Original Post — Direct link
over 3 years ago - /u/Altombre - Direct link

Originally posted by JohnWickFTW

BUFF BRIMSTONE INCREASE HIS IPAD RANGE PLEASE RIOT

We're playtesting with some Brim buffs right now that are pretty promising :)

over 3 years ago - /u/Riot_R3DALERT - Direct link

Originally posted by NetaGator

Wouldnt that just be... a 50 inch pad 🤔

pushes glasses up bridge of nose

TVs are measured by the diagonal, mouse mats are measured by their edges.

over 3 years ago - /u/Altombre - Direct link

Originally posted by tbone603727

Any hints on a possible timeline for those?

Probably Episode 2 start, most likely.

over 3 years ago - /u/Altombre - Direct link

Originally posted by cupidstoleyograndma

this was an amazing patch. Patches like these are great, the whole nerfing agents to the ground and buffing them to the heavens is what made me quit dislike overwatch and is starting to get me to quit rainbow six. subtle nerfs and buffs are okay however.

I appreciate that! We're trying to strike a balance here, so keep giving us feedback on how we're approaching changes overall.

over 3 years ago - /u/Altombre - Direct link

Originally posted by youssefegous

Can you guys please do something about moving accuracy? Your (Riot's) silence on the matter is concerning.

We're definitely looking at this and it's been a topic internally for awhile before any of the TenZ clips started circulating - we've just been holding off on any major changes during First Strike and want to analyze this a bit more.

edit: To be super clear, this isn't to say we're committing to making changes - we just recognize it's been a hot topic lately and want to analyze and understand it further.

over 3 years ago - /u/Altombre - Direct link

Originally posted by [deleted]

As expected nothing about running accuracy on rifles.

We're looking at this, just have been holding off changes during First Strike, and want to make sure we're really understanding what the core of the issue is (cause bungling a shooting/movement change could make our combat feel really bad really quickly).

But, rest assured that we're talking about this and looking into it.

edit: This isn't to say we're committing to making changes - we just recognize it's been a hot topic lately and want to analyze and understand it further.

over 3 years ago - /u/EvrMoar - Direct link

Originally posted by SarcasmRules

Can someone explain this?

Rank distribution has been updated to make it easier to climb out of the lower ranks

These were previous;y disabled due to performances hitches

I can explain this!

So ranked distribution is the % of players in every rank. You can see an example here: https://www.esportstales.com/valorant/rank-distribution-and-percentage-of-players-by-tier (I just grabbed this site at random, I'm not saying the stats they have are valid or invalid, or that I endorse them or anything like that. I just wanted an example for players to look at to help understand what I'm talking about.)

I'm going to be talking about MMR, MMR stands for Match Making Rating. This is a number, assigned to you, that you can't see. We use this number to determine your skill and figure out how to match you in fair matches against other players. Valorant has a complicated system, it's not a simple MMR system, but at the end of the day it is more or less an MMR system.

So when you think of your "rank" it's technically a range on a giant MMR system. I'm going to make up numbers, these aren't reflective of the real system, but for example; A player will have an MMR number tied to them, wherever this number falls is where they are in rank. If silver was between 101-200, then any player with an MMR between those two numbers would be ranked silver. If a player that was currently silver won enough matches, pushing their MMR number past 200 they would promote into gold.

If we thought there were too many players in silver, but not enough in gold, we could adjust those rank ranges effectively adjusting the MMR required to be that rank. We could lower the gold MMR required, this would shrink the amount of players in silver while also putting more people into gold. In my example we could just make silver 101-150 and gold 151-300. Now that we lowered the required MMR to get into gold by 50, any silver player with MMR between 151-200 will promote into gold.

Before Example:

101-200 Silver

201-300 Gold

etc.

After Example:

101-150 Silver

151-300 Gold

etc.

It's a little more complicated then that, but that's a pretty safe way to think about it. So we adjusted where we think the % of the player base belongs, our changes were targeted at lower ranks. I believe, and the team agrees, that Iron should not be a rank where we have a large % of players.

Just a heads up, this does not mean you will log in and if you were Iron 1 you will get bumped up to iron2/3. You will still have to play matches, win, and get moved along the new distribution. After our change, if you should be a higher rank, you will be getting slightly more rank from winning and lose less after a defeat.

I wouldn't worry about it to much, enjoy grinding out some rank at the end of season. Hopefully you gain some ranks in the process!

Edit: I also wanted to add. Yes this may move more players in the low ranks up, but it won't effect MMR or match fairness. We are still using your same MMR to create matches, this doesn't mean you will suddenly have a player move from Iron to Silver, then start appearing in silver matches on your team/against you. This is purely a distribution change.

