RiotWozzer

RiotWozzer



28 Jul

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An unfortunate edge-case default asset/text if there's an issue communicating with the back-end service in time to populate the page; I'd expect this would be resolved navigating away and back again. We happen to have fixed this last week, and will be included in the next patch :)

Although I respect the dream of escaping the clutches of Bronze and slingshotting to the highs of Valorant Radiant. I still believe in the dream, just it being a lot lot slower, harder but ultimately more rewarding.


23 Jul

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Originally posted by do0rkn0b

i've never experienced any kind of 3 minute time out, it's been consistently an hour and i've yet to actually leave a game. so are you able to gauge at what point someone leaves a game? if someone leaves at hero select the max should be 15 minutes, anything else is absurd.

Leaving Agent Select ends a match there and then for the other ~9 players, so only has a ~3minute penalty that will scale up on repeated dodges.

If you proceed into game and leave there, then the penalty applies for each round that you're not present for, given it's a far larger/longer impact to the other 9 players who remained in the game.

Again this also carries scaling punishments that increase on repeat offenses and have a cooldown period to reset.

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Originally posted by Purple_Grape_Monkey

Thank you so much! I have actually heard that the ranking system is really woerd rn cuz the guy that was in charge got former or something, is this true? I was just wandering :)

An unfortunately seeming frequent but still ultimately false rumor from a quote taken out of context; we've a fully staffed and dedicated team constantly working on our ranked systems each and every patch, have been doing for years, will be doing for years more :)

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Originally posted by do0rkn0b

bro your game is an actual shit show, so you can stuff your pr answers. just admit that you released an unfinished product ahead of schedule. like admit it, be real with yourself, it is consistently buggy and constantly down.

and yes people get banned for d/cing at hero select, and that's just dumb. full stop.

Sorry you feel that way, was simply trying to explain the situation to you. This feature was actually implemented post-release, and was one which was heavily requested by players feeling frustration at having players abandon their matches. Also players aren't 'banned' for abandoning matches but given a queue time-out that begins at 3 minutes.

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Originally posted by Purple_Grape_Monkey

Yes ofc, I do only focus on trying to get wins but not knowing where u are on the scale/thinking ur right at a promotion and not getting can get some tiresome after a while and the when u lose those couple of games that get u demoted it is rly rly annoying. I've seen this in many places, they should 100% add a count(? I cant find the right word) for ur rank so ull know where u are just like there is in LoL

It's definitely on our radar, and we're assessing options to address the confusion and frustration that's currently found through the lack of visibility. Please bare with us whilst we iterate and hopefully reach a point that resolves your concerns.


22 Jul

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Originally posted by Purple_Grape_Monkey

Ye apperantly if ur game score is close, such as a 13-12, even if it says greatly increased it barely counts and is less than a normal increase in a 13-0 game. It actually says it when u go to see all the ranks.

As has been suggested above, please capture Match History screenshots when referring to extreme examples not only because it'll help being able to dig into what occurred but it also makes it hard to discern exaggeration :P

If you consider a given rank to be a sliding scale from say 1 to 100, with 0 being a demote and 101 being a promote, depending on how grounded your rank is (first game vs 100th vs how long in rank) there is going to be a variable number of positive games required to climb out of the rank. Not all account/player situations are equal.

"I lost 2 games and got demoted" vs "I won 3 games and didn't get promoted". If you were say ~5 into a given rank and were well grounded by this point, then its not really a surprise that you didn't get a ~96 increase in ~3 games or saw a ~6 loss in ~1 game. Obviously loose math, but trying to give vague examples to vague scenarios.

Similarly "I went 50 and 17 in a 13-12 game and got called a cheater"; there's ...

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Originally posted by TreezyPhan

I got placed G2 on Monday

Having only recently placed its common to see rapid rank adjustments like this as the system attempts to establish your baseline rank based on having fewer games to assess your performance.

You've had some hard stomps, consistent wins and majority of games see you performing at a sizable positive KDA. It's not a surprise that these things coupled with your recently being placed has resulted in a series of promotions, congrats! Under the right circumstances double promotions are even possible.

Keep playing and before long you should see your rank placement begin to converge and the climb to get more gradual :)

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Originally posted by IrateGenius858

Basically, Riot fired the person that created the ranked system. They are in the process of reworking it. It's currently ass, and we're hoping their next fix balances it out. It would be great to have something like league, where you could see your LP, but we are just hoping for balance at this point.

