RiotTuxedo

RiotTuxedo



31 Aug

Comment

Originally posted by TreeKeeper15

Why is the match history website being taken down when it provides more information than the client? Some things, such as build order, are only online, and that sucks.

Over the years there's match history website has suffered from a lack of strong ownership resulting in a lot of bugs that never really get fixed. In my mind, there's two possible solutions: 1) we decide this product is super important to the player experience and prioritize maintaining it over other opportunities OR 2) we decide community developers do this better than we do and we get out of the business of maintaining products that community developers have done and will do better than we could.

I'm a huge advocate of APIs and sharing data and in my mind giving this problem space to the community is what's best for players. Basically I believe in competition and I think a community of developers competing to build the best match history website will result in some kick ass tools for players. Not just now, but in the future as new developers enter the space and try to outdo their predecessors.

Comment

Originally posted by Abarn279

Any idea why y'all scrub custom games of usernames and such when regularly quieried by game ID? Is it for the purpose of hiding things like scrim results for high level play, and it just happened to trickle down into everything else?

I run an amateur league that doesn't use tournament codes so I put together this janky-but-solid solution that takes in match ID's with metadata (mostly player names associated with each position), grabs the private game data using match ID, and massages the two together:

https://github.com/Abarn279/tcl-data-aggregator

Obviously the real answer to this is implement the tournament code API, but it still doesn't fix the issue of not being able to pull up old scrim results and such through customs without a 3rd party implementing oauth

In general, custom games are considered private. The old system which allowed custom games to be viewed if you knew the game id is a poor security practice which is typically referred to as security through obscurity. In essence, we allowed people to view custom games if they knew their id but if we truly consider custom games private we should properly secure them. If players believe customs games shouldn't be private, then the...

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Comment

Originally posted by Abarn279

OK nobody is talking about this but this is a BIG issue for anyone who runs amateur leagues in customs. Client match history only goes 20 games back and the web match history is currently the ONLY way for you to pull history for your own customs. opgg does not work for this as the riot Api doesn't support pulling custom games for a player

Cc /u/RiotTuxedo

We're also looking into solutions that will allow players to query for their own private custom games with OAuth tokens through the Riot Games API. These are tokens unique to a player which allow us to ensure a player is looking up their own match history. This solution is something we're looking into but wasn't a requirement for deprecating web match history. In the interim, the tournament code solution is what should be used to create public custom games.

Comment

Originally posted by playhacker

On Aug 11th around 10:00 AM PST, the League Web Match History site will be permanently taken offline.

August 11th of next year??

I believe this should be Tuesday, Sept 7th Monday, Sept 13th. The article should be updated soon.

Comment

Originally posted by Smallzfry

Is that date a typo? Should it be September 11th, or is that saying August 11th for next year?

Also, the reason I stopped using the built-in match history page is because it stopped working years ago. It then took long enough to fix that I (and my friends) got used to using op.gg instead. Just like Dominion and Twisted Treeline, this seems like it's just being removed because Riot neglected it to the point that it can't be salvaged easily. I really don't like that everything is being moved to third-party tools, but I guess I see the reasoning when there's good drop-in replacements.

I believe this should be Tuesday, Sept 7th Monday, Sept 13th. The article should be updated soon.


09 Aug

Comment

Originally posted by Rahain

Kinda bullshit the only people that get access to the api are wealthy companies that can just get richer. Anyone else wanting to make a stat tracker be damned.

Our goal for the initial launch of the VALORANT API was to ensure a level of stability while also ensuring that players have access to tools powered by the API. We accepted submissions from the community leading up to the launch and then carefully sifted through those applications to chose a group of applications to be part of the initial wave of access to the API. As you pointed out, it feels bad that not everyone got access all at once but we wanted to make sure those that did get access had enough resources to make something cool while also ensuring that the API remains stable.

Specifically, I'd like to clarify two things:

  1. The initial wave wasn't chosen based on wealth, but rather compelling concepts and the ability to deliver on those concepts.
  2. We do plan on granting access to more products in waves so we can continue to ensure the stability of the API.

If you're interested, there's a discussion going on related to this in the ...

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17 Jul

Comment

Originally posted by bobespon

Ok, but to be honest the info is a bit contradictory to the video above. In your image you suggest slowly peeking a corner, whereas in the video he says you should quickly wide peek one. Which one is it?

Depends on if you're closer or further from the angle in relation to your opponent.

If you're closer to the angle, you're at a disadvantage so quickly wide peeking is the best way to negate this advantage because your opponent will see you before you see them. This is the suggestion in the video.

If you're further from the angle, slowly peeking means you'll see your opponent before they see you. This is the example I gave.


16 Jul

Comment

Originally posted by wanttoplay2001

I always refer to this tweet everytime i ecplain angle advantage https://twitter.com/RiotTuxedo/status/1250637510360752128?s=19

I'm so happy that others have found this to be helpful. I remember when I first realized this, it figuratively blew my mind. I've played differently ever since. Now if I could only get good at clicking heads.


