RiotTuxedo

RiotTuxedo



16 Jan

Comment

Originally posted by [deleted]

[deleted]

Because I felt like your impression was inaccurate. We're not ignoring it, I know the work to do this has been considered. So now I have the option of completely ignoring your comment or replying as best as I can while attempting to not sound dismissive or combative because I disagree with your assessment. Of the two options, I'd like to reply to you because the topic appears to mean enough to you that you left a reply, but I think maybe I shouldn't have. You didn't get an answer you wanted, I didn't really change your mind, and I probably do look dismissive or combative.

Comment

Originally posted by [deleted]

[deleted]

While I understand you believe this is something that should already exist in the client, there are reasons why it's not. The simplest of those reasons is that there is other work in the client that's higher priority.


10 Jan

Comment

Originally posted by Jabukufo

From what I understand, as long as it doesn't interact with the in-game player experience it's allowed. All this does is change a single line in the settings file, and then launch the game with a language parameter. It's something you can manually do without my tool, this tool just simplifies the process.

That said, I have not got any sort of official OK from Riot. I do know there are tons of people who manually set the language, and I've never heard of them being banned.

The policies around third party apps are fairly nuanced, but typically yes bans are mostly related to breaking competitive integrity in some manner. You shouldn't get banned for enabling Spanish on NA, but I also can't say, "this app is okay" because not only would I have to vet it, I'd have to continue to vet any future releases and that's something we can't do for every app.

PLAYERS: In general, be cautious about any third party application you download. If it breaks competitive integrity you're likely to get banned, but if the app is literally just changing the language setting for your client you should be fine.

Also u/Jabukufo please register your app on the ...

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27 Sep

Comment

Originally posted by Unabated_

That is great to hear but every game with a finite amount of possibilites has tools that help the player be better than they actually are. Hearthstone has a great variety of those tools. Even my favorite card game MTG has those tools. Unfortunately Games like TFT will attract exactly those developpers that already did work on different games to overcome the new challenge.

Also I am not quite sure how you guys plan on Anti-cheating on a visual recognition tool that uses the monitors input to scan for champions, items etc. Our machines nowadays are able to check "screenshots" really fast by dividing the load on many cores and prioritize certain areas of the screen.

I wish all those games with a finite amount of iterations would become free of all those tools. Tho I love to hear you are backing some developpers up by making their product Riot certified.

Our first step is always to reach out to the developer and start a discussion. This article is so we don't have to do that for developers already in the ecosystem. But you're right if there's a developer whose intentions are good we'd work with them to ensure their product aligns with our policies.

Comment

Originally posted by Unabated_

And here we have a problem. They cannot enforce it. As long as the tool does not literally play for you and just tells you what the best play is, it is undetectable. Reading RAM is easy as pie but the worst thing is, we live in an age where you do not even need to anymore, as scanning a screenshot for a specific character is viable option too with our computing power. And latter is not 99% stealth, it is 100% stealth and cannot be detected in anyway.

My team mostly focuses on communicating with developers whose goal is to design apps that are inline with Riot's policies and contribute to a positive player experience. For those developers, we're outlining what those policies are and the areas where we believe the player experience can be improved. We offer guidelines to help guide developers toward healthy areas of development.

There's another team that handles the development of tools meant to break games and degrade the player experience; they're anti-cheat. You'll see them talk about their work from time to time, but the more they talk about their methods the easier it becomes to circumvent those methods.

Comment

Originally posted by -Plate-

So,is overwolf still good or bad?.

Overwolf overlays aren't problematic in and of itself. What the overlay is does might be. This means one overlay might be fine while another isn't. In the article, we discuss the things we'd like developers to think about and avoid doing when making apps. Apps that display the rules of the game are fine. Offering general suggestions are fine. Offering suggestions based on in-game context is generally off limits, but if you have ideas that don't create a competitive advantage feel free to have a chat with us.

Comment

Originally posted by ploki122

No, their official stance is basically that 3rd party tools should be informative, rather than restrictive. They want more tools that suggest various ways to play, and less tools that enforces one specific playstyle.

For instance, giving rolling % for each individual champion you own is informative, it helps you gain access to otherwise hard to grasp concepts. Similarly, highlighting 3-4 champions the you can complete your comp with when you level up, or highlighting the spatula items that unlocks a threshold for you, those kind of stuff all inform you about the game, and let people enjoy the game more.

What they would hate to see is overlays that tell you "Reroll now", "Buy Vayne", or "The single best comp right now is Void Assassins". Those aren't constructive and only artificially limit the playability of the game. I got that right /u/RiotTuxedo?

You're pretty close here. The wording we're using is we want to discourage third-party applications from reducing the diversity of the game, providing competitive advantages for players, and playing for the player.

Showing the rules of the game are fine. We did discuss highlighting champs in the shop and decided it might provide an advantage for players re-rolling quickly. I believe the TFT team was looking at doing something to highlight this as part of the game anyway so that every player had equal access to this (but don't quote me on that). We encourage developers to start a discussion with us as early as possible so we can give feedback on ideas.

As for the last section, you're spot on. Apps that play the game for the player are definitely things we like developers to steer clear of. They basically remove skill challenges and create less diverse games.

Comment

Originally posted by Parachuteee

Will we have a match timeline kind of API for each round? Something like the status of each player on each round, like items on the ground, champions on the ground, champions on the table etc... This would open up a lot of possibilities for post-match guidance. With both automated and manual inspection.