An unfortunately seeming frequent but still ultimately false rumor; we've a fully staffed and dedicated team constantly working on our ranked systems each and every patch, have been doing for years, will be doing for years more. Bare with us, we're listening to feedback and I'm confident we'll get to a point that addresses your concerns. :)

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Originally posted by dankine

Some very heavy losses

Thanks for sharing the Match History, helps take in the full picture.

As mentioned above, likely due to having a series of heavy losses (2-13/7-13) and some negative KDA games (6-9, 10-16, 10-17) before your latest ~3 streak win, one of which you went equal KDA and the others were close wins (though good KDA ratios).

If you consider Gold 3 to be a sliding scale from say 1 to 100, with 0 being a demote and 101 being a promote, before your latest win streak that loss streak could have seen you at ~5, on the cusp of being demoted on the next comparable loss.

Instead you started to win! But even so you've a lot of distance to make up to get from ~5 through to 101 for that promotion you're seeking. If you continue to win, you will see a promotion occur and I expect it will be in the next ~1-2 games (but don't quote me on that..).

Good luck with the climb out of Gold :)

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Originally posted by 19Dan81

A future development blog and/or some type of road map the team is working towards would go a long way to satisfying the current feeling towards the competitive ranked mode. As a parting wish, I would love for you to take 6 minutes of your time indulging in this video regarding Valorant ranked. At the very least it would empower the team with a potential viewpoint that may not have been considered and that is the psychological reasons for playing a ranked game mode. Here it is > https://youtu.be/TRyD_dmvkus

Thanks again.

Added to my watch list, will make sure to give it and watch through and thanks for the share :)

Comment

Originally posted by 19Dan81

To reference one example, we're actually finding that the player skill data (among other data points) has us seeing match quality that aligns to our aggressive targets. I hope you're seeing this on your end in your games, aside to the criticisms you may have to our current ranked approach.

Without knowing the data you're referring to one can only assume you're talking about match win/loss margins across each ranking tier? If indeed that is the case, then I would like to counter that data with what I and others feel in game. We feel the outcome is largely determined by stack size and raid boss Matchmaking with the individual having little effect on the win/loss margins the system is using as a basis for MMR movements. This obviously is a system that feels designed towards an assumption that it's 5 stack vs 5 stack.

We see support players that aren't earning First Blood bonuses net a significant lower MMR gain. We see players in all...

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We have invested heavily in our data analytics (to which I just asked the team if we can share some perhaps in a future dev blog). We consider far more than match win/loss, and purposefully aim to ensure match quality irrespective of pre-made stack size, skill disparities, latency considerations, etc. A lot of factors go into trying to ensure we're making fair competitive matches, for every type of player and situation, and then ensuring we are tracking the results of those games across all those matrices to ensure we're meeting those goals.

Best I can do is try to assure you that these are all things we're considering and iterating on internally. We have and will continue to invest a lot here. But it will take time. Like League we didn't build Valorant to be complete on day one, we don't have intention to release Valorant #2, and we will continue to grow the product on our bi-weekly patch cadences. We have some sizable stuff on the horizon which I hope you'll enjoy, and mu...

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21 Jul

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Originally posted by do0rkn0b

I think you're missing the point, if you're able to log someone crashing then why are they being punished? An hour ban for crashing or even just leaving (which is not the case here) at hero select is asinine.

No player will be given an hour long ban for leaving agent select. The penalty starts at 3minutes and ramps up over time, over repeated occurrences.

In regards to why we punish; this system is in place in order to ensure the majority of players get a fair and balanced game. It's never fun when you have teammates AFK putting you at a disadvantage for what is essentially a ~45minute time commitment for the ~9 other players. In general players seek for us to have a deterrent, these punishments, to encourage not leaving the game.

The unfortunate side of that is legitimate reasons (crashes, ISP fell over, dog ate your mouse cable, etc) need to be punished, as there's no way to determine legitimate reasons vs general game abandonment. If we forgave crashes, we'd quickly see players forcing their clients to crash in order to dodge penalties. It's also why we lean on giving short punishments that scale to get more severe on repeat offenses.

That's why I gave the adv...

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Originally posted by 19Dan81

At a foundation level League's rank system only considers win/lose and see's large seasonal rank resets to offset the gradual climb, both of which we're trying something different towards.

