stop don't look
it's forbidden
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.
Hi Auberaun, do you think that I could apply to a production api key ?
I have no product to sell or propose beside this kind of post
No idea, but worst that could happen is they say no so no harm applying
It fixes the distribution making the meaning of ranks more comparable to other competitive games, makes players happier to see their rank recalibrate up, and leaves Diamond+ slightly more exclusive than it was before which was being complained about. Should be a win/win for you and us?
Hello yes here to confirm there's no loser's/winner's queue or eomm
I didn't think so but it wouldn't completely surprise me. Probably intended to maybe have experienced people play with new people. u/Auberaun I was wondering if you might know this one?
No, bot games are warm body matchmaking. There's not much of an advantage trying to put together a team of similar skill vs. getting people into game fast for that mode.
This was a bug - fix has already been deployed. Your MMR wasn't affected, so you'll still be playing with/against the same people you would've otherwise and you'll rocket back up the ladder.
What server are you on and what game mode are you queuing for?
I was wondering if riot ever gonna consider longer break between the splits, 1 day is nothing and some people tend to grind at the end, so a week or 2 of break would feel much better (especially if new event such as 2v2 is coming out)
We talked about it, but adding more time into the year where ranked is inactive isn't something that we thought would be too exciting for folks, a lot of people prefer to have something to progress in when playing League.
For NA it is 12pm PST.
MASTER+ DUO QUEUE RESTRICTIONS
The restriction on duoing in Ranked Solo/Duo with an MMR of Masters or above is disabled until patch 13.15. Note that duo restrictions based on visible rank are still active, so a player who reaches Master or above will not be able to duo.
But I still am unable to duo with my friend after reset (I was Chall, she Master MMR)? Wtf...
Must we first play 1 game of placement for duo to be available, or is it completely cooked?
/u/auberaun Sorry for tagging but any Rioter can confirm?
Hey, what region are you playing in? You might also need to play the one placement game.
Hey yeah we're aware of issues with missing data in the Split End modal, and past ranks on your profile will be distributed as part of split rewards in the coming weeks. This normally isn't an issue because in the past we've always been able to get rewards out in preseason before the next season started, but that wasn't possible this year with a 1 day break.