BarackProbama

BarackProbama



11 Sep


05 Sep

Comment

Originally posted by BADxW0LF1

Did all work you do make it into the patch notes so we can see where stuff like this might get bugged? Or just so we know what work is actually getting done? Not just champion numbers.

This is related to the Quickplay work, so it will show up in patch notes when that is released.

Comment

Originally posted by __nickelbackfan__

Man

Like, I'm not even shitting you or anything, but how f**king broken is the client's code? How is that even possible?

Like memes aside, this is something I've seen happen in almost every codebase I have ever worked in. You make a rational change and it has side effects elsewhere. You can avoid it with some level of rad architecture, but people generally do not spend time on that. Small teams and small products can avoid. Larger teams hope to find it in a code review or quality pass.

Comment

This was a bug introduced due to some work we were doing in champion select. It should be fixed in the next patch.


29 Aug

Comment

Originally posted by Tormentula

Well they kinda deliberately f**ked us there.

You're going to want to play through 'preseason' for a victorious skin still... and even if you do placements and stop (pretty sure the split points system requires more than that), you're at a significantly lower rank than the previous season.... so then you do placements for the 2nd split and now you're 2 whole tiers below where you got to for not making an effort during one of them.

Ex: end masters split 2 2023, get put diamond 3 for skin in 'fake preseason' 2024, stop playing after placements... next split happens, do placements now you're emerald 3 having to climb back up to masters..

its just exhausting to even think about.

I think folks are assuming that splits = the exact same ranked system as without splits x3.

This is a reasonable assumption to make, since the announcement didn’t get into any details beyond that. They only had so much film in the camera after all.

The reality is that we are adjusting both the cadence of your climb as well as how we reset. With 2 splits we: - increased LP gains - reduced placement matches - did a softer reset between than we normally would do between seasons

And we plan to use a similar set of tactics for 3.


28 Aug

Comment

Originally posted by bz6

Are there any plans to rework Ranked Crests and Borders? You can still create better looking Crests and Borders and still take into account the Challenges Emblem. They just feel cheap and too thin, both can use more "umph" and enlargement.

We do not have any current plans to change the Crests/Borders.

If we did, it would be part of a larger player identity overhaul.

Comment

Originally posted by Proxnite

The year is 2029, League now has 26 ranked splits and you need to play the game full-time to have a chance to make it to high elo every two weeks.

There is no plan to do more than 3 ranked splits per year. That does not mean it won't happen, but it does mean that no one has discussed it anywhere near me.

2 was more a test for 3 than it is an indication of a growth pattern.


26 Aug

Comment

Originally posted by Unknown_Warrior43

Does your Comment in any Way imply the Potential for more Runes/Rune Trees in the Future...? 👀

We routinely look at most systems in League of Legends and evaluate if they are doing the best possible job they could be.

Comment

This is really cool! I actually think Celestial Aegis is my favorite in isolation.

Interested in where you think the boundaries for this content are. What would make a rune definitively elevation or not? What underserved need(s) does it fill within the context of supporting or enhancing existing champion kits? How would you define success - if this set of runes popped off and made league way better, how would you know?


23 Aug

Comment

Originally posted by NunexTK

Gotta love when the biggest budget ever doesnt allow for things to be made properly on time

I’m starting to think that quote was a bad idea. 🥲

Budgets take a fairly long time to manifest into tangible products. I work on a time horizon that stretches to 2026.

I think I also disagree with your premise. The feature has a low defect rate and meets the needs of many players. If it did not, I would not expect the usage that we are seeing. That it does not meet a pretty large and well established case (saving shards for mastery) is a bummer, but it’s not the only or the largest case.

Comment

Originally posted by Visual_Record_528

Your response is a good PR move, but was the months of time spent on this feature really just thinking about server load? Surely it wasn't spent on the simple UI that has you click one button? There couldn't have been any improvements made in that time? We're talking even more months for a relatively simple solution (im a swe). Do you guys not have many resources as a team or something? Why is it so bad?

If you compressed all the time it took and said no one had any other responsibilities I think it would have looked like: - UX Design: 1 week - Art/Sound: 1 week - Engineering: 4 weeks (less sure of this, but ballpark) - Quality: 1 week

But no one is only working on something like this. We have multiple longer-term projects, shorter term things in other areas, and work that just isn’t visible in the same way all happening at the same time. A for instance: the engineering team responsible for this was also working on backend store improvements, longer-term feature bets, the essence emporium, and various other things I probably am not fully aware of.

I am not and never would suggest that there aren’t improvements we could make do both our development platforms as well as our internal processes. (We are always working on both) I will defend the talent and care of the humans making things at Riot to the ends of the earth. They f*cking rule.

Comment

Originally posted by 2cool4ashe

Thanks for your response. What you said here:

The scripts/tools you mind find out in the wild are fine when one person uses them, but if everyone used them on large inventories there would be chaos.

Are you saying that using the loot disenchanter tool from Github would not get your account banned for using 3rd party tools?

I am not commenting on whether or not they violate our terms of service, but reflecting on the amount of load they add to our services as a game. I do not actually know what their relationship to the TOS are.


22 Aug

Comment

Originally posted by Spideraxe30

I was wondering, would it be difficult to add a toggle to disable loot animations, I just want to see the results

I honestly do not know. Conceptually it is simple. I can ask :)

Comment

Originally posted by bz6

Mastery system has so much potential to unlock champion-specific customization the further you level it up. I am hoping further levels inject some merit into the system.

On a completely different subject, I also feel there is an opportunity to show-off Challenges Titles in game no?

Candidly, we ran a bunch of tests around titles in game and no one liked them in playtests. They got in the way pretty badly. We tried having them fade in combat, but them coming in and out became distracting unto itself. Ended up being a bit of a cursed problem.

We did once explore being able to equip challenge tokens as emotes which was pretty sweet, but on reflection they didn't have as much emotional significance as we wanted.

Comment

Hey friends, BarackProbama here. Wanted to clarify a few things about our multi-disenchant feature.

Why does it only let me select 1 category and 50 shards at a time?
Main reason is service load concerns. The loot service was built with the expectation of folks disenchanting things one at a time sporadically. We designed this feature to handle many many players hitting the service all at once. The scripts/tools you mind find out in the wild are fine when one person uses them, but if everyone used them on large inventories there would be chaos. Snakes and Mongooses settling down together and such.

Long term, with further improvements to the service and fewer large inventories, our intent is 100% to allow larger amounts of items to be 1-click disenchanted with less hassle.

Why doesn't it respect the shards I am saving for Champion Mastery?

Why can't I unselect shards?

These essentially have the same answer...

Read more

13 Aug

Comment

The way loss mitigation works is it calculates your chances of winning the game at the point the player goes AFK and refunds you based upon how high that chance is.

At 3:45, you are probably still 50/50, which means it would do a bit above the minimum amount of mitigation.

That is obviously a bummer. I'll take a look at what we have the floor set to on Monday, since we've increased variance (amount of LP gained/lost each game) it probably needs to be revisited because the values were set before then.

Comment

Originally posted by Threoh

On the off chance that you read this.

The challenge "the disrespect" is bugged aswell and cannot be completed.

I've had 2 succesful attempts that did not achieve the challenge, and multiple people on Reddit have made posts about it aswell.

I will pay special attention to it.


12 Aug

Comment

I’ll look into this on Monday.


10 Aug

Comment

Arena development started in 2023.