oniram177

oniram177



13 Feb

Comment

Originally posted by oooorileyautoparts

the light part in the middle doesn’t always open up, it’ll usually freeze on the equip transition.

oh, bizarre. have you noticed that from any of the other Ion weapons? I can let our team know about that and look into fixing it. It would also help if you've got a video of that happening

Comment

Originally posted by DeerInRut

Have both. They are different. The vibe is different. Like, you may prefer pink overdrive, but pink overdrive is unusable for full pink collections.

by full pink collections, are you wanting something like just 100% that color like how Araxy's purple is just overwhelmingly purple? Are there any other skins youd use that hit what you're after for full pink (battlepass or otherwise)

Comment

Originally posted by oooorileyautoparts

ion bucky is super glitchy, my fav is the heartbeat monitor or the oni

what's glitchy with the Ion Bucky?


26 Jun

Comment

Originally posted by noobpower96

As someone who has collected every odin skin im so glad they have finally released another animated one. Its been so long.

This one was a must for this bundle! We couldn’t resist putting the gatling gun spin on it!


23 Apr

Comment

Originally posted by ianmarc0

And you just have f**king horrible ideas. The chances of getting this patterns is super low, is it supposed to be exciting? It just comes across as stupid as f**k

sorry you dont like it. im sure we'll release something in the future that'll be more your style


13 Apr

Comment

y'all have some dedication! we didn't think this would be found for weeks :D Next time, Gadget!


11 Apr

Comment

Originally posted by C9rti

can we atleast see different knife selections possible for A/D in the near future

if we make that feature, we would do it for everything, not just knives.

Comment

Originally posted by ExF-Altrue

First of, I'm very happy to see you guys answering in the comments, that's absolutely awesome :)

It's very interesting to see, from your answer, where the priorities / constraints are etc.

However, let's be real for a moment. There are so many things that could be done to go around the memory budget: New settings, asynchronous / lazy loading, LODs...

Ultimately, it's still one (or two) guns per person per round, unless you thought we wanted mid-round skin switching, it really doesn't change the total amount of skins to keep loaded at any given time.

I want to take Fortnite as an example. The game should be an absolute hell for mobile and low end PCs, with all the new character, weapon, FX, etc... skins that are added all the time. Yet they do manage to keep everything performant while using the same engine as you guys. Seems like they figured this thing out :p

Im right there with you. I look at other games and ask the same questions - what differentiates us (technologically)? Two games using unreal engine is very far from two games having similar capabilities, in fact most can tend to be incredibly different and are optimized for different things. Fortnite was built for large world, destruction, massive amounts of characters. Valorant was built for smaller maps, and incredibly high precision for competitiveness. What we do, fortnite cant, and vice versa. That's not an excuse, its just the reality. Eventually if we want to make additional features or improvements to the game, we'll need to solve some problems to help us get there. Understand we want the same things you do, and we're working to make it happen.

Comment

Originally posted by DarkerLizzard

Has there been anything about the knife skin disappearing in the first half? Makes my purchase obselete as I don't have the skin the first half of the game?

I wasnt aware this was a thing! did you report a bug?


10 Apr

Comment

Originally posted by emi_flex

One thing I've been curious about since I started valorant (and had the idea sparked again when the randomising system was added) was agent collections. Maybe functioning similarly to how the keybind system is with a default and modifications of it and it could pull skins based on the agent each player has chosen?

I do not know if the skin loading process begins before people have locked in agents, but if not, would that significantly increase the load on computers? The number of skins remains the same, but players get new customisation options and can make pairings of skins and are also further incentivised to spend more money so they can do so.

I'd love to hear your thoughts on this! Thank you <3 emi

That's an idea that's been floated by both devs and players. I think it extends beyond just agents, and just comes down to player preference. Some players might want their loadout to match their agent in whatever way they feel is appropriate, some might just want their gold version one day and their red version another.
If we make one of those things true, we should also make the other true too

Comment

Originally posted by Kodometagg

I see. I failed to think about the gun skins for all the other weapons aside from primary rifles. If it’s viable for this skin bundle being released, wouldn’t it also be viable to allow this type of selection for 2 guns per player per match as a starting basis? That way you get some live feedback with the memory issues?

