Valorant

Valorant Dev Tracker




30 Aug

Comment

Originally posted by ArmiesofZNight

We're working on trying to resolve impact. There's a third party outage that appears to have put a few services into a bad state. Working on adjusting restrictions to reduce current impact.

!pin

This appears to be related to the current Cloudflare impact on their status page, but we're confirming other impact.

Comment

We're working on trying to resolve impact. There's a third party outage that appears to have put a few services into a bad state. Working on adjusting restrictions to reduce current impact.

!pin


29 Aug

Comment

Originally posted by MoonDawg2

it's that or a brazilian girl with a colombian accent rocket jumping down ivy like phoon 1 shotting you

idk

Like a speed demon


28 Aug

Comment

Originally posted by enkeyz

4 months later, still nothing. Well done!

It's all about prioritization. We haven't gotten to it yet. Thanks for your patience.

Comment

Originally posted by wanttoplay2001

flash bang would be the most op so it should be the ult tbh, the only flash that can pop over the entire site and have the possibility of flashing everyone

Yeah also, this kit has two damaging abilities? I thought abilities didn’t kill in this game, damaging abilities is just going the overwatch route...

Comment

Originally posted by iamverybread

Yup, all the same, I was in discord with them and our settings were mirrored. We are from Philippines, Manila using PLDT ISP. To be specific our Mudfish was all set to Valorant Asia (Hong Kong) server and the HK azure node, most days it works, other days it just really doesnt want to.

I can't speak to why the vpn settings stopped working for you on the 25th, but i do know that we've had some inconsistent performance with that ISP. We didn't make any changes on our end on the 25th that I'm aware of, but I'll look into it.

Comment

Originally posted by iamverybread

I want to chime in here about that, around 25 aug. Our 5 stack (same country, ISP and city) launched the game just after turning on mudfish on to HK servers (50ms). Going in practice range gets us 50ms but when we played unrated we got thrown in another SEA server resulting in 100ms. It was like this the whole night.

Is the vpn set the same for everyone in the group of 5? Everyone from the same general location?What country are you playing from?

Comment

Originally posted by oborse

Right. So maybe the solution here is just to improve the system that auto-selects servers based on the region the player is in. I’m not really sure how that system works myself, or why some people are getting put into farther servers when there are closer ones, but there’s no doubt that there can be some changes made. One change could be making it so you join the closest server to your region in your language, allowing problems like the one in this post to never occur.

Servers in matchmaking are selected based on the ping players have to the servers. There are a couple things that most commonly can pull a player away from their closest server: their ISP's routing to our servers and queuing with a group located in different cities (matchmaker tries to get the closest of the best average ping of the group).

We're investigating where some players are getting placed on a very poor ping server when there are better options available (like 3rd/4th/5th choices hitting some games). It's not a high percentage of games, but it may be impacting some players more frequently.

Comment

Originally posted by OneBulletMan7

Well, they've indeed announced that the Madrid server is up but I can't find it when I try to create a custom game :/

My guess would be that the server is not present in the game yet, they probably just set it up and made sure it's working so they can add it to the server list later

Madrid's up in matchmaking. The server showing up in the custom game dropdown is a client update, so should be working with the next patch. It's serving games in the matchmaker though.


27 Aug

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by Asyra2D

I don't want to speak for the entire community, especially because some of the more..vocal can be a bit toxic in the way they present their feedback, but the confirmation of it being investigated and looked into in regards to whatever systems are in place for Valorant is all that I really want at this point.

Valorant has issues, but for such a young game (in terms of being released, not working hours) it's extremely fun and the potential is there. The community just wants to be kept in the loop of plans because of the excitement of what's to come, and the answer for the audio question here didn't install much hope and seemed like a deflection.

I know how long it takes for something to go-live, it's a world in which I'm constantly explaining to service managers and sales-teams about expectations about the technical debt that comes with it. I don't think anybody here is requesting a fix and implementation of this caliber by tomorrow @ 5pm. Valve does offer a free HRT...

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Nah I respect that, for this one I think it's sufficiently 'undiscovered' to not want to be communicated, but I made a mistake in not just pushing for a more holistic solutions-oriented answer. Lesson for me - learn to spot the follow-up questions vs. just answering straight up.

Politics/pride aren't really at play here, I think it's just about the full scope and discovery of what integration looks like.

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by Asyra2D

Have your sound engineer/audio lead play CS:GO and listen in and revisit how they approach Valorant please. It's such an easy win for you.

Like /u/Pwyff please understand that HRTF is a thing. It's a solution that works. You guys are basically saying "You don't need a wheel to move things when arms work just fine" and that's the issue people have

As an addition and for the smaller crowd, I can say that the team is hyper-aware of HRTF and is investigating, but there are a lot of moving parts before they can talk about adoption (particularly around unknown impact on game performance, implementation, etc). It's just not yet 'real' enough for us to say yes this is happening.

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by Asyra2D

Have your sound engineer/audio lead play CS:GO and listen in and revisit how they approach Valorant please. It's such an easy win for you.

Like /u/Pwyff please understand that HRTF is a thing. It's a solution that works. You guys are basically saying "You don't need a wheel to move things when arms work just fine" and that's the issue people have

you have been heard ;0

Comment
    /u/Pwyff on Reddit - Thread - Direct

Originally posted by matgioi

These Ask Valorant posts used to feel like a dialogue with the community, now they are seeming like hand wavy damage control.

Just as a note, these posts are intended to feel like a dialogue, but to /u/C0n3r's point, sometimes the answer is: "we really looked into it, and so far we're either not seeing what you're seeing or are stuck (for now) where we are because the problem is so significant."

Whether we like it or not, almost every top reddit post/issue here gets reshared internally for us to investigate/check/discuss. There's a lot of feel discussion here that I don't think the team feels comfortable disagreeing with, but hopefully with some changes and plans in the coming months, you'll see how we intake feedback, act on it, and share it out. For the audio answer I'll say the team is hyper aware and thinking of longer-term solutions. They just wanted to provide some insight in to the current situation.

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