Kinda answered this here, but tl;dr is maybe.

Comment

Originally posted by [deleted]

[deleted]

Same caveat as the other response I put here. We're kind of wandering out of my area of expertise here, you're asking game designer questions and I'm not the best person to ask about this. That being said the goal isn't to obscure this data, in an ideal world I'd like to see Riot be even more transparent about this. From my perspective, this isn't something I think we're trying to hide, a lot of the game designers are on Twitter talking about their thoughts on the current state of the meta. I think in an ideal world there's complete transparency about what's too strong and too weak, it's constantly updated, and there's an ongoing narrative about what the current state of the meta is and what's being done to balance the game. I think the team already does this but I'd personally like to see it done even more so. Like I mentioned before, the devs constantly talk about the balance and in the patch notes there's rational for what's changing (whether or not we as player agree is another...

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Comment

Originally posted by ploki122

I mean... doesn't obscuring the data just slow the problem at best? People will still do guides based on gut feeling, and their anecdotal evidence, even if they don't have 26000 games to back it up.

For instance, if starting with Noble 3, level 4, and a 2* unit, by the time you hit the first PvP round, leads to 78% of placing 4th and higher; I feel like at that point the issue isn't that people know going Noble first is better, it's that going Noble first is oppressive.

From my point of view, it'd be like hiding the upgraded items' effects until you complete them, since that way people build more diverse items. It creates a more diverse meta, but only until people figure out the hidden numbers.

We're kind of wandering out of my area of expertise here, you're asking game designer questions and I'm not the best person to ask about this. However, I think the goal is for products that use the API to promote diversity in games. There's a lot of area where we think community products can go a long way toward improving the player experience and that's where we'd like to see effort focused. There are some examples of this already; composition builders, the overlays with the rules of the game, apps that highlight the matches won, apps that show your ranked journey. These are the kinds of apps that extend the experience and make TFT more enjoyable.

EDIT: I want to clarify a bit after re-reading your question. I think players will always form an opinion of what's good and bad and likely stick to those decisions. There's nothing wrong with that. But if an app is sending a message to player that anything but Nobles is a mistake, that's an issue for us. We'd li...

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Comment

Originally posted by drkinsanity

Do you expect to add matchups/units/items/placement etc for each round- sort of like the timeline for SR- to the API?

Good question. If you read the article, we dive into some of the policy we're creating for community sites making tools for TFT. You'll notice a lot of what we talk about is how tools can start to change the way the game is designed to be played. At a high level, in the article, we discuss reducing diversity, giving competitive advantages, and making decisions for players. All these things are bad from a gameplay perspective so we want to make sure we're exposing data so that community sites can make cool things for players while also ensuring these policies are being adhered to.

Your question was asked in the Developer Dis...

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Comment

Originally posted by Agleimielga

hey rito tupedo why my match history always show im 8th

im gold 4 ffs

Hmm are you finishing in 8th?

Comment

Originally posted by ploki122

I always wondered what big companies' APIs tend to look like. Is it like simply that you take the initial big dump of data, then ETL it into a separate database and format to process for stuff like match history, then ETL it further onto a different server for API purposes?

Do you instead just have 2 different APIs, one publicly available, and the other private, and both use the same kind of access points, and the same dataset, but with less security enforced onto your own client?

Oh there's a lot to this question, I'll try and his the high level parts. All good questions though.

I don't necessarily think there's one right way to do things, as in most of software engineering there are tradeoffs to everything so it really just depends on your circumstances/constraints to determine which path you take to creating an API. You might ETL all this data into a separate data store for the API if isolation is a concern. You might make two separate APIs if you need to. It all kind of depends on your requirements.

Theory first. I personally like it when the client or primary product uses the same APIs as as made available to the public and the only difference is the permission set (in something like OAuth this means scopes). In general, creating a product that is API first ensures that the API is never an after thought and the product is designed in way for the data to be sharable while still meeting the product needs. If you do take a different approac...

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26 Sep

Comment

Originally posted by KopaXIX

Ah, you made a mistake by revealing yourself my man, let's hope it doesn't bug out so we don't have to roast you... Good work, so happy this is coming out.

There are a couple teams involved in making TFT match history a thing. My team focuses on making this data available through the API so that community sites can make tools that are useful to players while still remaining conscience of the gameplay (hence some of the policy in the announcement).

We're aiming to have this data in the API soon, so we're sharing the schema but the priority will be making sure it's stable in the client before it gets added to the API. I'm happy we're finally getting match history as well, the TFT team is moving at an incredible pace from what I've seen. They got a lot of plates spinning and I'm just happy to help where I can to get the value to you all, the players.

Comment

Ooh something I'm working on is on reddit. My day has come. Lmk if you have any questions related to the Riot Games API.


22 Jul

Comment

Originally posted by jimmy_o

Well yes, exactly, that's the question I'm asking... does the Riot API consider 1st place only a victory, or first and second like in game.

In the Riot Games API, retrieving a player's league returns a number of wins and losses. In league-v4, wins are games where you finished first. Losses are if you finished in any other place. This should be documented on the reference page.
https://developer.riotgames.com/api-methods/#league-v4

NOTE: Specifically calling out league-v4 because this might not be the case for all APIs, but it is in the case of league-v4.