Altombre

Altombre



09 Jan

Comment

Originally posted by Lil-Widdles

Idiot here, is there any major reason players can’t have a choice? I think that your point about the entire map pool being overwhelming to new players is completely valid, but removing the option for any public matchmaking on those maps seems cruel. There are a lot of people who want to play the inactive map pool that don’t have 9 friends who play Valorant, much less 9 friends that can all play at the same time just so we can play on a different map.

A lot of the maps currently in the inactive pool are really fun, and as more maps are released, eventually a majority of the maps will be in the inactive pool. If this is the long term solution, there would be no way for a majority of players to actually play a majority of the game.

My idea would be a box that is checked by default every time you launch the game, put on the UI next to the queue button that says “Competitive Map Pool Only”. Have it there for every game mode (INCLUDING Unrated) that isn’t Comp or a game ...

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Hey, totally a reasonable question. The biggest cost you pay here is match quality/matchmaking for both queues. In this scenario, generally players in both queues for Swiftplay - all maps and compet-pool-only maps - would wait in queue longer for games that are likely lower quality in terms of being balanced teams. Especially if you start also trying to do party balance like avoiding putting 5-stacks against solo queuers, etc.

It's not impossible if both queues are extremely popular, but it falls apart really fast and is pretty difficult to maintain. Queue health is something we internally have to be pretty diligent about maintaining; it feels bad to be in badly balanced games and it feels bad to wait in queue for awhile, especially for a 10-15 minute experience. So, it's all a balancing act.

Comment

Originally posted by pleasefirekykypls

This logic does make a lot of sense especially when the map pool becomes huge

Still, its tough for a veteran player to sympathize that hard with new players, and most players here likely play more than the majority of the playerbase. Swiftplay seems like the best onboarding mode, and probably some of the best warmup modes as well, so I would agree with the decision to move it to the regular pool. However, and this may just be my individual opinion, it would be really nice if atleast spikerush kept the full pool, allowing it to lean further into its wacky and relaxed theme.

I think this is a reasonable take fwiw, it's something we've talked about. We just wanted to try the universal consistent approach first to see how it went.

Comment

Originally posted by pleasefirekykypls

Map Rotation All modes (except Team Deathmatch and Custom games) will use the Competitive map rotation. Current rotation: Icebox, Lotus, Sunset, Breeze, Ascent, Bind, Split

Not sure why they did this tbh. Some people who almost only play comp were already never seeing certain maps, but it was a nice refresh to go into another mode and be able to play them. Now, theyll basically disappear from your mind during the almost 1 year where they're out of rotation.

If the thought is to keep some consistency between the unrated frogs and the comp no lifers, then atleast keep them in swiftplay and spikerush imo. Those are already supposed to be the super casual modes.

I'll miss Haven man..

I talk about this call on the other VAL subreddit here for a bit of context.

Comment

Originally posted by theblazingkoala

If a Riot dev is here, can they explain why a mode like swiftplay or spike rush is now adhering to the competitive map pool? I get it for comp and unrated but the other modes are shorter and not built around the same rules as a normal length game, so why restrict their map pool?

I wager the majority of people can't just get a group of 10 people together willy nilly to do customs on those maps and I still quite enjoy some that are out of rotation but now will have 0 chance to play them in my Swiftplays.

Hey! I can give a little context here. So, first off, this is a pretty simple change and something we'll be gathering feedback on; definitely open to reevaluating this if there's a lot of criticism here. To share some of the reasons why we wanted to pull the entire modes ecosystem into one pool:

  • Right now, the majority of players who play Swiftplay still play it as a side mode, with Unrated or Competitive being their main way to engage with VAL. We've seen feedback from these players that Swiftplay games on maps outside of the map pool can feel "wasted", as they're not relevant to their main game experience, and they're mainly looking for ways to get fast reps of the VAL experience (warming up for ranked, practicing a new agent for Premier, etc.). By bringing all modes into the map rotation, we ensure that games remain relevant for folks who are also engaging in our Unrated/Compet queues, which are the vast majority of players who play these modes.
  • For playe...
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25 Aug

Comment

Hey all! Wanted to clear up any confusion re: the patch 7.04 preview for VAL:

This patch won't go live until next week, AFTER Champions. There are a lot of changes here that we've been testing for awhile, and I want to give some more context around how we're thinking about them:

Regarding timing: This is a big patch that we've been testing internally for awhile now. We're not willing to risk potentially disrupting Champions with a major patch during the tournament, so we opted to drop this patch afterwards to give player...

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11 Apr

Comment

Originally posted by vastlys

I think changes go live in all game modes that Bind is in, but it only returns to comp next act

This is correct!


09 Feb

Comment

Originally posted by two4you8

Agent select timer should be much shorter. No reason why they should take the full time and then locking in a 4th duelist.

This is solid feedback; it’s something we’ve been thinking about too. Thanks!!


10 Jan

Comment

Originally posted by IceHelianth36

Not sure how much it matters, but in the small text above the queue button it's listed as being unrated despite being swiftplay. Glad to see it up though!