I have probably been the biggest critic of Valorants ranked competitive mode since its release in beta. I have been critical because I care about Valorants future as an esport and as a game that will be something that keeps players invested long term and it succeeds as an ecosystem for Valorant esports.

I have months of complaints and worries regarding player retention through this system and its integrity. League of Legends has successfully ticked all the boxes when it comes to a competitive ranked mode; it provides an in-game esports ecosystem, it provides players a platform for self improvement through a visual progression system that reflects their time invested and it provides the matchmaker with mostly good matchups using accurate player skill dete...

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Firstly, I'm glad that you care about our competitive future. I also am invested heavily and care deeply for it too.

The systems you have referenced have some fantastic elements that we share in some aspects and are considering for the future in others. They also have some shortcomings, to which you can no doubt find many frequent criticisms in their respective game reddits also. We don't want to clone what exists, we want to ensure what we have for Valorant works for Valorant, and if we need to iterate to get there we hope it'll be worth it in the long run. We're in it for the long term, as I hope as a player of League you can believe us on that at least.

I appreciate the feedback you're giving here, and as a point of feedback in return please try to avoid conflating personal opinion with facts. To reference one example, we're actually finding that the player skill data (among other data points) has us seeing match quality that aligns to our aggressive targets. I ...

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Originally posted by _regan_

does riot plan on letting users actually seeing their rank data? would be better quality of life if we could see our actual mmr increases and decreases like in overwatch and rainbow 6.

To share what I posted just a little above; it's at the forefront of my teams considerations right now, and we're assessing options to respond to feedback like this. Please bare with us whilst we iterate and hopefully reach a point that resolves your concerns. :)

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Originally posted by do0rkn0b

what are you going to do about your client constantly crashing and people getting hour bans because of it? anything?

Please contact Player Support with any and all context you can provide for the crash you are encountering. It sounds like you have a technical issue that we could help investigate; we certainly don't see high crash occurrences for the majority of our players.

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Originally posted by SmolG0rl

@riotwozzer can you please explain the rank system? I went on a win streak and have nothing to show for it. All of these green arrows and top fragging and my rank is the same. Is there a link explaining how many point we need to rank and how many points per green upward arrow you get?

I'd need a screenshot of your Match History to be able to go into specifics. It's difficult to describe what's occurring with a vague description like that I'm afraid. It's possible that you're simply performing at the expectations of you, so are only seeing gradual increases. But I'd rather not speculate without a history to reference.

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Originally posted by MythosRealm

Just had this issue too - https://i.imgur.com/uikQr1w.png. Was a 2 v 5 in R25 and team played for OT2 but the game ended.

EUW servers.

There was a separate unrelated bug that caused our new competitive overtime to revert back to sudden death. Apologies for any confusion that occurred with this!

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Originally posted by SaltEEnutZ

I'd love to get a little more insight on the ranked system in the future, obviously, I appreciate there's probably a lot of not relevant stuff but I've had a friend of mine who can win let's say 6 in a row and not rank up and then lose a single game to rank down.

Mind you his performances in those games weren't awful, around 1.0 KD

It's at the forefront of my teams considerations right now, and we're assessing options to respond to feedback like this. Please bare with us whilst we iterate and hopefully reach a point that resolves your concerns.

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Originally posted by Pkelove

Underrated message

I happen to work on the competitive team that owns ranked, hence being vocal in topics that discuss ranked. I wouldn't be much value in topics around hit reg, but I trust in the team that own that to address feedback and concerns, and consider it in the work they're doing. It's an area of our game that has a lot of investment and passion invested into it.

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Originally posted by bradpittisnorton

Is it really just NA? I'm not from NA so I'm not sure if I was affected or ranking after placement matches are just unstable.

After my placement matches put me at Gold 2, I won 2 more games and I was still at Gold 2. The second one even said I gained a significant amount of points toward my next rank. In my third game, I got queued with silvers vs a team of golds, and we lost and I deranked to Gold 1.

Was only just NA. Coming out of your placement matches its fairly common to see frequent rank adjustment as the system is assessing where you belong based on your performance. Keep playing and trying your best, and if you're outperforming at your level you'll promote up, and if you're under performing at your level you'll go down. If you're meeting your expectations and stagnating between the same ranks, then you've likely met your level and should see more infrequent adjustments.