spawndog

spawndog



05 Jun

Comment

Originally posted by shkmin

ping on KR? never tried.. frankly scared of that server hahah

You could try from commandline "ping google.co.kr" and it will give you an idea

You can also do "tracert google.co.kr" to see where the different hops your internet traffic will go through

KR just has the best network infrastructure in the world and a very high player density for League so its likely you'll get a more reliable connection and faster match times for a similar skill level

Comment

Ouch, I feel your pain from playing MP games in aus back in the day. If you are going to be on that kind of latency then consistency will matter as much as another average 50ms. I would guess that KR is your best option. Also please don't use WiFi.


14 May

Comment

Originally posted by HungryHeckHoundtv

Some great content right here. Love your randomness and how its evolved. Thankyou for the lead paint!


18 Mar

Comment

Originally posted by stuballinger-art

Yoooo cheers Spawn. Didn't know you were from VIC, I knew I liked you for a reason.

Im a Yackandandah boy. Little far from home these days.

Comment

Sick. Nice one mate (from a fellow Victorian)


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.