Legends of Runeterra

Legends of Runeterra Dev Tracker




14 Dec

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Originally posted by Lareyt

Oh, I didn't know that. Now I have to choose between the, in my opinion, overly explicit "/s" somewhat killing the joke and potentially leaving people out of the joke? Why does shitposting have to be so hard?! :(

Also, welcome to MajiinBae's stream, I hope you enjoy your stay! <3

hanks! And I think /s comes at the end so it often works to get the joke anyway before seeing it. Putting the joke in quotes often works tool.

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Originally posted by Lareyt

At least someone enjoys my sense of humor! <3

Just so you know, flairs don't always display by default if browsing on phone .

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Different types of patches require different thresholds. For example, any change to card text has to go through multiple layers of translation and localization which has a very different set of timetables than changing a number.

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Originally posted by kintsugi--

First of all, thanks for such a thorough response! I have only ever made more indie-type of games and worked on a small scale server/data assignment that tracks records etc for college. And I know when we had to update something, pushing live was not much of an issue. BUT it was for only one platform as well.That actually makes more sense now, and I completely overlooked that. Compatibility issues. So many different devices you all have to worry about other than just something like PC, and makes sense why it would take longer to test across all of them.

Normally I'd agree with what changes to make or test, but I feel like with CS it was kind of obvious what to change. Because it is a card that even if not performing that well, is not very fun to go up against. And sometimes it still is not, if they get a lucky squirrel and get the mana down. But I could see the part where you think about other stuff to nerf with it to make the things it beat not become a power house suddenl...

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No problem. If it involved a text change that'd also involve localization across multiple languages and then QA'ing all those too, so it can add up really quick. Often a small indie project (which I've also worked on) is much faster - espescially if it's PvE oriented. A path of champions change for example is a bit lower stakes than PvP because the balancing point is inherently less precise.

If a given adventure ends up a bit easier or harder than intended, that's not a big deal - hard adventures and easy adventures can both be fun as long as it's in the same general ballpar. A small percent change in win condition matters way more.

When I worked on Faeria the technical hurdles to push to live for a single platform were much smaller (and the quality bar of optimization wasn't as high as Riot's) but the game design side of figuring out and testing the right balance point was still pretty time consuming. :)

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Originally posted by kintsugi--

Not to be rude, but the fix you would need to make code wise, would be very simple. Do you mean worked hard because there was other stuff they needed to do/prepare for, as well as push this patch out after and make sure things would not break? I'm just confused, because changing just the mana costs should not be too hard. I'd imagine removing attune would be the one requiring to do a bit more. But yeah, I'm just curious what the hardest part is. I'd imagine it has something to do with how you guys push something live, and not the code bit being changed for cards.

Very simple code-wise. Not so simple in process.

Every change we make needs to go through a build process that takes hours (like most game development) before it can be tested in a full version by QA on their machines on various devices. If I make a change on Monday it likely can't get tested until Tuesday morning. If something isn't correct, then we have to go through the cycle again. A simple change can have a minimum of 1-2 days of turnaround even if things already go well, which means getting stuff in earlier.

Additionally, we have to figure out which changes to make. What's going to be best for improving the meta with minimum disruption to the players that like the card or decks we're affecting? If a deck is the problem, should we hit multiple cards a little in that deck or one card a lot? Which one? Even in the case of Champion's Strength being a clear target, how to nerf it? Should we lower the stat gain? Increase the mana cost? Both? Change the keywords? May...

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Glad you like it. The team worked hard to get it in before break. :)


13 Dec

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Originally posted by jonathankayaks

Won't tell but will screenshot and pass along xD

*strokes goatee*

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Originally posted by Shrrg4

You have security on campus?

Yup. At every entry point.

We also have falconers and falcons. Or hawks. Not sure which they are. They kill pidgeons and make passive aggressive comments

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Originally posted by DamnyKap

I just sea an “I c(sea) god” and nothing else im lost :D

Here’s a hint;

:)

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Originally posted by Edwerd_

i dunno why i miss the dragon picture, should've picked A Sol :(

He’d wouldn’t have taken it well

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Originally posted by LegendaryW

True. It should have been called 2 Eyes of God.... 0 0 after all

0_0

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Originally posted by DiemAlara

Because Nagakabouros sees all!

But she has her eye on Illaoi.

Aww. :)

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Originally posted by Waterstealer

i have seen the face of god and it was a kappa

"Why is he smiling?! What does he know?!?"

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Originally posted by Edwerd_

Bruh you look older than me while both of us are shaved i actually look like a kid in comparison LMAO

I'm only a Zeeble online.

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Originally posted by JiN88reddit

Because the concept of 0 means the inconsequential existence of god: It exist but also does not exist and hence therefore does not exist and does so exist.

Or just 0.0 googly eyes.

I love googly eyes.