While that’s incredibly unfortunate for the low spec player base, I would assume some sort of limit needs to be hit between adding in content for overall player experience vs. pandering to the absolute lowest spec player base. I think a large majority of the community feel certain updates to the game would be huge W’s and it just sucks knowing it’s being gatekept because a few people are playing on bad gear

Its more than a few players, but I get your point. Even as devs we want to see big updates to the game. We're working on figuring out the right way to do it. Making progress on some things, holding off on others.

Our hopes honestly are for some things we release now to be able to tell us more about what to do in the future. An example here was the Random Gunskin feature. It didnt ship with the ability to favorite and randomize specific Variants, and the work between those was maybe a couple months? We felt that we didnt want to hold that back from players, despite it not being complete.

This is the beauty of live service to me at least, that we can ship something that adds value to everyone or at least doesnt take away from your experience, and make it better over time.

Comment

Originally posted by Kodometagg

I’m not sure i’m understanding the first paragraph of your comment here. You’re saying Riot hasn’t done a stress test to see the impact of “multiple” skins being loaded in, but to my knowledge, this skin set is doing exactly that anyway?

Why is it considered Multiple skins? Would it not be 1 skin for T-Side, and 1 Skin for CT-Side? why is a variable being used? And if the case is attacker/defense sided skins, isn’t that only a max of 2 skins per player? What’s with the vagueness?

Its multiple skins because for one player it might be just a vandal for A/D, which you're right in that case its just 1 more. But for another player they could want their entire loadout to swap. Then it gets more complicated.

Every player brings 18 skins in game with them (even the default weapons have a skin). for 10 players thats 180 skins to load into every game (we dont literally load them all at once but they need to be stored for when they're used). Giving players a default option to have A/D sided skins effectively doubles that number, now you're at 360 skins per game - we dont know if we can actually load that in without significant impact, especially on lower end hardware. We have to weigh the decision against the worst possible outcome.

We have not done the stress test to see the impact of more than we currently allow. We made budgets early on in development based off of what we needed for the game to ship, and made those budgets against the hardware we a...

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Comment

Originally posted by CaptainTurtle3218

I dont check reddit notifications super often - I did see this. I understand that its appropriate for the way a katana is supposed to be held. There are a couple of truths to take into account
- players can choose to have their handedness swap in game, so for some players, this will always be "wrong"
- for right handedness, weapons are on the right side of the screen, and putting something on the left side when you expect it to be on the right is sometimes jarring. this was the primary reason why this was done.

admittedly, the RGX melee does sort of go against the 2nd point there, and that was something we had to work with in order to make sure nothing felt weird there, which is why we have the weapon take up the entirety of the bottom of your screen.

try swapping your game to the opposite handedness and experience how weird it is, then imagine that happens every time you go from your gun to your melee. this is what we wanted to avoid with the Oni Kat...

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Comment

Originally posted by thealbinohippo

no... you would be able to select to use this skinline on both sides or just one side

they've said multiple times it would take too much memory to load 2x the amount of skins, so unless they find a work around it isn't happening anyways

This is absolutely right. Truthfully we havent done the full load test to see what the memory impact would be if every player could load in with multiple skins, but there are some presumptions we can make.

- more skins and more memory = more load times. We want players to get in the game quickly and not have a bunch of things going on in the background preventing you from doing that- more memory means bigger hardware memory requirement. We are already decently strict on how much available memory the game takes up based on our hardware specs. if we raised that requirement, we could cut out a significant number of players who are at the minimum bar for hardware, and thats not good.

This inevitably will be a thing we have to look into at some point if we wanted to add more content and features to the game. Actually this was the same reason why the animated player card for RGX is only on the long version that you see in lobby, because we didn't know the impact ...

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07 Jan

Comment

Originally posted by ScarabCoderPBE

I know it's not really an AMA, but the insight is cool.

How do you guys decide whether to introduce a new archetype for a skin line? Is it based around budgeting, the skin itself, or influenced by how it can be made in a way that's re-usable for other designs?

There's not really a formula, it all depends on what we're working on, when its releasing, what else is happening then, etc. lots of things to consider so we just need to pick and choose so we can appropriately deliver exciting things, and actually get it all done in time.


06 Jan

Comment

Originally posted by Qu1bbz

Having the same archetype already is for sure the biggest factor in the excitement dropping by quite a bit. I am generally trying to purchase 1 melee weapon of a new archetype I like, since I can only buy so many bundles.

