did you hear that wasn't appealing to your tastes?

Comment
    /u/RiotExis on Reddit - Thread - Direct

Originally posted by Scatti94

Happens when lee sin levels up after the first spell. This is a bug and i think it will be fixed next patch. (In about 1 week)

Yep, next patch.


02 May

Comment

Originally posted by ZGiSH

Man you don't know how much I appreciate that the dev team is taking into consideration consistent syntax. It's one of the best parts of Magic that other games could learn from.

We absolutely value consistent syntax, but we also have accepted much tighter text constraints due to things like:

1) Font and textbox size - Localizing for all languages+the size of card text we're excited to put on phones. 2) Card complexity - We have more 'live' cards in hand on average, which results in more cards in play

That's a major reason why you see us experimenting with text that often reads less naturally. While it's awkward to read initially, if players can understand it still, it gives us a valuable shorter template that we can consistently use moving forward. Otherwise we just don't make those cards.

Comment

Originally posted by Dakidmen

My problem regarding all this issue, is that if you don't have phases, I should be able to summon and attack whenever I want if I can correct ? I can't do things like summon attack summon attack, which would be weird if it happened..

And when its the enemy's turn, I can't summon to block if they go straight to attacking.

Sorry I didn’t mean to imply we don’t have phases at all, what I meant was that that our phases don’t follow a linear patch the way other games do (MtG being the best example).

And I totally agree that being able to communicate the state your in (example: Can I summon a unit?) is not totally intuitive and I wish it really was. That said I’d love for you to play some more and hear more of your feedback.

I think our game is awesome (obviously!), but I do think there’s a pretty steep learning curve that I would love to be able to smooth out.

Thanks for the feedback and for playing!!


01 May

Comment

Originally posted by Kuro2810

Thank you for working for stuff like this which may seem trivial but we actually care about them!

We do too

Comment

I assure you that you are not dumb. Its a bug that we're going to fix. Sorry!!!

Comment

"Armed and ready!"

Comment

Right now we do not support LoR for MacOS. We are on Windows, Android, and iOS.

I know there are ways to stream from other devices to Mac, but I haven't actually tried it out.

Comment

As others mentioned we don't have strict sequential phases like Magic. Things are a little more free form which can be tricky to get used to for sure. We actually tested different types of phase or more like action indicators during development and they generally just 'caused much more confusion.

Comment

No, you are awesome!


30 Apr

Comment

Originally posted by DrayanoX

Can you make it so that we can change our language on mobile instead of having to change our entire phone language ?

Also bonus points if we can get 60 fps option on mobile.

We are looking into per app language settings to make that possible.