16 Apr

Comment

Originally posted by Un111KnoWn

im surprised you dont have negative likes on this lol.

:(

Comment

Originally posted by [deleted]

[removed]

Yep my team has been talking with developers interested in the space and we're working with the VALORANT team to expose a set of APIs for the game. No timeline on this yet but it's looking it'll be post close beta. There's a lot of work the VALORANT team has to do before launch.

Comment

Originally posted by yfa17

Always wanted to ask someone about this, but why does the Riot games API key expire every day?

All developers are given a development API key when they sign up so they can explore and experiment with the API. However if you're building an app that gets used by players, we require developers to register the product (and stop using the development key). Once a product is reviewed and there are no concerns, we grant a production API key that remains static. Some developers were skirting our policies and registration process by making requests with multiple developer keys. Expiring developer keys after 24h makes this approach less feasible.

Comment

Originally posted by Joebebs

Ok I’m starting to understand this now, I kept on wondering how working with angles in these games function, for the most part it’s a matter of distance, two people equidistant, one holding at a corner close to an angle while the other one is moving far against the wall and slowly working around that angle, that person walking up would technically win according to your 4th example. But anyone far away holding an angle against someone across whose very close to that angle working their way up would win because they have a more precise degree of visibility to play with than the on comer. This is actually blowing my mind a bit. Definitely gonna change the way I play and look at these maps now.

Oh shit I might actually need a 2nd illustration on your 3rd example there cuz they’re playing with 2 very tight/similar angles.

In the last example, Viper is holding the close angle and Jett is peaking with a pistol. Jett can see Viper before Viper can see Jett because Jett is further away from the edge. Each has its risks, the slower you work you way up the more exposed you are from your left (from A site) but you can beat someone holding a close angle if you slowly check it from a farther angle. Hope that makes sense.

Comment

Originally posted by [deleted]

[deleted]

Not necessarily. There's always reasons to peak and smart ways to do it (with a buddy or with utility). If you're going to peak long C, I'd say don't do it slowly because the person holding the long angle will see you before you see them.

Comment

Originally posted by Cakesmile

Since you seem to have a pretty good ideas on angles already in this game, do you happen to know if there's an advantage peeking from certain directions?

Like in CS you want to peek someone from the right since you get to see the other person just a tad bit faster.

Edit: Misspelled faster

I don't know definitively. I don't work on VALORANT, I work on the Riot Games API. I just posted this cause I've seen some people confused about how someone shot them when they couldn't see anyone. Maybe a member of the VALORANT team will swing by and let us know :)

Comment

Originally posted by Un111KnoWn

farther*

I noticed this right after I posted it /facepalm

For anyone else wondering, farther for physical distance and further for metaphorical, or figurative, distance. As in, if this gets noticed any further I'll get even more embarrassed xd

Comment

Oh hello Reddit! Glad y'all are finding this useful. I've got some examples in the Twitter thread if anyone's interested how this looks in game.

https://twitter.com/RiotTuxedo/status/1250637504895541248
...

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16 Jan

Comment

Originally posted by [deleted]

[deleted]

Thanks for understanding, but keep up the good fight. Priorities are based on what player's want so the more people want all content localized for every region the more likely it'll happen. Don't let me discourage you, but now you know why I work on helping third-party developers. The dev community does some great things for players.

Comment

Originally posted by RiotTuxedo

To my knowledge, the solution to this problem isn't as easy as enabling the option to select any language in any region. An implementation of this done poorly, could make the whole client experience worse. So from my perspective, it's either we leave it how it is or we commit to doing it the right way which will take more time than we can spare.

I understand that this is something that players want, which is why I came into this topic originally to say if you modify the client to enable another language it's unlikely you'll get banned. However if you download a program to do this for you and the program does something shady, you're also risking getting banned so exercise caution.

/u/HOUNDfre as for your edit,

edit: can you actually explain why is it such a resource-draining job when third-party apps can already do this? I understand that no way im getting an honest answer here but whatever, asking doesn't hurt

There's two sides to this. Why can third-party apps do this and why does it take a lot of time for Riot to do this correctly. When a player modifies their own client, either by themselves or via a third-party app, then the changes are localized to them. If the client breaks it only affects them and they can easily just re-install the client or remove the app. If we do this and it's done poorly, it'll affect millions of players.

Now we're wandering into territory that I'm not the subject matter expert (sme) on so some of what I say ...

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Comment

Originally posted by [deleted]

[deleted]

To my knowledge, the solution to this problem isn't as easy as enabling the option to select any language in any region. An implementation of this done poorly, could make the whole client experience worse. So from my perspective, it's either we leave it how it is or we commit to doing it the right way which will take more time than we can spare.

I understand that this is something that players want, which is why I came into this topic originally to say if you modify the client to enable another language it's unlikely you'll get banned. However if you download a program to do this for you and the program does something shady, you're also risking getting banned so exercise caution.