Normally a change like this would not be released in a mid-season patch, it would be rolled out when we soft reset a season. But we felt like we had too many people sitting in lower ranks and we needed a fix asap(and this wasn't too difficult to adjust). I am going to avoid doing this in the future during mid-season and instead make changes when we start new seasons. But sh*t happens, so I can't promise that will always be the case.

over 3 years ago - /u/EvrMoar - Direct link

Originally posted by RedDeathofOsiris

Thoughts on this “tidbit”?? Seems like it should’ve been elaborated more

COMPETITIVE UPDATES Rank distribution has been updated to make it easier to climb out of the lower ranks These were previously disabled due to performances hitches

over 3 years ago - /u/EvrMoar - Direct link

Originally posted by jahiscallin

dude, this was not well explained at all. are you an engineer or something?

:(

I'm the competitive designer, but I can definitely see where it's confusing. Essentially we said "we want less players in iron, we believe that lower ranked players are probably in a lower rank then intended."

So after our changes an iron 1 player will probably end up climbing easier and after a few games may end up in iron 2,3, or bronze 3. This isn't exactly how it will work out, but lower rank players from Iron-Gold should find it easier to climb a tier or two.

This will occur because we lowered the % of the playerbase we want in iron. Because we lowered how many players we want in iron we had to increase how many players should be bronze, silver, and gold.

It is slightly confusing, ranked systems are complicated at times. Just know that most players should be able to climb a few tiers pretty easily, if they are below gold, due to our changes.(you obviously have to play ranked to have the adjustments effect you)

If you ever want to learn more about ELO/MMR systems, and how they may be working, I'd definitely check out the Elo system: https://en.wikipedia.org/wiki/Elo_rating_system

edit: I also adjusted my previous explanation. Sorry, I've been super busy and tried to give a quick answer that probably needed a more in depth explanation.

over 3 years ago - /u/Altombre - Direct link

Originally posted by KrissVectorEOC

"talking about this and looking into it" was the same thing said about the quality of life in regards to toxicity in comp games for showing ranks before the match is over. That was in the summer.

I understand it can look similar from the outside, but the game balance team and the folks who make decisions on things like our UI in competitive queue are very different.

over 3 years ago - /u/EvrMoar - Direct link

Originally posted by chedbong

So ur telling me that if I didn't demote to bronze 1 I could be in silver rn? If only I just didn't play the day before the patch.

If you played after the patch, but still lost a game, nothing would have changed. It's not that you played a game yesterday, it's that you lost in general. It wouldn't have changed anything if you played today vs yesterday.

I wouldn't get hung up on one loss, you didn't get punished or anything like that because you lost one match. Your rank did not get effected more or less then anyone else because of one match. The change effected everyone the exact same, you didn't get any more or less rank then anyone else after this change.

over 3 years ago - /u/Altombre - Direct link

Originally posted by EarthlingKira

/u/Altombre question: do you calculate where the bullet hits by doing one RNG number on the let's say "x" axis and one RNG number on the "y" axis (or one RNG for one angle and one RNG for the other angle)? If you're doing this then you hit the middle of the circle much more often than you should because this way of calculating the bullet path does not properly account for the exponentially (squarely?) increasing area size of the circle the further you go up in diameter.

I was involved in an open source game rebuild project (JA 1.13) and they fixed that bug due to this exact reason. It's hard for me to explain in English but I hope you get my point. When seeing running accuracy it often seems like you fell into the same trap that dev team has.

If you want an even distribution in a circle you need to calculate this differently.

Have a look at this image: https://m.media-amazon.com/images/I/61Fm7GVOSfL.jpg

If you look at the lines in the middle, let's say you RNG get the angle in degrees and then you RNG get the number from 0 to 80 (like the line is numbered).

If you do this then the chance to hit the outer circle area is exactly the same as the chance to hit the smallest inner circle area. Even though the area size of the outer circle area is probably triple/quadruple that of the inner circle area.

PS: I'm not asking this because I think you don't know how to do program this :D but it's very easy to fall into this mathematical trap and when playing and running shooting the spread kinda feels like you fell into this trap. The shots hit the bull's eye far too often for the spread to be properly distributed along circle area size.

Hey! Super interesting question. I'm not a designer, I'm in insights - basically I do product strategy and data ecosystem work to help out with the gameplay space (agents, maps, balance team) to help us make better decisions there, so I actually don't know how to do this stuff!

This is a super interesting question though, so I'll make sure our designers see it. Thanks for bringing it up!