spawndog

spawndog



19 Nov

Comment

Originally posted by 10xkaioken

Oh pbe only for bugfixes ?

Stability and performance are the main use cases. We do catch quite a few other bugs but the signal to noise is very high and things slip through. It's much rarer that we get reliable balance feedback from PBE.


04 Nov

Comment

Originally posted by CertifiedCoffeeDrunk

So it was an animation bug all along?

Not exactly. All gameplay decisions like when to auto-attack are made on the server and animation is only on the client. In this case Caitlyn auto attack logic is very old and written before our modern features could support it properly - imagine in 2011 eating a bowl of mums spaghetti using only two bread knives and miraculously succeeding.


11 Jun


03 Mar

Comment

Originally posted by patmax17

was this in the game with the samira bug? If so, how was a charm the reason for her ult to not be interrupted when samira was killed with GA?

I'm a programmer myself and I'm highly interested in how league works technically (and I think the idea of chronobreak is incredibly cool!) but I don't remember a charm being anywhere in that moment (it was samira vs azir and gp)

No, that was unrelated. I believe the issue was in Azirs scripts (very complex as you'd imagine) that only manifested on Samira.


02 Mar

Comment

Originally posted by SuperMrBlob

when the game plays back everything must be identical to how the original game played

What is the thing that happens to be not-identical? If the server version is the same and the inputs are the same (because they are saved), I thought the work was already put in to make the server deterministic. Where does it go wrong?

Please update us on the details when you find out!

If you're still curious : it was an uninitialized variable. It had a small chance for a buff to self identify as being a charm without applying the effect. We managed to get the fix out the next day for eSports.


14 Feb

Comment

Originally posted by SuperMrBlob

when the game plays back everything must be identical to how the original game played

What is the thing that happens to be not-identical? If the server version is the same and the inputs are the same (because they are saved), I thought the work was already put in to make the server deterministic. Where does it go wrong?

Please update us on the details when you find out!

There are a lot of ways things can still go wrong but an example of one the most common causes is if a variable is not initialized which means its value is whatever was in the memory location before.

Comment

Originally posted by danielloking

Considering the XL vs. FNC match, what could've gone wrong so you couldn't chronobreak the game? Or what factors decide whether Chronobreak is successful or not?

OP's description is accurate but one of the additional fragilities of chronobreak is that when the game plays back everything must be identical to how the original game played otherwise you get a butterfly effect. Without investigation we don't know if this was the case in the game today.


18 Dec

Comment

Originally posted by Chik0Che

Bro you'll be living your next life when this is out mate.

Point well taken. "Gamers for life" is short sighted

Comment

Originally posted by CozyXan

Bro you'll be in your death bed when this is out mate.

Get the defibrillator I just need to finish this one more ...


13 Nov

Comment

Originally posted by addurn

Thanks for the reply. I'll see if I can narrow it down to something more specific. One thing off the bat that I have noticed, is that sometimes for melee champions, the alternate cursor (the reticle looking one that appears when your attack range shows) that appears for player attack move doesn't appear. Instead, it is just the regular cursor. I experienced this yesterday but today it seems to be ok. Idk if the two are connected but figured coding be like that sometimes so yeah. Anyways thanks again.

Thankyou. Yeah, coding do be like that. All the clues are valuable

Comment

Originally posted by addurn

Do you have any guesses on what might be happening in regards to auto-attacks? I initially thought it was my imagination but upon seeing that others experiencing the same thing, I'm inclined to think otherwise.

We've been scouring changes that might have caused what people have been experiencing. We can do a process of testing older builds and comparing them to newer ones to narrow it down. The problem is getting a reproducible test that is defined and objective. Feel free to IM me if anyone has a "this is different" statement we can test.

Preseason is a time of adventure.


12 Nov

Comment

Originally posted by SpookityBoogity

The tick rate of the game is lower than usual on days like today to accommodate more players on the servers.

League normally tells the servers what's going on on your end 30 times a second, I read that Riot's server's can drop down to only 15 updates per second for events like a new pre season.

