RiotMeddler

RiotMeddler



19 Jun

Comment

Originally posted by The_Yeti_Rider

theres no potential for TFT to get its own client? like its not a different game mode like aram or treeline, its a completely different game

It's not impossible we do so some day. TFT and LoL MOBA share an awful lot of functionality though. Disentangling the two would mean a substantial amount of dev time as a result. From the player perspective that means the benefits from separating the two would need to be higher than the benefits from having those same devs work on other stuff for both TFT and the MOBA side (new features, bug fixing, performance improvements, new content etc).

Comment

Originally posted by ReallyF33lingIt

Any idea on if they'll bring back Battle Academia skins? I imagine they did quite well.

As per another comment here somewhere - yeah, we expect we'll do Battle Academia again someday (though won't be this year).

Comment

Originally posted by IWantOffMrBones

I love how they never gave Battle Academia a chance. The majority of Katarina players in my games use her black chroma which looks really good and I see a lot of Graves players use his teacher one whenever I tune in a stream. Strange how it works.

Even sillier is how they are beating Blood Moon. Yeah, most of them look good but this years was fanfic tier.

It won't be this year, we expect we'll go back to Battle Academia at some point though. It wasn't one of the absolute strongest thematics, but was well loved by a fair number of players and we think it's got a lot of untapped potential too.

Comment

Originally posted by Nightwing_Starfire

This here is a very important point to which Riot needs to answer

Btw thank heavens LL are being removed from ARAM. Such visual clutter

They finally realized after poor sales of LLs for TFT. Now they will make better quality LLs

LLs on TFT have been going fine for what it's worth :)

Comment

Originally posted by WhatsAFlexitarian

I hope they remove the LL egg from battle pass missions too then

Ah, good call out. I'll check with the team, make sure we do that if it's not already planned. Will probably leave LLs in the token store, since that's purely optional by contrast.

Comment

Originally posted by drdfrster64

They’re gonna talk about visual clarity and skins in the same blog post, but not mention how awful visual clarity OF skins has degraded over the last couple years?

Of course everyday players may not have problems but I play this game on again and off again repeatedly and every time I come back there are champions I can’t recognize that blast me with skills I’m not expecting because I think they’re someone else.

Even while I’m playing, dumb translucent sparkly effects harass me all day in ARAM because of how poor the visibility is. There’s no definition to these effects, and while it may be somewhat clear that something is flying towards you, it’s hard to tell what it is or how exactly large it is.

Skin clarity's very much on our mind and being worked on too, though there's no single change as stark as 'we're removing something from a mode' to message right now. We didn't want to leave this LL change to just patch notes, in terms of both visibility and highlighting it well in advance, hence the call out here.

Comment

Originally posted by Azramy

sad to hear about sugar rush, i'm very happy about evelynn skin and her chromas, braum's was really good too

Yeah, we were very sad to see Sugar Rush not perform well too. We went back to it because we really wanted to see it succeed and didn't want to judge too much off its first run. Unfortunately there just doesn't seem to be enough hunger there for the theme compared to other options we could deliver instead.

Comment

Originally posted by Ashtana

I'm still pretty sad Pool Party Pantheon didn't happen. It'd match Leona and his ult would be really good for the effect- it looks like a big dive with wave effects already.

Maybe someday? Can't make any promises, but Pool Party certainly seems like a skin line with one of the broadest appropriate champion pools.

Comment

Originally posted by bz6

/u/RiotMeddler

Hey man hope you've been well.

What are your thoughts on VALORANT like agent contracts for League champions?

Cheers :D

We think our Champion unlock process is showing its age a bit and are interested in trying out some different approaches to it. Sett's Calling Card was our first test in that regard and we've got plans for another test this year as well.

VALORANT like contracts aren't currently something we're thinking about, but wouldn't rule things like that out entirely in the longer term.

Comment

Originally posted by [deleted]

[deleted]

As per the start of the post:

"A Recap

This year RiotScruffy and I are alternating posts. He’ll cover in depth balance and other gameplay topics every second week (Quick Gameplay Thoughts). I’ll cover a wider range of issues in the other weeks (Quick LoL Thoughts). My posts will sometimes contain gameplay content too, though usually won’t."

We completely understand some people are just after gameplay content only. We're separating our gameplay heavy and less gameplay heavy posts as a result to make it easier to just skip the ones that aren't of interest to you personally.

Comment

Originally posted by the_next_core

A lot of the information might be confidential given that skins are a big part of their day-to-day revenue, so they can only give vague descriptions and relative rankings instead of actual numbers.

