Valorant

Valorant Dev Tracker




10 May

Comment

Originally posted by DoolioArt

No, it's not confusing, it's actually a pretty interesting point.

I do wonder if there are ways to offset that, though. For example, by making a very complex system that tracks a lot of stats? So, my skill level could be assessed from those and compared to the rest of the player base? With stats that aren't affected by the opponents "that much" being the more important ones than my win/loss or kda. I am just thinking aloud here. Like, "if evrmoar doesn't run often in Apex, he's probably not that good" - repeat this a lot for various stats.

Lastly, I'd like to say I very much enjoyed this exchange, thank you for that - and if you don't dislike more walls of text, both making and reading them, you're welcome to continue it, even though I might have overloaded it a bit. But, I do find it interesting, especially since I don't have much insight into the industry today - my insights are left in 2010's, I am in a completely different ecosystem now work-wise.

Probably the best matchmaker in the industry, true skill 2, actually looks at players stats using machine learning. It can do fascinating things like understanding a players rank in like 1-2 games - it can look at how that player is performing against an opponent and because of all the machine learning stats it has predicted where that opponent should be(aka this player is performing like a diamond player would perform against a bronze player).

I think it would be interesting to see if you can feed stats that are not PvP stats, but like you said more individual movement/gameplay stats with no impact on other players. Also no problem! I probably wall of text way too often, and I love talking about these things. It's nice to work at a studio that enables me to actually have these discussions(some places I've worked don't like these kinds of interactions).

Comment

Originally posted by jonathancyu

I’m trying to get into the game dev industry, where did you start?

My advice is to make mods, or download unreal and start doing some tutorials! Most designers need engine experience and have an idea of how to implement game features. If you don't/can't get a degree I would go the QA route and try to get into an entry level position(be warned QA can be a pretty rough experience and I'm not a huge fan of how they are treated in the industry as a whole).

I would then look at universities that offer Computer Science or Game Dev degrees. Personally, I'm not a fan of Full Sail, but they've gotten better since I entered the industry(I actually really like digipen; I would probably avoid smaller no-name private colleges). Honestly if you are driven, actually apply yourself to learn a game engine, you can make it; it just takes a lot of work, possibly some failures, but that's all part of the journey and learning!

If you are more art driven obviously you can look for 3D art style degrees, but I'm super unfamiliar with that space.

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AWWWW YEA LOOK AT THAT MATCH FAIRNESS BABY LETS GOOOOOOOOOO

It's pointed out in this thread but 5 stacks play against 5 stacks and it will always try to find the fairest match it can for these groups. Because we allow all ranks to queue together in 5 stacks that means your matchmaking can get kinda wild in terms of ranked spread in these matches.

(I have to say, before I get the comments that people have issues with the matchmaker, we are always trying to improve it and get better. We really want people to feel like they can play ranked with their friends, and 5 stacks having no ranked restrictions is such an awesome space to do it. Our data shows our 5 stack matchmaking is extremely accurate, and that's awesome! I love to see people queueing together at different ranks, playing with their friends; one of the biggest reasons people smurf is just to play with friends. Again this is not an excuse or invalidating anyone's feedback/issues with matchmaking. I love this c...

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Originally posted by Alky314

The Elo system used behind the ranks is the reasoning. Basically everyone has a elo score (linked within Valorant to a rank). If you have the elo of 2 players (in this case 2 teams), you can compute the probability of victory based on the difference of Elo. So immo vs Gold have the same probability of victory that Gold vs iron (very high of course)

The community learning about MMR makes me so proud /wipesawaytear

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Originally posted by muthgh

I've a question, I'm assuming you are probably familiar with things link CCRL, if for example you take an engine rated 2800 on the list and a human with 2800 FIDE rating (assuming they both use the same Elo model for the sake of simplicity, haven't checked if they do), it'd still be wrong to claim that they are of the same rating, since the Elo is relative to the player pool they faced, my question is, is it possible that the hidden mmr is creating something similar, different pools of players who are being frequently matched within such pools

I'm d2 on my main, different ranks on different alts, on which I play with different friends, which you previously explained is probably the reason, so far so good, but for a while my internet has been horrid, I made an alt, that's in s3 rn, both my brother & I play valorant as our first fps, but I started ep1 act 1, he started much later, the difference between our aim and game sense is night and day, he's almost s3 now, and when ...

