Valorant

Valorant Dev Tracker




08 May


07 May

Comment

Originally posted by Lopsided-Perception2

Thank you for taking the time to come up and write down this extensive answer.

You are right, on a significant part of it, I'll have to take your word for it.

However, after reading your answer a couple of things occured to me, but there's this specific one I want to mention.

Whenever you implement a new feature, remove or adjust a current one, you have to be tracking the results of those actions in one way or another. I'm not sure if it's some parameters/metrics that you automatically see without needing to reach out to players directly (eg. you make a change to a gun, and its buy rate drops to 0, pretty sure that's a sign of an unsuccessful change from the perspective of having fun). or if you run surveys for a sample of your playerbase, but you need some type of data to make those decisions. I'm certain it's not blind implementation of random features that game designers have dreamt up the previous night.

What I'm trying to say...

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It's good to point out, to let you know what we do when we make changes and how we measure them we definitely use more than just data.

During all stages of design we can leverage data, social media feedback, player surveys, and player labs! Sometimes it's just a survey asking general health of features, other times we have an idea and what to see how players would feel about it. The early stages often are identifying, or confirming, issues that we may want to fix. Then we discuss the results, figure out next steps, and ultimately decide if we implement.

Then after it passes "Implementation" we play the changes and everyone on the team provides feedback. We can follow up with more surveys, maybe a player lab and bring players in to play the feature, etc.

Then after launch we do all of those things again to make sure that players like the change and it improved things. So I focused on data in the above answer but we definitely make sure that player perception...

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Comment

Originally posted by Lopsided-Perception2

I'll quote a part of your answer you've linked to:

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.

Can you share what is the operational definition of the concept FUN within Riot Games? And is player retention based on creating addictive mechanisms that are based on causing a feeling of frustration and expecting players to keep coming back to the game just to end it on a good note?

I see comments often that are along the lines of "Riot makes this mechanic to be addictive to make money, drive engagement, etc."

While I'm speaking as a Rioter, I also just want to share my overall game industry experiences. If I were to be honest there is no studio, or designer, that I've worked with that's ever said "I'm making this because it's addictive" because it doesn't matter if you try and leverage some psychology on addiction if you don't have players being remotely interested in your game or playing it.

I would also argue 99% of designers don't know what mechanics are addictive, because most designers don't research psychology or have it covered in school. The design process usually comes from two things:

  1. You design to solve a problem facing players.
  2. You design because of a blue sky/gameplay experience idea you have.

Your original goals, or designs, often aren't rooted in psychology. Again, this isn't always the case...

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06 May

Comment

Thank you /u/TimeJustHappens !!!

I actually had a recent write-up that goes in more depth about winners/losers queue: https://www.reddit.com/r/VALORANT/comments/tvb772/this_problem_is_now_getting_soo_common_dude/i393gp7/

The thing is, in order to be able to put you in a match where we "Expect you to win" or "Expect you to lose" we need to know your actual skill. When you start putting a "Matchmaking Bias" it starts to reduce how effective we are at knowing player skill and then you couldn't even do these type of queue's because they fall apart. It's pr...

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05 May

Comment

Thank you so much for everything you've done for this community!

Comment

Originally posted by ZeeMan7807

I know you're probably not looking for some random player's thoughts on how to nerf an agent, but on the off chance that you read this - regardless of whatever other nerfs you apply, I feel that a TP cooldown nerf is absolutely imperative; he's able to use it potentially 7 times a round, gets very little punishment for setting up on the wrong site, and just generally results in very few direct counterplay options.

While I'm not sure what the exact numbers should be, a general flat increase to the cooldown seems like it would be a good idea, something around 30-40 seconds. Maybe it would be reasonable to keep it to 20-30 if the TP is recalled without being used; the anchors being broken should likewise have a 10 or more second penalty though.

Alongside this, it feels like an incredibly reasonable change to make it so that recalling TPs after the TP has been used or an anchor has been broken results in the cooldown resetting if the new cooldown would be larger than ...

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Anyway, sorry for the long comment, and sorry for backseating your balancing.

nah I don't mind I have pretty thick skin and your post was pretty well written out - the TP tuning is definitely a bit funky & this is reasonable analysis from your end :)

Comment

Originally posted by _JackalEST

"But it seems like the Devs don't care" Huh? Dont care about what? They're actively changing an agent to make the game more balanced. Not caring would be letting characters stagnate and the game to devolve into an unhealthy state without updating accordingly.

Also, there's a difference between taking feedback into account and proceeding as-planned vs ignoring feedback. Guarantee you're not seeing everything they are.

Also, there's a difference between taking feedback into account and proceeding as-planned vs ignoring feedback. Guarantee you're not seeing everything they are.

Appreciate the callout here. I'll always be a proponent of having changes posted earlier/on PBE, even when players disagree with the direction. I've spent a decent amount of time coming up with reaction plans post-4.09 for Chamber if necessary and have a few different possible directions lined up for our testing if the changes don't end up working out in a healthy manner.


04 May

Comment

Originally posted by NexYT

Did this get addressed yet? WA Telstra user curious. Also can any Perth VALORANT players recommend a VPN for Perth-Syd?

We're probably about a week away from getting this in-place for non-Telstra users. Telstra are installing some additional infrastructure before they can connect to us in WA at the same location.

Comment

Originally posted by MicolasFoley

hey, i'm not from Australia, but i thought i'd give this a try anyway

Michigan - wideopenwest

I've linked a few pingplotter traces, and for example on the 192.207.0.1, it's supposed to route me to the 'best' riot server in NA, but it's routing me to Georgia when it should be Chicago as seen in the other two images. When i try to get to Dallas or Chicago it first sends me to Georgia. My ping to VALORANT chicago was normally 15-20ms, now it's sitting at a steady 60-70ms

This only started happening around april 16th.

https://i.imgur.com/XK5Jror.png

https://i.imgur.com/6aelwUe.png

https://i.imgur.com/DXLpiAk.png

You need to reach out to WOW. I will reach out to their peering team and see if they can correct it on their side but it helps to have customer complaints.


03 May

Comment

Originally posted by Joeganaut

Hello agents team! It's me Joey from maps team. Viper buffs when? :D

Joey, the Romeo to my Juliet,
How art thou?
No Viper buffs yet

Comment

Originally posted by brutally_5foot7

Can you give us a little insight/teaser on what you have planned for underperforming agents such as Phoenix and Cypher?

We talked about Phoenix in this thread below:

https://www.reddit.com/r/VALORANT/comments/uhpubl/valorant_characters_team_ama_on_fade_balance_and/i77ll68?context=3

Cypher is in a similar situation. We aren't prepared to share details or dates but he is definitely on our radar.