And ye shall receive... https://imgur.com/a/DchCIYU
Witness Mundo!
And ye shall receive... https://imgur.com/a/DchCIYU
Witness Mundo!
Read moreThe 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 ...
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...
Read more<3
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.
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
You may experience a different ping as we are experimenting with hosting game servers in the cloud.
Demand scaling turns Crash into Clash! :P [I know you guys have mitigated most of the load spike, i'm just making jokes]
You humor has been noted. Appropriate measure have been taken /s
What we did was change the Clash design so it better suited how league works
So currently i am interning as a software engineer and had been curious on how game side of engineering. What kind of background do your team members have? What would you recommend for someone to have as a basic skillset to start in your field?
My strongest advice is to learn your fundamentals from how CPUs behave to what the compiler and OS is doing with your code. You'll be able to apply that knowledge through your whole career even though technology and game making norms change. Secondly, something I greatly prize is people who have their own personal projects. It shows a passion for the work and a willingness to see things through.
League has the most diverse of technical backgrounds of any game engineering team I've worked on. We have game industry veterans with 25+ yrs exp to non games people in their first role. The common element would be the desire to work collaboratively with other to make really great experiences (also being good at the codings).
With that experimenting, are you guys looking to dynamically create gameinstances on servers with the "fairest" ping? Or the lowest avg ping across players cloud server spins up the game instance you play off of?
That would be awesome but would have implications on match making quality and times. Not something we are talking about at this early stage though
Is this something you are looking to do with all the servers at some point in time? What kind of differences/benefits/negatives are there from using the cloud to host games?
It's all super exploratory right now and what we find will effect our decisions. Eg. If the latency or performance hitching is worse then we may be ok with all of our alternate modes and custom games hosted there but not ranked games.
The biggest advantage is having the convenience of quickly scaling up/down as we need. Downsides are not having the direct control over all aspects of our players' experience which is something we care about deeply.
As someone who works as an ethical hacker in a product security role and has been playing since before season 1, I've got two questions.
Compared Leagues longevity and large player base, there have been very comparatively few instances of hackers/scripters majorly disrupting the game. Without saying anything compromising, what about the games design or architecture do you think lends itself to being an environment that seems difficult to compromise?
Secondly, whats your favorite bug/wonky interaction that never made it to the live build, but showed up in dev or another non-live environment?
Thanks!
Without saying anything compromising, what about the games design or architecture do you think lends itself to being an environment that seems difficult to compromise?
The genre itself lends itself well to giving fewer tools for hackers to compromise. For example, we do not give game clients the location of a player when they are in fog of war. We do have our own proprietary solutions to other hacking options but all I can really talk about is that it's a never ending battle that requires a dedicated team.
PBE Servers live in LA still if I'm remembering correctly
We used to house the PBE in Vegas but its currently in Chicago. You may experience a different ping as we are experimenting with hosting game servers in the cloud.
Read moreThese are going to be kind of all over the place, apologies.
1 - How does Morde ult work? The video at his release talked about "different interaction layers", but what went into building that separation? Is "realm" now included in all position values? Does every ForEachUnitInXXX now have flags for which realm(s) to look in? Did you have to make a lot of changes to spell scripts to handle units being in different realms?
2 - How does Yuumi Q work with the cursor following?
3 - How did you get extra spell slots to work with Sylas ult? Just assigning each one before casting it?
4 - What was the removed "Baubles" spell slot supposed to be used for?
5 - What was the removed "Scriptable" missile type for?
6 - Why does Aurelion Sol passive have a different missile type than the other circle missiles?
7 - Why does Xayah passive have a unique missile type not found on anyone else?
8 - What are NextSpellVars for? Next cas...
13 - Did you ever fix the servers dying when the game reaches 25000 seconds of game time? It's not exactly something that's easy for me to check myself... Do you know what exactly is timing out that causes it?
Depending on the hardware we can run over 100 games on one physical machine. There is a single process called the local server manager that is responsible for all of those games. One of its duties is to kill off any game server it thinks is misbehaving. If a game runs at 100% cpu for too long or if it seems like its a ghost game running forever it will terminate the process. So if your game runs for too long you need to close out or the LSM will judge you.
Any plans for a league server for NA West players?
No we do not have plans for west (or east) coast severs. We took the compromise of putting our servers in Chicago then doubling down on Riot Direct to reduce latency. Super cool blog on this if you havent read it: https://technology.riotgames.com/news/fixing-internet-real-time-applications-part-i
NAmen
I saw him as an example of house Faceless in the new MSI event and thought we'd made a mistake - surely he is Warband? His survey came back self selecting as Faceless. I can see that now.