Pwyff

Pwyff



10 Sep

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by csgothrowaway

Yeah, glad to see them address this. Their wording was a little concerning in the previous 'Ask Valorant' and it's good to see they recognize there's something here to explore.

Was talking to someone in another thread and, unrelated to this issue, they suggested we should just assume Riot is generally correct and knows what's best for the game.

I just want to say it's super important for the community to push back when they see something they don't agree with. Not that I think this community has had this problem but I think it's important to stick to being critical. Don't assume Riot knows what's best for the game. With CS:GO, the community was relentless in pushing back and it made really great changes to the game. From removing the fog, to changing the bomb and round timer, to giving players 2 flashes to doing their own changes with sound, such as HRTF implementation, just to name a few. If Valve steered and the community didn't try to course correct, I can ...

Read more

I just want to mention that yes we love feedback, and we don't want anyone to just assume we know best, especially if they're suffering or frustrated.

That said, I don't think it's about everyone just yelling feedback everywhere (I do disagree with Valve's approach because if you don't know what our goals or values are, or what challenges we have, or we can’t ask in return, how can we align ourselves together to a good future?) - what we want is a dialogue, and right now I think a lot of people are approaching our conversations like they're the final word. We just want to give context on our thinking and explain some of our limitations.

I'll admit that sometimes it can seem like we're saying we know best, but most of the time we're just trying to say "hey, that thing you have an issue with, we did a lot of testing on our end and we're not sure we can validate it." If you still disagree, help us understand where there might be a disconnect.

...

Read more

02 Sep


01 Sep

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by rycoux

Greetings! What a patch, eh? I just wanted to take a break from my doom scrolling to shed a bit of light on some of the why's on the Sage changes.

Bite-size Context: Statistically, the lowest Sage's pick rate has been was 89.7% since we've shipped to Live hovering 54% win rate, across the roster, across all MMRs. Sage had the highest win rate on attacker and only recently has seen a drop but is still in the top 3 of attackers across the roster. She has been on our radar for a long time, now, and we have been very concerned about her game health.

Regarding the balancing of Sage, we were focused on 3 big areas with the most recent changes. This one was a hefty change and we've been sitting on this for a few patches, internally, now. We wanted to get these tested as much as we can but also wanted to see how Sage was trending. The two big goals of these changes are 1) to reduce Sage's offensive efficacy and 2) analyze and adjust healing on our charact...

Read more

!pin


27 Aug

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by Asyra2D

I don't want to speak for the entire community, especially because some of the more..vocal can be a bit toxic in the way they present their feedback, but the confirmation of it being investigated and looked into in regards to whatever systems are in place for Valorant is all that I really want at this point.

Valorant has issues, but for such a young game (in terms of being released, not working hours) it's extremely fun and the potential is there. The community just wants to be kept in the loop of plans because of the excitement of what's to come, and the answer for the audio question here didn't install much hope and seemed like a deflection.

I know how long it takes for something to go-live, it's a world in which I'm constantly explaining to service managers and sales-teams about expectations about the technical debt that comes with it. I don't think anybody here is requesting a fix and implementation of this caliber by tomorrow @ 5pm. Valve does offer a free HRT...

Read more

Nah I respect that, for this one I think it's sufficiently 'undiscovered' to not want to be communicated, but I made a mistake in not just pushing for a more holistic solutions-oriented answer. Lesson for me - learn to spot the follow-up questions vs. just answering straight up.

Politics/pride aren't really at play here, I think it's just about the full scope and discovery of what integration looks like.

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by Asyra2D

Have your sound engineer/audio lead play CS:GO and listen in and revisit how they approach Valorant please. It's such an easy win for you.

Like /u/Pwyff please understand that HRTF is a thing. It's a solution that works. You guys are basically saying "You don't need a wheel to move things when arms work just fine" and that's the issue people have

As an addition and for the smaller crowd, I can say that the team is hyper-aware of HRTF and is investigating, but there are a lot of moving parts before they can talk about adoption (particularly around unknown impact on game performance, implementation, etc). It's just not yet 'real' enough for us to say yes this is happening.

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by Asyra2D

Have your sound engineer/audio lead play CS:GO and listen in and revisit how they approach Valorant please. It's such an easy win for you.

Like /u/Pwyff please understand that HRTF is a thing. It's a solution that works. You guys are basically saying "You don't need a wheel to move things when arms work just fine" and that's the issue people have

you have been heard ;0

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by matgioi

These Ask Valorant posts used to feel like a dialogue with the community, now they are seeming like hand wavy damage control.

Just as a note, these posts are intended to feel like a dialogue, but to /u/C0n3r's point, sometimes the answer is: "we really looked into it, and so far we're either not seeing what you're seeing or are stuck (for now) where we are because the problem is so significant."