Having 2 or more feels like a bit of a waste for me, since usually I would just prefer one over the other, which would result in the other one being a useless purchase. This is only really different for weapon skins (probably because the whole experience feels a lot different from gun to gun due to sound, visuals, variants, finisher etc).

And since I limit myself to basically 1 melee per archetype I try to wait for one that could be the best of that archetype or at least checks all the marks. This includes effects etc, which is why I didn't purchase the recon butterfly knife or the xenohunter knife.

Even though I loved the animations, I wanted to wait for a more premium feeling version (like I did with the RGX 2.0 and hopefully another xe...

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interesting to hear your thoughts on this, thanks! for us its all about trying to find out whats the most compelling for people. we've definitely tried to find opportunities to change some things up with animations here and there and we've seen it have the most impact in terms of what excites players. We took the original Reaver "assassin" archetype and gave it a new right click on Ruin, Nunca Olvidados, etc and players loved that so its good for us to find those kinds of wins that allow us to not have to reinvent the wheel every time. We want the impact of the changes to feel meaningful and not forced (not new just for the sake of new but actually interesting and exciting).

We're definitely working on doing this more and more in the future!

Comment

Originally posted by Qu1bbz

I agree with the other comment about the default claw animation. And for me this is a big deal breaker when buying an expensive premium bundle.

The melee is always a big part of the decision and unique or new animations (pullout, attack etc) are by far the most important factor.

Sadly the really cool new types (butterfly knife on release or xenohunter knife) often released in less premium feeling bundles.

This makes me want to wait for a version with actually cool effects on top (I got the rgx 2.0 bf). Sadly this is often times a long waiting time which might even take the hype away.

If cool new archetypes would release in real premium bundles I would be way more likely to buy the bundle.

Additional effect like on the claw weapon are fine and all, but at this point just boring and not a must-buy factor anymore. A xenohunter type melee with the new bundle would have been an instant cop instead of sadly like the 9th claw type weapon.

For you is there any sort of time or limit when something that was exciting no longer is? Like lets say the reaver karambit was the first, with its effects and all, would another karambit on a skinline that lets pretend is also interesting to you still be interesting, or would you be less interested because you already have a karambit you like?

Comment

Originally posted by Qu1bbz

Is there any chance we get to see another one of the xenohunter type in the near future, with effects etc? It's my favorite animation but the knife itself is a bit too basic.

I think it's a pretty popular type overall and we didn't get any alternative yet (and iirc it was released quite a while ago).

Would love it in a premium bundle like the upcoming one. Would be an instant buy.

Its fairly common for us to release a new archetype in a basic format, and then improve upon it later. Look at the butterfly knife first with Recon and then RGX, or the Karambit with Champions and then Reaver. We like to keep upping the bar when we can and also help things feel fresh so it could be a safe bet that if there's a thing you like and see room for potential, so do we :)

Comment

Originally posted by oniram177

its pretty rare that we change animations for melee weapons. are you talking about any in particular like equip or the attacks, or just all of them?

the way we think about melee weapons is through what we call archetypes. different weapons follow different preset structures. so while its true this does have the same animation as say Oni or Magepunk claw, the same is true for other Premium skinlines like Reaver, RGX2, or Prelude to Chaos

the hope in these cases is that despite the animations being the same, the addition of things like VFX/SFX can do a good amount of lifting in terms of making the weapon feel unique. Something id say that does this well is Chronovoid, where its quite literally the same animations as Araxys, but it "feels" different.

additionally - we definitely do want to make new archetypes! and we are working on some new exciting ones, its just that we need to pick and choose where that effort goes. Last year we saw the Xenohunter "CQC" set, the Cryostasis "hammer" set, and some dual wielding with Sarmad. There will definitely be more new and exciting sets coming in 2023!!

Comment

Originally posted by FliceFlo

Isn't it just the default animation? Whenever theres a clearly premium skin line having default animations randomly thrown in always feels bad imo

its pretty rare that we change animations for melee weapons. are you talking about any in particular like equip or the attacks, or just all of them?

the way we think about melee weapons is through what we call archetypes. different weapons follow different preset structures. so while its true this does have the same animation as say Oni or Magepunk claw, the same is true for other Premium skinlines like Reaver, RGX2, or Prelude to Chaos

the hope in these cases is that despite the animations being the same, the addition of things like VFX/SFX can do a good amount of lifting in terms of making the weapon feel unique. Something id say that does this well is Chronovoid, where its quite literally the same animations as Araxys, but it "feels" different.