Valorant

Valorant Dev Tracker




11 Jun


10 Jun

Comment

Originally posted by tm458

Literally (I kid you not) everywhere besides africa so we're always discriminated against. Also haven't heard from u/RiotKorensky in a few months so im guessing the talks fell through.

They didn't. Like I said earlier - it's not my place to announce anything. There are a lot of projects underway at all times at Riot and there is a significant amount of pre-work across many teams required before we do anything in a new location. When there is something to announce, you'll hear it from the Valorant team. Until then we have heard you and there are efforts underway to try and improve things here but I can't give you any definitive information on what might happen and when.


09 Jun

Comment

Originally posted by ohbump

Hey man, super insightful post I appreciate the time you took to make it. I wasn't knocking you guys or shitting on the current system, just more of a discussion kind of thing. I was under the impression that Valorant used TS2 or another system that came from TS2. And yes, it was Menke I was referencing, he was always transparent about the state of H5 and was known for tweeting data showing why the thing that happened, happened. That's part of the reason I assumed you guys implemented TS2 with one of the updates that dropped a couple months after he was hired. We love him and miss him dearly over in Halo

I do think Valorant specifically is a fairly accurate judge of players' skills overall. Thank you for breaking down the bell curve graph, I didn't really put a lot of thought into the inflated numbers or even consider them at all in the bigger picture when I was typing all that out. I should also say that the Lebron analogy was made assuming TS2 was the primary match maker....

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Hidden MMR is in every PVP game, for the most part. You will only find mobile games using "rank" as the main way to match make people. If you think about it, using rank to match-make is just making rank your "MMR".

Matchmaking rating(MMR) is just a way to rate a player's skill and put them in a match with others around the same skill. So it doesn't matter what you use, at some point something is going to act as MMR and put you in a match. The only games, that exist today, that don't have some sort of skill-based matchmaking are server browsers, mobile games, or indie titles(usually due to smaller communities).

So hidden MMR is the only thing that determines matchmaking, and this is true of Valorant. I think there is a heavy belief that MMR is somehow holding people back, or doing weird things to manipulate a player's experience in VALORANT(or any game really). But, honestly, MMR is just a ladder with complex math to determine how fast you move up and down it.

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08 Jun

Comment

Originally posted by IBlubbi

I would love to see a rank added between Immortal and Radiant or Immortal rank to be capped to a certain number of people (coming from an EU player that has been stuck in Immo 3 300+rr for a while now). Especially coming from League of Legends where even Diamond rank ment you were in the top 1.6% the current state of Immortal feels atrocious. Psychologicaly Immortal should be Valorant's equivalent to Leagues Master rank, seeing that it is above diamond, whereas in fact Immortal in Valorant has a higher percentage of players (1.8%) than Diamond in league (1.6%). The actual equivalent to Master in League (0.18%) is the current immortal 3+ (0.2%) but it doesn't feel rewarding in any way because you will still get the exact same reward the 50000 immortal 1 and 2 players will get at the end of the Episode.

Another problem is the 450 rr gap between Immortal 3 (200rr) and Radiant (currently around 650rr). That is essentially enough for 1.5 entire new rank brackets and feels very...

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Great feedback!

I think we could probably do a better job of rewarding Immortal 1-3, or exploring the leaderboard space more. No plans right now, but I have it on the list of improvements I'd like to explore at some point. (Maybe after our tournament system, which our team is STILL pushing along and working on! Have to always have a list of things we can do, so we don't run out of stuff to improve!)

Comment

Fixed in the next patch! https://playvalorant.com/en-us/news/game-updates/valorant-patch-notes-4-11/

"Fixed a bug where after switching Agents in the range or in custom game, the buy menu would sometimes show invalid items"

Comment

Originally posted by Serito

If you're up to answering, do agent roles and map choice impact player consistency enough to cause issues with accurately guessing skill distribution? Can these be accounted for?

Overwatch implements role queue, so I've always wondered where that needle is at for Valorant.

I don't know enough of the space, but I do know your familiarity with an Agent and how many times you've played them can affect your winrate. It's so small tho, and you are in the same closed environment as everyone else, that it's not a big thing we need to worry about for matchmaking (yet). I have wanted to explore this space, there may be a world someday where we have to take into account role or Agent to get a better idea of skill but we aren't there yet.