Whether we like it or not, almost every top reddit post/issue here gets reshared internally for us to investigate/check/discuss. There's a lot of feel discussion here that I don't think the team feels comfortable disagreeing with, but hopefully with some changes and plans in the coming months, you'll see how we intake feedback, act on it, and share it out. For the audio answer I'll say the team is hyper aware and thinking of longer-term solutions. They just wanted to provide some insight in to the current situation.

... Read more

05 Aug

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by Sonecko

That's all true but do you have any idea of what percentage of your player base from the EU checks their regional twitter? Just saying that sending a message to the EU servers with an EU timezone is 1000x more clear for the player than having to check social media or converting it.

Thanks for the response.

So wait is the point of question around where we communicate this or what timezone it's in, because I feel like you just expanded the parameters of the conversation.

I totally get that beaming information instantly to millions of players across dozens of different timezones pre-translated is the ideal scenario, but it becomes much more complicated when trying to communicate immediate information, globally, with limited localization support. As I mentioned, even in selecting a proper timezone when others are fluctuating is a challenge, so we preserve it by relying on the development clock.

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by tehleach

This is a bug. I just pushed a fix, the intended value is flat 500XP per match. We'll make sure the fix worked, then monitor and adjust as needed! Sorry about that.

edit: looks like the fix didn't go thru :( working on it

edit 2: should be actually fixed in NA now, granting 500XP per match. please DM me if you still see 100XP any time after this edit.

!pin

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by libzy

Hey why does deathmatch only give 100exp for game completed? (Maybe theres additional for a win?)

Can you add +50 exp per kill at least?

I'll pass on that feedback!

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by Sonecko

A bit off topic but what's the purpose of refering to PT in the ingame announcements? Should use an european hour time instead, imo.

1.) We have a lot of local social media accounts per regional language that translate timezones.

2.) Our devs work in PT, so to guarantee factual consistency we communicate their working schedule. This also allows us to create a good baseline of timezone translation (particularly as it relates to daylight savings happening at different times around the world), as there have been times when we shipped a change and tried to translate it to local timezones, only to realize that daylight savings was happening and we were off by an hour. In an ideal world, we could use UTC but I default to PT because, as mentioned, dev working hours.

3.) I'm sh*t at timezone conversion and every time I try to do it, I screw it up.

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by Deranox

And what about TDM ? FFA is today, but no mention of TDM.

There is no TDM for now, it's just FFA DM (sorry if you wanted TDM, or if you thought there was, we had a typo in a fact sheet we sent out to media).

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by HMBspain

Nice, Europe has to wait again!

It's because we're trying not to launch FFA DM at peak server times for any region (sorry). There were plans to launch everywhere right now, but a lot of players turned up for Act II, so server stability is top priority.

also re: why not do EU first at 7pm... It's just the nature of the central development team being based out of LA, and we want all hands on deck when turning the mode on to keep an eye on game health metrics and be able to fix quickly (see: yesterday). Turning EU on first and off-peak hours would mean the dev team would need to start focused monitoring and be available to bugfix beginning at 5PM PT leading into the wee hours of the night.

ALSO re: EXP gains... https://www.reddit.com/r/VALORANT/comments/i49ezx/i_knew_deathmatch_xp_was_going_to_be_painfully/g0gtsyo/

tl;dr it's supposed to be +500 per.


04 Aug

Comment
    /u/Pwyff on Reddit - Thread - Direct

By the way, this does mean our next patch is going to be late (8/20, not 8/18). We're communicating this where we can, but consider it !pinned here.


31 Jul

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by Zarerion

They did in the past. Short version is that both first shot inaccuracy and spread rng exists as a balancing lever to make weapons better or worse in different situations. Long range weapons should give you an advantage over close range weapons at longer ranges, even if the raw player skill might be even between the two combatants.

Using your loadout suboptimally is supposed to be punishing.

yo, you're great


29 Jul

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by Tear-A-Me-Sue

Sorry to hijack here. But what about the reports that Cypher is actually Pitbull, Mr. Worldwide himself?

canon

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by hardenfull

Thank you for the your work and transparency. I do think that a lot of the things are overblown because of people fear of the game becoming unbalanced, but at the same time I feel like if new agents are just slight variations of the ones already in the game, the game will be stale and hero tact shooter will be pointless. Its good to see you guys trying different things with agents.

I think this is THE TAKE. Sometimes you have to push the boundaries to understand how resilient the game thesis is, and that seems to be a philosophy hard baked into Riot's design DNA. I think there are other games that want to take tiny steps toward perfection, but if you've ever watched League, you'd know that's not in the genetics.

It isn't to say change for the sake of change (Morello's got a dev diary coming up where he talks about extreme intentionality when designing an agent), but it is about seeing how the game can be stretched but not broken by designing provocative experiences. An agent that's a 1.1 of another agent just ends up consuming the other.

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by avscc

I think unfortunately someone at the company messed up by releasing it too early, which caused people to over-analyze based on limited data. That did not help.

COOKIES MILK SADNESS

it's okay, self-leaks come with the business (and boy is business booming)