That's the case yeah. We'd like to talk about this stuff more so you folks get better visibility into how we're making decisions. There are some things we can't share publicly though, hence the degree of vagueness.

Comment

Originally posted by Vayatir

Surprisingly interesting week from Meddler, the skin line stuff was very insightful to read.

Would be cool if they included a few more examples in there. I assume PROJECT is in the same category as Star Guardian, but would be interested to hear how other tech lines perform.

Project's a bit less consistent than SG, though still a very well liked skin line. We think a lot of that is based off champion choice, with some of the champs we've done in recent Project releases doing well and others not hitting the mark.


14 May

Comment

Originally posted by Alisamix

Please consider keeping them bigger. They were too small before and I love the change

We'll keep them bigger for 4k screens (fixing them being tiny there was what resulted in this bug). Want to make sure they're not too massive anywhere either though.


13 May

Comment

Originally posted by bz6

/u/riotmeddler

This has to be a bug right? Wasn’t clarity something of a priority this season?

This is very intrusive 😕

Pretty sure this is a bug, seems odd to me too. Going to check in with someone about it now.


08 May

Comment

Originally posted by Resident_Wing

You guys penalize on what the system can detect given whatever you've given it. The problem is once people see it and realize what it's looking for it's EXTREMELY easy to play around it. One thing I've seen more and more of nowadays is people AFKing in base, walking out for a min or two to attack/damage minions or champs, then going back. And they do this for 10, 15 + mins and don't get a "leaver" status for it. Seems like most anything that an automated system detects can be learned and avoided - which is why so much less hard flaming exists now and people instead soft int, troll, grief, etc.

Agreed, our detection needs to be improved. As per the original post that's our next project of focus.

Comment

Originally posted by ValCip

Meddler what do you think of Yorick's current state?

I think this is so not the thread for balance questions.

Comment

Originally posted by PatentMTG

Have you guys considered hiring/consulting with psychologists on player behavior? I'm sure you could probably find some in academia that would be interested in helping you look at the issue from a different perspective. Just an idea.

I would really like you to consider short term/temporary bans from things like just ranked queues. Say someone is "auto detected" by a new system instead of jumping to a multi-day ban immediately, issue some kind of warning message and disable their ability to Queue into Summoner's Rift for a day then next maybe 3 days. It would be good if you included in these ban messages more than just how naughty these players are being.

Including in these messages something like statistics on players that keep positive attitude increasing rank and winning more games (because they are out there many of us have seen them). Encouragement to reform could also be effective is what I am saying.

Thank you very much for addressing this directly, ...

Read more

Yes, we've got people from psychology backgrounds on the Player Dynamics team.

We've discussed bans from Ranked queues as a tactic. From a Ranked player perspective it feels good, comes at the expense of players of Normal games though whose game quality is likely to drop as penalized players get moved there. We'd like to take different approaches to penalties as a result.

Comment

Originally posted by JA_JA_SCHNITZEL

If they're going to be more aggressive with bans, I think they'll need to be way more lenient on pre-30 games. Can easily see a new player having a rough game and getting banned incorrectly. And new players will just leave the game after a ban like that - would be awful for player retention.

Yep, different metrics are needed for things like account level, MMR, maybe region.

Comment

Originally posted by S0fourworlds-readyt

Nice to hear, I wouldn’t enjoy getting banned just for playing stuff that might not be meta at that given time. But as long as there are options like asking the support to revert a ban or so ( is that how it works? ), I wouldn’t mind getting falsely banned once or twice if that leads to less inting long term.

Yeah, we'd certainly want to keep some form of appeals process. Wouldn't want to rely really heavily on it though, results in both a sh*tty experience for incorrectly banned players even if things do get reversed and player support being slower to respond on other things if they're working through a huge pile of incorrect penalties. Some rate of incorrect penalties seems reasonable, don't want to rely on mitigation like player support intervention too much though.

Comment

Originally posted by Spideraxe30

Out of curiosity, did you guys start prioritizing player behavior changes before Voyboy's video, since Brightmoon noted that that was one of the big trends that really ruined the ranked experience for players earlier this season

Some of this work has been underway for a while, as per Brightmoon's video and an Ask Riot response a couple of months ago. Plus, much as I wish we could, doing things like improving how notifications work is something that takes a lot longer than a few days.

Having said that the recent discussion has also served as a catalyst for us to prioritize work we'd planned to do someday sooner. Better detection was on our roadmap for later in the year, after talking a lot about the issue and reading all the discussion we realized it was something we needed to accelerate a lot, moving other work out of the way where needed to get started on it sooner.