Original Post — Direct link
over 3 years ago - The Valorant Team - Direct link

Hey! Let’s start with a quick note on Yoru from our Character Producer, John Goscicki:

Hey all, wanna touch on the Yoru changes we were hoping to get out by 3.02. Due to some unforeseen circumstances, the team is going to have to indefinitely delay the Yoru updates. We’re in a situation at the moment where certain resources needed to do this work are unavailable to us. As soon as we get a clearer picture of when we can ship these changes, you’ll be the first to know. Sincere apologies to everyone who has been looking forward to these.

What we do have is a lineup of new crosshair settings, the ability to shoot through Radianite crates, and a system to make it easier to revert AFK penalties due to server issues on our end.

There’s also the following Viper bug fix:

AGENT UPDATES

viper-banner.png

VIPER

  • Fixed a bug where Viper’s Pit started forming at the cursor placement point instead of around Viper
    • OK so this is technically a bug fix, but it alters the way Viper’s Pit is deployed. We accidentally shipped a bug in 3.01 that caused her ultimate to spawn at her placement reticle instead of around her. We know a lot of Viper mains thought this was an intentional buff and might not be happy about this revert—we’re very sorry to cause pain for you all.
    • We think that Viper’s Pit can be a very potent tool for holding an area. Given that impact, it’s important that her team pays the cost of securing ground before she can place her ult, as opposed to being able to cast it forward into areas without giving up her position.

GAMEPLAY TECHNOLOGY UPDATES

Crosshair Settings

  • Turn on "Use Advanced Options" to additionally customize your ADS crosshair and sniper scope center dot!
  • Added the ability to save and switch between multiple crosshair profiles
    • We hear y'all on wanting the ability to share your crosshair settings, and we agree! We don't have an exact time frame on when that will be coming, but it is definitely on our radar.
  • Added a setting to set a minimum firing error across all weapons
  • Added a setting to use the primary crosshair with shotguns

MAP UPDATES

  • You can now shoot through Radianite crates,with appropriate weapons, from all angles
    • Previously, you could shoot through some crates from limited directions, but not others.
  • Updated ziplines to allow the 'Use' key so you can detach at any point

SOCIAL UPDATES

  • Added a system that enables us to automatically revert any AFK penalties applied to you in the event of unexpected server instability

COMPETITIVE UPDATES

  • Autobalance button added for custom games with > 6 players based on players' MMR

NETWORK UPDATES

  • Improved the accuracy and responsiveness for the ping calculation
  • Ping stats now show both the average and the max ping values to help you better understand your networking conditions
    • The average value is calculated from multiple samples collected over a small interval of time—the max value is the largest value within that sample.

BUG FIXES

  • Fixed a big where Killjoy’s turret was not affected by concuss
  • Fixed Astra’s Gravity Well from pulling people while they were attached to ascenders
  • Fixed a bug where Astra could activate Dissipate while attached to ascenders
  • Fixed Boombot, Owl Drone, and Fakeout from destroying Sage’s Barrier Orb if placed in a way that overlapped a segment of the barrier wall
over 3 years ago - /u/Altombre - Direct link

Originally posted by damienthepious

Why does it feel like every patch is just an update on everything that’s being pushed back?

Hey, totally feel the pain here. Hopefully it's a bit helpful if I explain - recent updates have been on the lighter side for a few main reasons:

  • 3.0 was a pretty significant patch, so we wanted to give it some time to breathe and see how the changes have shaken out. We didn't want to kneejerk with changes while players were still adjusting to the new economy and movement changes + kayo.

  • Balance-wise, the game is looking pretty good right now. There are still opportunities for sure, but nothing super serious that needs fast, aggressive changes (outside of Yoru, who we just need to implement art resources for some of the changes we've made)

  • We try to focus our changes in windows between competitive tournaments to avoid disrupting the pro scene, unless there's something really egregious going on; considering the stability we've been holding off on major gameplay changes during these tournaments. Open to feedback on this approach, though - we're still trying to find out what the best version of this looks like.

  • All of Riot recently just took a week off; if we include the time we need to cut the build early to do a QA sweep, that means any changes in this patch would've had to have been implemented 2-3 weeks ago

I don't post this to try and contest your opinion or anything, just for transparency as to why updates have been a bit less aggressive than launch (where we had pretty big balance problems and LOTS of feedback from the community to action on all the time). Things are just a lot steadier these days. I'm interested in getting feedback from you all about how you feel about support for the game, though - that's something we're always interested in hearing.