Comment

Originally posted by JD_352

I went back and read all of the replies you did and they came together well. It can be hard for players to sometimes understand - when we see a post that does go into quite some depth; it’s almost like “ah ha!” moment where it all makes sense. But, just because it feels relatable doesn’t necessarily mean it’s fully true.

Thank you!

It's hard right, the matchmaker is a black box and you just have to take my word for it. I don't expect to make everyone believe me, or for people not to have their theories. If anything the feedback, and issues people face, all make us want to improve the system or explore new spaces! Healthy skepticism is always good.


07 Jun

Comment

Originally posted by crazyjake60

Honestly, silver, gold, or plat should have an extra rank. A little bit of extra padding between diamond and the ranks below would be better for both ranks. I think that would also let you push the distribution up if you guys decide to.

Interesting take, adding ranks is definitely something I've seen people mention. Where would you put the rank and what would you call it? :P

Comment

Originally posted by JD_352

Thanks for the reply!

no problem! Sorry it was short, I went indepth in my post in this thread.

It's hard, matchmaking will always be super complicated and mostly a black box with lots of beliefs in how it works. I would be worried if we stop having posts complaining about ranked and matchmaking, because I've never seen a game not have complaints. Hopefully future updates will help alleviate some of the issues people feel with their ranked experience.

Comment

Originally posted by JD_352

I’m assuming this enforces the importance of queuing with others if the game has designated you the golden child of the match? It also explains why people who solo queue can often feel stuck unless they are super consistent and actually do manage to get good teammates?

You often hear solo queue players (especially in the “elo hell” of the positive skewed bell curve) say they almost always team MVP but they get bad teammates. If you’re consistently MVP’ing, the algorithms have designated you as that from the start. So you need 1) to perform to that standard (no bad games for you) and 2) get some luck and some teammates that can actually carry some weight if their own.

But, you often hear the community tell them they are losing and top fragging then it’s their fault as they are not playing for or with their team. However, it could actually be the matchmaking algorithm that is pairing them with subpar players. Even in gold lobbies, I’ve experienced a random teammate...

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There is no "golden child" queue. In fact, no player is held higher over another and the entire match is based on each individuals MMR. Our Match maker grabs groups of players of similar skill, then tries to make two teams for those players. It does not choose one player, says "this is supposed to be the best player" then purposefully tries to choose lower players or singles anyone out. If you get into a match it's because all the players around you are the same MMR. The only time this isn't the case is in 5 stacks which can break grouping restriction rules. Top 100 players can also be an edge case, but there is a restriction in the match maker which limits the distance of MMR players can be put in a match with.

Comment

Originally posted by EvrMoar

Super interesting take, and a great read!

I just want to be 100% clear, VALORANT does not use true skill 2 - we made our matchmaker and MMR system.(which by the way is technically two different things/systems).

I want to start out that your post seems like it's coming from a high level player, which technically is has the worst impact when it comes to matchmaking issues. I don't doubt the issues you faced, and in fact experienced the same match-making woes when the industry was trying to figure out how to do this(I was in early esports). I also want to talk about "the employee" you referenced, and what you are eluding too. Lastly, I feel like there is a "I feel this happened" rather then data or arguments to really support it. I understand you don't have access to that data, and at the end of the day feedback of "This feels bad" is super important and is the main source of player to dev feedback; I just wanted to point this out because while your thoughts on how the...

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Lastly, you brought up that True Skill 2 makes matches off of trying to create a 50:50 match. This is actually true of almost all match makers, they all try to make a 50:50 match and that's the goal when implementing a match maker in your game. Also, while you can have a Lebron vs. High School team, there are actually settings to prevent this(again most match makers should have this). How it usually works is there is a skill gap that tries to be enforced, but usually the skill gap will widen the longer a player is in queue(again this is to solve players never finding a match). This isn't unique to True Skill 2, the longer you are in queue the wider rank disparity you may see in your match. So match makers actually try to prevent the thing you were experiencing, but this kind of ties back to higher rank players will experience this the most.

The other thing to think about is that players are often on their own "journey" in terms of their ranked experience. It doesn't matter ...

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