So basically the game is purposefully laggy so that the servers don't die when we all play the new season. That could be what you're noticing.

Edit: Yeah all of that was bullshit btw apparently it was just a rumor that spread enough to become believable so my bad.

The server tick rate is always 30hz. We do have some hitches of around 80ms but typically no more than one per game.

When we launched TFT we clocked it to 20hz in regions where we could not get hardware there soon enough. At 20hz A/B test people were not able to tell the difference but we put it back to 30 for consistency.


29 Aug


11 Feb

Comment

Originally posted by WorkKrakkin

So you retroactively went back and added an extra parameter to every single ability?

Not quite, at least not manually. The context of the ability (which dimension its created in) is inherited by FX, damage and anything else created by it. eg. The data/logic for a Morgana binding did not have to change but now it always carries an extra property that says which dimension it was created in.


09 Feb

Comment

Originally posted by SimonSaysx

So Sylas stole Morde’s ult, then Morde ulted Zilean,m. A few seconds later Sylas ulted and they end up in the same “realm”.

I didn’t know the Sylas interaction worked like that. I would have thought they would have had separate “realms”.

A part of Mord's development was making everything be able to exist in a different dimension. Abilities default to dimension 0 (Runeterra) but Mord ult and a stolen Mord ult all go to dimension 1 (Death realm). Turrets exist across all dimensions, I haven't talked to the Lore team as to why that is.


18 Dec

Comment

Originally posted by Undope

And ye shall receive... https://imgur.com/a/DchCIYU

Witness Mundo!


05 Nov

Comment

Originally posted by dcy

The thread is a bit old, but I'd wanna ask the experts if having team-specific color HUE in spectator mode in LoL would be possible in near-future? I guess I'd direct this to u/Penrif and u/spawndog ?

This idea popped in my head recently after observing LCS pro Froggen do some in-house scrims the other day on his stream.

It was supposed to be a practice environment but it felt like... Your average 5-man league game with a lot of back and forth communication - This is the picture pros see in their games. It's hard to explain but the fact that observers see what happens on the entire map, clouds observers judgement of one or the other action.

In order to minimize that, a clear indication would be nice to have (since we're all about clarity ever since jungle timers). It would allow people to understand what's ...

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This idea popped in my head recently after observing LCS pro Froggen do some in-house scrims the other day on his stream.

It was supposed to be a practice environment but it felt like... Your average 5-man league game with a lot of back and forth communication - This is the picture pros see in their games. It's hard to explain but the fact that observers see what happens on the entire map, clouds observers judgement of one or the other action.

In order to minimize that, a clear indication would be nice to have (since we're all about clarity ever since jungle timers). It would allow people to understand what's going on and learn from it from their own games. It would have various uses in learning or commentating.

I also watch a lot of Froggen on stream - one of my favorite pro players :)

We have talked about this in the past and it is something I'd like us to explore. I know one of our rendering experts did some experimentin...

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26 Oct


16 Oct

Comment

Originally posted by pm_me_coffee_mugs

Low-priority question:
Is that why I seemingly at random go from 130 to 200 ping on different days on the PBE, from EU? Or should I look elsewhere to troubleshoot?

Not my area of expertise but I understand the internet packet journey from Europe to our Chicago servers is like a couple of lonely hobbits trying to make it to Mordor with Gollum trying to ruin your day.

Comment

Originally posted by lucasrattz

It would be interesting a champion whose skill kit revolves around paint buckets. His passive would be buckets he carry around and use it to change his paint brush color, changing his abilities.

While he is carrying the buckets, his move speed decreases, and he can place the buckets somewhere to walk in normal speed again and have to go back where he placed the buckets to change the brush color.

Edit: Thanks for the opportunity to share and watch one of my ideas getting off the ground. I love creating characters, items or maps in my free time and I came up with this concept about a year ago, and i'm delighted that you all liked it. And thanks for the gold!

I'm feeling some old school WizBall from this