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

Originally posted by Recabilly

I'm not necessarily saying that this happened because of him, but ever since Morello left, the updates seem to have been much less significant on a regular basis. It could very well be a coincidence. I don't think the game is in a bad place right now though.

Definitely a coincidence - we love Morello and pretty much all of us keep in touch with him still, but if anything the balance team's process and organization has improved over the past year+ we've worked together. I explain a bit more above, the ecosystem is just a bit different these days. The game's a lot more balanced, the community doesn't have extreme pain points (like beta Raze), and we have an esports scene to consider with disruptive changes.

None of that is to say your feedback isn't valid, though - if yall feel like we aren't supporting the game enough, that's very important for us to know and I'm interested in your perspective on it.

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

Originally posted by rune2004

(outside of Yoru, who we just need to implement art resources for some of the changes we've made)

Oh... they're changes like that. Neat! I'm excited to see what they are.

I can't go into details, but they're not just numbers tweaks, yeah!

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

Originally posted by icemoo

yeah thats not it at all chief, its likely they don't know the direction they want to take with him and nothing is panning out/receiving well with internal playtests that they have done. Commiting to a full rework is a lot of resources to use up when a mini viper style gameplay update works just fine

Its basically them saying "we have no f**king idea what to do without changing everything"

source: my ass(that sat in some playtests from an invite, though not directly yoru related noican'ttellyou )

We actually have a direction we're pretty confident in, it just needs more resources than our changes normally do - most of the time our changes are numbers tweaks, but whenever something needs art resources we have to coordinate with other disciplines (outside of just design and insights) a bit more. Also yeah, Yoru is a bit more complex than our other agents, so that's a component of it as well; but we've iterated for awhile at this point. It's a tough situation for us to be in, too - we want to get changes out as soon as possible.

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

Originally posted by Raxion

is there any progress to FPS and optimization?

Not sure, I primarily focus on gameplay. Sorry!

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

Originally posted by Mestics

Personally, I think the agent balance is pretty good right now. However, I would really like to see more changes to Vandal, it just feels too slow and bad compared to the Phantom, even tho it is really fun to one-tap. Don't get me wrong - the Phantom should't be nerfed, but a small buff to the Vandal is needed imo.

Thanks for your take! I love talking about this stuff. Regarding rifles - would you be surprised if I told you that numerically, the Vandal performs slightly better than the Phantom in every way?

Vandal has about double the usage rate of the Phantom, alongside a slightly higher K/D and ADR. The difference is very small, but it's there. Even up to the pro level, we've seen Vandal usage and stats score higher than the Phantom. There's likely some amount of selection bias here (aimlords are more likely to pick the Vandal) but the pattern has stayed true over months of games, which gives us an immense sample to piece through.

That's not to say we'd never make changes or that these metrics make it impossible for us to make changes - data is a tool for us to inform our changes, it doesn't decide our changes for us. I just think this particular stat is pretty interesting because it doesn't line up with people's immediate impression of the guns in-game (myself included).

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

Originally posted by chryco4

Okay thank you, that makes a lot more sense. I think if that info was included in the main blog post a lot more people would be understanding of the Yoru delay. Something like, "Yoru isn't just getting a change in numbers, we're working on a total overhaul which includes art assets too!" to appease the people (like me) who aren't as savvy on how game development works.

Totally! I wouldn't say it's a total overhaul, but art/visual assets in our game are very important to get right because of how much they can impede gameplay. Any time changes involve things like that, it takes a lot more time and resource management to get folks onboard and get the work prioritized vs. all the other stuff our talented artists have on their plates

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

Originally posted by JCraser

Thank you for the insight; was initially kinda pissed to see the changes on hold indefinitely but knowing that it’s a sweeping change that requires this sort of development definitely puts it into perspective.

Of course, happy to help. I don't want to say it's a huge, sweeping change - but basically anytime changes require visual asset updates, we have to move carefully. Visuals, VFX, animation, etc. in our game are really important to land right because of how impactful they are on the gameplay, and since we don't often have balance changes that require this sort of support, sometimes it can take a little bit longer to coordinate through the whole pipeline. Yoru will still be Yoru - it's not like we're reworking the whole kit, by any means - but visual clarity is important, especially for the tricky stuff he does, so we want to make sure it's done right instead of shipping it to live and having people rip their hair out over unclear assets.

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

Originally posted by ItsDavidz

I know it's planned, but will the replay system come around the next few acts or thr next episode? It would be really helpful in identifying cheaters/smurfs, and VOD reviews

Sorry, I focus primarily on gameplay so I don't have as good of visibility on stuff like this!