Overwatch players might fear that eventually VALORANT will have far too many agents if they keep adding them at this rate.
OW never suffered from too many characters. In fact, it's on its deathbed right now because there's no new heroes releasing. It suffered from slow balance patches which is what I'm worried about. We rarely ever get balance patches because of VCT and stuff for the past few months. It took 1 year to rework Yoru. That said it's better for characters to be underpowered for a long time rather than overpowered.
We hear you on this front. Balance is a much bigger focus for us going into this next year, and we've restructured the team to be able to support balance much more consistently going forward.
It's hard to explain it in a way that doesn't come off as corporate jargon, but transitioning from a "launch the game" team structure to a "support the live game forever" team structure takes some time, and we had a few really brutal bottlenecks that made it difficult to ship things fast. I'm personally really looking forward to being able to ship more and have more conversations with you all about balance in VAL going into 2022.
Hey man. My issue has returned. Exactly the same problem like last time. Tracert results:
ISP: Elisa
Location: Finland
Hello - can you take a look now? Thanks
Damn that sucks since (iirc) ACS is used to calculate RR gains/losses. Hopefully they look into this and fix it.
ACS is not used to calculate RR gains and losses and has no impact on your MMR either!
If you hover ACS is should show how it's calculated at the EOG scoreboard. It's more just a measure of how effective you were in combat that game, not how your RR or MMR is moving.
Read moreActivision has a patent for making highly skilled players aim worse at times, if they are highly skilled.
This is in order to give lower skilled enemies a chance.
Links to details on Activision's patent
- The actual patent
- YouTube video discussions
- Ne...
At Activision I never even talked to the people who filed patents, they were very far disconnected from the game making process. I didn't even know this existed, nor would I have a reason to implement.
I like the conspiracy idea around it tho :)
I don't see a reason to make something like this, in fact the goal of match making is to get the most fair matches possible. Lots of research, from tons of games I've worked on, has shown that the more fair a match is the more satisfied the player is. There is no reason to make players miss more, or be worse, plus you would have to balance that against the human element. It's already difficult to get fair match making, due to players countering each other based on playstyle alone(not even taking into account good/bad games); what benefit would you get from trying to have fair matches while also handicapping players for no reason?
It is with a heart full of gratitude and a deep excitement that I come to you today with news. After 8 years of working on VALORANT, building it from the ground up with a team of dedicated and passionate developers who’ve worked tirelessly to serve you all with the respect and admiration that you deserve, I am giving up the mantle of game director of the VALORANT tac-shooter to my good friend, Andy Ho.
Andy is someone who I am proud to say has put many years of his own into VALORANT, and whose personal dedication to deliver to the highest standards inspires all who work with him. He has my full faith and trust that he will continue to grow and evolve VALORANT year-over-year to become even better than what I could imagine it to be. As for me, I’ll be starting something new (*wink, secrets…) in the hopes that we can even scratch the surface of the amazing impact VALORANT has already had so far.
That said, I’ll not be far from the game and the team and they’ll alway...
Read moreAscent has pizza too right
Oh yeah true. AND gelato and other food for attackers. Wooow.
I think Icebox and Split would be unbalanced because Icebox has diet milk and leftover pizza for defenders and Split has a ramen shop for attackers.