Am1t8

Am1t8



17 Jul

Comment
    /u/Am1t8 on Reddit - Thread - Direct

Originally posted by P3n4t

Playing the game mode is fine. It's loading the client to see that stats is where the problem happens

Hi,

End Of Game, to be honest, is not optimal right now, and we are seeing a spike in some of the metrics we are tracking. This has been the case for a while now, and we are going to continue investigating.

We have multiple folks, from both league client team and others actively working on resolving these issues, and we are going to continue to get EOG in better shape over the next couple months.

Thanks,


05 May

Comment
    /u/Am1t8 on Reddit - Thread - Direct

Originally posted by 420-IQ-AUTIST

When we first launched the survey, we had 50% of players Very dissatisfied + dissatisfied with the client in these regions combined. Today, we have seen over a 10 % drop, so this proves the client on a global scale is better. So now is 39% Very Dissatisfied + dissatisfied good enough? heck no, we still got work to do.

So was there additional context data factored into this?

Is this 50% decreased to 39% rating purely on players/accounts that voted in both surveys? Or just total account participation?

If not then you could have 2 situations arise that invalidate this data.

  1. Players that were exceedingly dissatisfied with a billion dollar company not making meaningful updates to their game unless it directly relates to money making, might have gone ahead and left the game. Therefore they are not present to continue voicing their dissatisfaction, and the rating "gets better"
  2. New players who only joined after t...
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Appreciate the comment.

We work with an advisory team internally that publishes this survey and it's an 'always-on' survey, meaning a random sample size throughout the week gets an opportunity to take the survey, this allows us to correlate our fixes after every patch to the results in this survey. We track with a four-week rolling average and have confirmed that the positive changes we make do influence the sentiment while outages (that may not even be related to the client) hurt sentiment.

and again, we have a number of data points that show the client has gotten better since last year, and we will continue improving it for our playersthanks

Comment
    /u/Am1t8 on Reddit - Thread - Direct

Originally posted by SuperMrBlob

Hey Am1t8,

Happy to see you here. Hoping you could answer a question I had after reading the latest dev blog.

To me, one of the head-scratchy things about the CEF upgrade is that other brilliant game clients existed in Nov 2019 - it's not like the technology available at that date was holding Riot back. Doesn't this suggest that a CEF upgrade is simply a band-aid fix to the clear technological issues the client has? At worse, its gloss of performance could hinder diagnosing these issues. I'm sure the upgrade will help, but doesn't more work have to also be put into fixing some of the client's fundamental architectural issues (without knowing more, e.g., completely deleting the plugin architecture)?

We are 16 versions behind CEF, there will be good performance and reliability gains with this upgrade. A lot of the crashes that we get in clients today we are hypothesizing (based on the crash data) are related to outdated CEF version, so we expect crashes to drop after we upgrade.

on architecture, yes, we need to continue to work on reducing plugins, right now, we want to deliver more player value, but we need to get to our final architecture state also

Comment
    /u/Am1t8 on Reddit - Thread - Direct

Appreciate the feedback.

I mentioned this in some other posts but we have put fixes in EOG late last year and into this year, and it did resolve some key pains in End OF Game (EOG) (improved time to get to post game + fixes in reconnect bug showing up incorrectly), but clearly, it was not enough and there is a larger issue with EOG. EOG is compromised of not just the client, but the game engine plus services.

We are doing a deep dive this quarter to determine where the performance bottlenecks are in EOG, and will work with other teams to resolve them.

As far as the client getting worse, this is not true. Although reddit is important for us to see region-based trends and address issues that multiple people report, it is not a true measure of success for the work our team is doing, on a global scale

We use a survey (you may have got it), that is run in Brazil, South Korea, North America, Vietnam, and China.

We launch...

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26 Apr

Comment
    /u/Am1t8 on Reddit - Thread - Direct

Originally posted by OnlyAnEssenceThief

This is my issue. If updating the client's CEF is so important, then one of the client team's main priorities should be to make updating it easier so that it becomes a regular occurence. With that said, I'm no code wizard so if I had to guess it's a lot harder than it sounds.

Our goal is to have a plan defined to do more frequent updates, we should not be this many versions behind, we just had to spend this past quarter upgrade our components so we can unblock the upgrade and get to the latest version of CEF.

Comment
    /u/Am1t8 on Reddit - Thread - Direct

Originally posted by Mikauren

yep happens to me, this is basically the only issue i currently have with the client and it's a consistent freeze. everything else runs fine for me. i use open mic but my friends hear me if i speak while it's frozen, I've often said "my client froze" after a game cause my Discord and postgame freeze together.

I have heard this from many players, we know discord also uses a CEF (or chromium), we are seeing if our upgrade to CEF 90 will help fix this issue.


18 Apr

Comment
    /u/Am1t8 on Reddit - Thread - Direct

Originally posted by olican101

It is now 2 months later and you still haven't fixed it. If you're removing a feature just remove it. Don't tell us it's coming back if it isn't... There are people literally waiting to use this feature...

2 months is not soon!