Working on getting this resolved - it looks like it's just using the text from our old map-launch queues, which used Unrated, rather than specifying we're trying out Swiftplay this time around. Thanks for your patience!

Comment

We had a mixup here - the Lotus queue is online now, in Swiftplay as it was intended. Sorry about the confusion!

Comment

Originally posted by officialmark-

Seems like they are keeping Swiftplay longer than they initially planned, or maybe even permanent? It was mentioned that Swiftplay was only going to be around between Dec 6th and Jan 10th. However in these patch notes they are saying that Lotus will only be available in Swiftplay for 1 week and then made available to other modes in patch 6.01. I wonder if this was a mistake on their end or Swiftplay is actually permanent now.

You're correct! We're currently extending the window for the Swiftplay Beta to give us more time to gather feedback. In addition, we're adding a Lotus-only Swiftplay queue to give players the opportunity to learn Lotus before it hits Competitive queue.


06 Jan

Comment

Originally posted by Splaram

I think Kaplan said it best on Twitter. Omen isn’t good enough to compete with Astra if he’s limited to one-ways that Astra and Brim can also do, especially when a buffed KJ and Cypher is forcing a more default-heavy meta that also takes away value from his flash. There needs to be more oneways added to maps or this nerf needs to be reverted.

Rest assured we're aware that this is an Omen nerf and we're in the early stages of exploring if there are any buff opportunities to compensate for this (but I can't make any promises - we want to see what the impact of this change is). We felt that the "inside walls red arrow" one-way smokes were unintuitive and unintended, and that we'd rather tune Omen around more accessible and intentional gameplay going forward.

Comment

Originally posted by BiblyBoo

What the hell? What a contradictory statement. In the same breath saying they are part of the game but too hard to play against so they are being removed?

As an Omen main, someone make it make sense.

EDIT: it seems they are only removing “red arrow” smokes that go inside walls. That makes a lot more sense, and fortunately the majority of his one ways smokes are “green arrow” and hang off a ledge. So if those are still around then that’s fine.

Rest assured we're aware that this is an Omen nerf and we're in the early stages of exploring if there are any buff opportunities to compensate for this (but I can't make any promises - we want to see what the impact of this change is). We felt that the "inside walls red arrow" one-way smokes were unintuitive and unintended, and that we'd rather tune Omen around more accessible and intentional gameplay going forward.


06 Dec

Comment

Originally posted by LordDoucheNozzle

Its what people been asking for. For a long time now. It needs to be a permanent mode though

If it goes well, we'll make it permanent! We just didn't want to assume that it'd be evergreen without getting player feedback, so we're using the beta phase to evaluate how the mode does. We're interested in two main things:

  1. Do players enjoy a short core game mode like this?
  2. If yes, is this the version of the mode we should make evergreen, or should we make changes to it?

Keep your eyes peeled for surveys and share your feedback!

Comment

Originally posted by KarwinGaming

It says beta in the picture on the tweet so hopefully this is just to get feedback before permanently implementing it.

That's the intent, yeah! We're hoping that some version of Swiftplay ends up feeling right for the game long-term, but we very much want to leverage player feedback around whether

A) Y'all want this mode to be evergreen B) This is the version of the mode you want (or if we should make changes)

Keep your eyes peeled for surveys coming your way, and share your feedback!


02 Feb

Comment

Originally posted by Skull_Reaper101

ohh did they release this info somewhere? I saw in patch 4.0, they had written it's coming in 4.03

That was me! It’s 4.04 now, timelines shifted a bit :)


01 Feb

Comment

Originally posted by Skull_Reaper101

They said yoru rework was due in 4.03 afaik

This is an unfortunate case where my first post saying we were aiming for 4.03 got noticed, but my follow-up post clarifying that 4.04 is the likely launch patch didn't.

Yoru's rework will be releasing in 4.04, not 4.03!


11 Jan

Comment

Hey, I was the one that communicated this in a thread the other day. Just as a reminder, this is still TBD - there's a very good chance that this pushes out another patch to 4.04, pending on bugs/clarity/prioritization. In general, we like to lean towards transparency when we can, but that also can generate additional confusion or frustration when those timelines don't pan out like we'd hoped.

At this point, the big takeaway I'd take from this is "Yoru changes won't launch during patch 4.01 or 4.02, but we're trying to get them out ASAP." I think 4.03 is aspirational, but Act 2 (4.04) is probably more realistic. Just as a heads-up!


08 Jan

Comment

Originally posted by tbone603727

I don’t suppose I could convince you to give a ballpark on when to expect yoru changes?

We're currently aiming for 4.03 for the Yoru changes, assuming all goes well!

This transparency always comes with a bit of a disclaimer that it could change, but that's the timeframe we're shooting for right now.

Comment

Originally posted by Kawaiiwaffledesu

No agent changes coming next week?

Agent changes will be spread out over a few patches!

Comment

Originally posted by Ash_Killem

Some good changes but the notes are still a bit light. Need agent changes especially before VCT starts.

And I say it every patch notes and will continue to say it.. where are the DM updates?

Agent changes will be spread out over a few other patches!