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In theory you could argue this, but unfortunately, there aren't really separate pools. I mean silver is big, I think it's like 20+% of the player base, so even being one rank up or down in silver can create a vastly different experience to the skill levels of those your are playing against.

I think the other thing to think about is that MMR is just a ladder, and you are just playing against players that are close to you on that ladder. So there aren't really "pools of players" just players that are around you on the ladder. The only thing you need to do to climb is to beat players and climb up the ladder and push them down. We just have some fancy math to move you faster up and down the ladder if you clearly are performing far off from your current position.

There is an inherent flaw in matchmakers when they are applied to team games; this is why MMR systems when applied to teams actually bring your rank to the average of the team and not your individual MMR. This i...

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Comment

Originally posted by EvrMoar

I just wonder if it would be able to be kept a secret LOL. I think people give too much credit to a lot of companies who's backgrounds or degrees are not at all based in psychology. I mean, I came from one of the other biggest games in the world before Riot and I didn't even really have access to stats to make design decisions(and this is for simple things like weapon balance). Lots of game studios are not as complex or organized as some players realize, but games can often get away with being an extremely creative process and learning from what games are finding success.

So my first point is keeping it secret would be near impossible. It may not seem like it, but every day tons of people on the dev team are raising issues with things they don't like about the game. There are plenty of people, especially in the game industry, who feel burned by their employers or their voices are not being heard. With how many people work at Riot, or any of the major game studios, all it wo...

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Oh and in terms of match making manipulation being in-effective, I think my point about that being a match making paradox is the best example of why you can't manipulate matchmaking in that way.

In order to be able to "manipluate" match making we need to know a players actual skill. I need to say "You are better or worse then X/Y/Z player" so that when I want to manipulate your match or experience I know what skill level you are to do so. So first I have to find your actual skill, then I can manipulate it. Well the problem is that once I find out your skill, it's going to change; and not only that I need to do this for every single player. The moment we start manipulating your matches, we suddenly reduce or remove our ability to find any players actual skill level. This creates a paradox where we can't manipulate your games because by manipulating games we can't actually know any players actual skill - thus making it impossible to manipulate games. Hopefully that makes sens...

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Comment

Originally posted by DoolioArt

I don't see a reason why we would keep something secret if it was beneficial to the game, and the players. It would be very risky, and make no sense, to hide something like this from the players. Retention comes from having a fun game, increasing player satisfaction and having an enjoyable gameplay experience; this is how you keep and grow your gaming community. We now live in a connected age where we aren't dumb, people see through marketing, corporate tricks, etc. This is my personal belief, but often mechanics like gatcha games or gambling games are not about retention but often targeting big spenders to keep spending. Those games are less about retaining a ton of players and only retaining the big spenders(which you could argue are also addicted to the game). Our goal is to have an enjoyable game that players want to play, especially because we are a PvP game and need a healthy community to keep queues rolling! This leads me to my next point.

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I just wonder if it would be able to be kept a secret LOL. I think people give too much credit to a lot of companies who's backgrounds or degrees are not at all based in psychology. I mean, I came from one of the other biggest games in the world before Riot and I didn't even really have access to stats to make design decisions(and this is for simple things like weapon balance). Lots of game studios are not as complex or organized as some players realize, but games can often get away with being an extremely creative process and learning from what games are finding success.

So my first point is keeping it secret would be near impossible. It may not seem like it, but every day tons of people on the dev team are raising issues with things they don't like about the game. There are plenty of people, especially in the game industry, who feel burned by their employers or their voices are not being heard. With how many people work at Riot, or any of the major game studios, all it wo...

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Are you counting kill banner at all or just firing?

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Originally posted by QuadWitch

Did you get another variant? I'm still a huge fan of the pink version.

I didn’t! I went back to my beloved Ruination 😂

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Originally posted by Rabger_

Yeah! I mean Skye's doggo gets caught. Her seekers don't but that's also her ultimate ability. It just seems like an unintentional nerf to an Agent who is already suffering from a low power level relative to the other sentinels.

This is probably a bug. I'll bring it up this week

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I talk about losers queue here!

https://www.reddit.com/r/VALORANT/comments/tvb772/this_problem_is_now_getting_soo_common_dude/i393gp7/

It's crazy going on a 15-game lose streak, sorry you ran into that. I can't ever prove losers queue does not exist, but I think my biggest argument(which I cover in the link above), is that lose streaks would not be beneficial to keep people in the game. If anything, the correct answer would be to catch players that were on a lose streak and put them into an easy match.(which...

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09 May