Auberaun what projects did you work on today?
Season start 2024 gameplay content and some initial 2025 planning.
Auberaun what projects did you work on today?
Season start 2024 gameplay content and some initial 2025 planning.
You will now need 70% of the remaining players to surrender due to afk instead of 100%.
So 3-1 is a successful surrender vote, and 2-1 is a failed surrender vote.
Yeah, same criteria as standard surrenders now.
If there was a way to guarantee you get to play the fun thing you wanted to play without tradeoffs we'd probably do it. The challenge is that matchmaking just breaks without some kind of load balancing mechanism (secondary roles, autofill), we just can't make matches for some players since there are different selection rates for each role (if they were all 20% we'd be cool) and queue times skyrocket, which makes people stop playing. The data pretty reliably shows that everyone says they're okay with longer queue times, but when they actually get long people stop playing. There's wiggle room with that (e.g. we could do a small increase to queue times for a small increase to match quality and it could be okay) but no load balancing mechanism is a very radical shift.
look behind you
Can we still ping enemy death timers for teammates to see? I'd argue that's the most important part of the death ping function.
Yes you can
does this mean I can't even ping my own ult to let others know when it's ready? I do that several times every game lol
You can still do this, you can still ping anything relating to your own character and it'll be sent to your team.
Absolutely what the f**k.
I main jungle, and it's gonna be quite the task tracking down flashes and ults of champs. Knowing these would've been great for my decision making if ganking x lane or going for x objective is a good idea or not.
And you can't f**king say to me that "do what pro players do 1150mid bullshit" buddy no one's arsed in f**king Emerald to type that shit.
What the f**k is this.
You can still ping enemy summoners / items / characters and they'll show to your team, this shouldn't be changed.
It happens ALL the time in higher elo's. People will ping back/danger 2 times and then spam ping enemy jungler. Then the laners will actually react and avoid getting collapsed on because information was clearly and concisely communicated.
Riot is letting toxic people take away a tool because people are too lazy to mute when their feelings get hurt. Yes people who spam ping alive for 20 minutes until a FF are cringe and it should come up on a toxicity chart in the report algorithm. But to take away the tool entirely is stupid.
You can still do that, enemies are pingable.
hello
Congrats on the accomplishment!
stop don't look
it's forbidden
stuff like the recent surrender work you can look forward to seeing come through more consistently in the coming months.
This is what urks people though, cause why is the surrender changes higher priority than X? Could we elaborate where something like that falls on the inner tier list of priorities?
Don't get me wrong, it makes perfect sense what you said and these still are features debately important at some point, but we're kinda leaving best judgement in your hands here and I wouldn't call surrender vote's changes top of anyone's list compared to various client issues, egregious hextech/event systems, UI clarity, spectator, etc.
There's lots of stuff to consider when prioritizing but a simple framework is value vs. cost. How valuable is it to do a thing (there's a lot to unpack there) vs. how expensive is it and what else could we be doing with those people/resources at any time. This was a lower value (not low, value is all relative) lower cost type of change, which often sit under higher value / medium cost types of changes, but then the game gets dusty if we don't make an intentional effort to sweep the floor every once and a while with stuff like this.
For the examples you mentioned, one factor is what people with what specialties are actually available at any given time. On my team (Summoner's Rift Team, we do the balance / preseason changes) we had capacity from a gameplay engineer and a game designer. The game designer is very familiar with the gameplay experience and provided better rules for the surrender system, and the gameplay engineer was able to implement them. That game desi...
Read moreIs the team really THAT small you can't have two things being made at once?
I know "throw more people at it" isn't the solution but come on
The team's not just working on one thing, Quick Play is just the biggest most public facing thing they're working on which is why I mention it, but for something like this we're in the realm of "is this the 10th most important thing? The 20th most important thing?"
There's a balance to strike between being reactive and staying focused, because if we pick up every good small scope idea that comes through we'll never get stuff like Arena/Preseason done, but I also do strongly believe we've leaned too much in that "focus on the big thing" direction over the last few years and am interested in putting out more of these types of experience upgrade changes - stuff like the recent surrender work you can look forward to seeing come through more consistently in the coming months.
Would this be nice? Yes probably.
Is this important? No.
Will Riot do this using a third of their annual budget because it broke the client entirely? Sadly a possibility.
First two lines here really, we do actually have a design for this because it is a good idea but the team's working on getting Quick Play out to y'all right now.
Bugfix out now if you restart your client, sorry about this.
we are on the way
"Surrender box now indicates what type of surrender it is."
What does this mean?
Surrender, Early Surrender, Remake
Have seen a lot of players get confused on what's a remake vs. an early surrender and then they ask why they've lost LP for what they thought was a remake, etc.
Since Diamond is more exclusive, and Emerald is now old gold 1/2 all the way to old D4, is that not a huge mountain for players to climb compared to any rank? Gold 1/2 are usually much more casual players than players reaching D3. Do you foresee this being a problem?
Diamond didn't move that much, and we didn't adjust your MMR with the redistribution, so anyone's overall distance to Diamond isn't that different compared to pre-reset.
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Phone verification isn't necessarily a silver bullet - there are players in the world that don't necessarily have phones or dedicated phone plans who'd be locked out, which isn't something they'd appreciate. If you allow virtual phone numbers/prepaid plans (which many folks also have) it becomes fairly easy to circumvent. You can look at Overwatch 2 trying this recently and there being significant blowback from the existing playerbase.
Disclaimer: Certainly not saying we would never do anything like this, just highlighting that there are drawbacks and challenges to work through that might not be apparent to everyone depending on their personal circumstances.
Personally I'm pretty confident that there's a ton of other things we can do to both hit the motivations for folks hopping on newer accounts, make them harder to get or keep, as well as better detect negative behaviors. We just have to like, do those things since I know talk is cheap!
Just out of curiosity, why do you not show people's MMRs instead of the displayed rank? Does that reason/principle affect other design choices for your match making system?
To have more independent systems for match quality and the player experience & journey. MMR can exclusively serve match quality and skill assessment without needing to worry about progression, encouraging ranked anxiety, etc. Visible ranks can focus more directly on the experience with things like more consistent gains/losses without spikes, demotion shields, and a progression journey through the ladder.