Transfers were re-enabled this past Friday


16 Apr

Comment
    /u/Am1t8 on Reddit - Thread - Direct

We are aware, and plan on changing the entire verbiage around this, to reflect a more accurate representation of this option


14 Apr

Comment
    /u/Am1t8 on Reddit - Thread - Direct

Originally posted by Pur1tas

I work in software developement / IT consulting and 90% of the time its the consumers fault. Be it some bloat or maleware on their machine, be it firewalls not being configured correctly and so on.

Now obviously I don't work with Riot and don't know the details of how the client and/or the game runs AT ALL. I can only tell you that the fact that some people have more issues than others CLEARLY hints to the source of the problem being the Local machine and NOT the client itself.

I KNOW the client has some issues and encounter SOME of those myself at times (Shop not loading or skip waiting for stats) but I encounter them very rarely.

And considering what type of stuff people have running on their Machines without even knowing, its likely many issues lie on the consumer side.

And yes Riot is still the ones who probably SHOULD troubleshoot if possible, yet they physically can't fix all bugs. The environment is changing too quickly, which is btw the r...

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well said, but we acknowledge EOG is the most common complaint from players and we still want to see what we can do to make it better for as many players across the board

Comment
    /u/Am1t8 on Reddit - Thread - Direct

Thanks for the feedback!

We did do a number of things for EOG (End Of Game) second half of last year, and also some fixes early this year (see previous dev posts). Although it did fix some key issues, it is still not enough since EOG is still the most common complaint we see from players.

EOG involves multiple services and interacts with things outside the client (game engine, services, client foundation), and we have also heard from players weird bugs being reported when using discord (also on chromium) with the client. All these random things, plus a player's hardware, can result in strange behavior for some in EOG.

We are launching our next comms post next Friday, but a little preview is that we are going to initiate another investigation in EOG, map everything out, and figure out where we can continue to make improvements, and this will likely require other teams outside of client to make changes too.

Thanks


13 Apr

Comment
    /u/Am1t8 on Reddit - Thread - Direct

It will be fixed in the patch being released today/tomorrow


08 Apr

Comment
    /u/Am1t8 on Reddit - Thread - Direct

This will be fixed in the patch releasing next week


07 Apr


29 Mar


16 Mar

Comment
    /u/Am1t8 on Reddit - Thread - Direct

Originally posted by xLawling

we both know it's a lie. last patch they said "waiting for stats bug ended" and on that same patch I got hit with the most huge waiting for stats streak ever. Like 3 games in a row

I posted a comment regarding this here


12 Mar

Comment
    /u/Am1t8 on Reddit - Thread - Direct

Originally posted by HoodedRS

Last patch Riot said they fixed the "Waiting for stats" bug in client because nobody can access the post game lobby but it still very much exists for me and happens once or twice a day.

It just feels like literally every other company has better client than Riot and empty promises don't really help their case. I remember about a year ago Riot blautoise made a forum post that they are fully working on fixing the client and yet 12 months later things are even worse.

Thanks for the comment,

Our EOG (End Of Game) flow has many services involved, and interactions between the game engine, client, and our client foundation.

We looked at addressing one fix in the client foundation and was expecting the stats service to reset properly after each game, so it doesn't freeze after subsequent games. We made the change and it did resolve the issue.

Looking at our data, it helped a number of players who are willing to wait a good amount of time 'waiting for stats', but we know we still have a lot of work to do with EOG. (e.g. the max amount of time players were willing to wait to get back into the client dropped by about 40 seconds for 99th percentile of players)

According to the current client sentiment survey we run, it's by far the problem most players are experiencing --> finishing a game, and getting back into their client for the next one.

We will continue to investigate the entire EOG flow and see where we can...

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Comment
    /u/Am1t8 on Reddit - Thread - Direct

Originally posted by Rezyd

Everyday I get the message that I have gotten key shards. EVERY DAY for the PAST YEAR.

We put in a fix for 11.6, let me know if it resolves for you!


23 Feb

Comment
    /u/Am1t8 on Reddit - Thread - Direct

Hey, We have another team looking into this now and will have fixes being released soon.

Thanks

Comment
    /u/Am1t8 on Reddit - Thread - Direct

Hey, There is a team that owns this and they are actively working on fixes that will go out soon

Thanks


19 Feb

Comment
    /u/Am1t8 on Reddit - Thread - Direct

Originally posted by Lost_Stock

Alright, looking forward to the next 30 paragraphs long blog post with meaningless graphics talking about "bootstrap time", where you guys pat yourselves on the back again instead of an actual fix for something so simple that's been a complete nuisance for over half a year then.

We use prioritization when making decisions, fixing client startup time was a big pain for players across the globe, as was end of game , and champ select. We focused on improving bigger player pains vs. smaller things that dont effect the game loop. Our blog posts are also very transparent, if you take a look, you can see we have reduced a large number of memory leaks directly impacting players with a reduction in client crashes due to out of memory failures. Now we are working towards upgrade our chromium version which will continue to reduce crash rates, and provide a better client experience.

thanks