Valorant

Valorant Dev Tracker




08 Jul

Comment

Originally posted by StormcrOwO

I'm not the person you asked but for me personally,

I'm a big fan of how the skin looks just idle, while not shooting or reloading or anything like that since I'm too focused on actually getting the kill to notice the animations during actual gameplay. This is why I never got tempted to buy any of the bundles that need radianite points because the added cost is not worth it for me since I don't notice them.

I bought the galleria phantom because I like the bunny a lot. Minimalist non up-gradable skins are my jam. However if these are jazzed up with nice inspect animations which are the only times I'm looking at the skin closely they would really hit the button for me.
I'm also holding off on buying a knife skin for one which has a nice custom inspect animation (think CSGO butterfly or Karambit). I really hope the dragon one has an inspect animation like that or some future ones are planned.

Like with Prime and Sovereign so far, we always make sure that if you dont want to have the crazy anims, vfx or audio, you can always purchase the skin and not opt into the upgrades that give you those features. the hope here is that things are also not distracting to the point where if you pick up someone's lv4 gun skin it doesnt take a toll on your experience.

Comment

Originally posted by uhoogaloo

Can we get a confirmation of what guns they are? I'm confused, and they don't really look clear (though i do like them)

I'll hold off on giving any additional info than whats in the video for now. They'll be live in the store soon and hopefully being able to scroll between the base weapon and the skin version can show the weapon silhouette similarities

Comment

Originally posted by bennysc

Phantom definitely needs some love. I get the feeling the devs anticipated that the Phantom would play second fiddle to the Vandal, but the Phantom is actually preferred by most. I hope they get some good skins out soon.

These gun skins actually take quite a long time to get made, and the team was making weapon design changes internally all the way up until the release of our Friends and Family test build shortly before Closed Beta. At the time we made the call to make a lot of these skins, the Phantom was definitely more of a second fiddle niche weapon defined by its silencer and more controllable spray, with the Vandal being the default premiere rifle. The Phantom's since been buffed up to be similar in power levels to the Vandal, but the skin representation calls trail behind that due to development time.

It's definitely not some big brain marketing scheme like the posts below imply... the game's just constantly evolving, and it takes much longer to concept out and then develop an entire skin line than it does to tweak weapon numbers in development. We're not intentionally withholding all the dope Phantom skins we've got locked away, these things just take awhile to make!

Comment

Originally posted by oversizedvenator

Yeah, I keep thinking that.

Nothing they've released so far has hit my "oh, shit, that's cool" button.

I'm screwed when they do though.

what hits your "oh sh*t, thats cool" button?

Comment

Originally posted by Saikuni

how do i get suchs logs and how would i go about sending them ur way?

The logs will be here:

C:\Users\%USERNAME%\AppData\Local\VALORANT\Saved\Logs

You can send them to me via a google drive link, pastebin, or any other site like that. I don't need any more for 1.02 version of the game, but if you see issues in 1.03, that would help!

Comment

Originally posted by TerenasIII

You do realize that now we would like the same exact idea BUT WITH CATS.

as of today that has been made clear to us :P

Comment

Originally posted by bennysc

I think some animations are third person. Potentially the reload animations are different? I do know at least for the prime melee it is different in third-person too. Although those are animations of the player model, rather than animations of the actual weapon model.

thats true for the melee but in that case its because the melee itself adheres to a different sort of archetype. your melee could be a knife, dagger, sword, axe etc and theres a bit more flexibility. primarily the "not in 3p" rule applies to upgrades for gun skins

Comment

Originally posted by CaseyDesmith1xxx69

I am almost positive the gun sounds are only for you. The other team hears the default sounds

this is correct. all sounds, animations, and vfx from skins only happen in first person (for you, or those spectating you)

Comment

Originally posted by LargeHadron_Colander

I know you're getting rid of it next patch... but frankly it should be removed sooner. It's been a week since this reply, and no such patch exists. Yet, your players are spending money on the battlepass and could really benefit from having DAILY xp.

When looking at the XP values of daily missions, it seems "Kill while ally" has the higher weighting (4000XP vs 2000XP). Yet, it remains the only mission that's difficult to get within one day - all while Riot's own statement on the battlepass requiring large amounts of xp is that dailies and weeklies are meant to help players who cannot play as often progress steadily.

By spending time not removing "Kill while ally" mission, you (Riot, not specifically you) are effectively devaluing our battlepass, especially for those who cannot grind out XP.

To give some context on this: We tried to remove it sooner, we have a tooling system that we use to remove if we feel content isn't behaving as it should. This mission didn't exist in the tooling which is why we thought we had removed it for the patch that is currently live. My statement last week was made when we were still triaging why this mission 1. Made it live again and 2. Why this mission doesn't exist in our tooling while everyhthing else does.

Normally we would be able to disable the missions that cause issues. As someone who only has time for 1-ish game a day on Live, I feel your pain and I had this mission pop up in my daily rotation 3 times this past week.

Everything you said is accurate, we understand the need, this situation sucked. It took some time to understand the root cause, it took even more time to fix and validate that the fix was in place

Comment

Originally posted by Vahallen

I just wanna say that those animation looks insane, I have never seen any kind of skins doing something like this

VFX on kill, I have seen it around, weapon model bending with a super fluid detailed animation that literally transform the weapon in a dragon that truly feels alive? Never seen something of this level

Like, this is not a draconic weapon, that's literally a dragon, that animation is so damn neat

Yes!! The team couldn't even believe it either. We literally showed the concepts for these and even then no one imagined it being a living breathing thing until we showed the animations a few months later.

Comment

Originally posted by Vahallen

I just wanna say that those animation looks insane, I have never seen any kind of skins doing something like this

VFX on kill, I have seen it around, weapon model bending with a super fluid detailed animation that literally transform the weapon in a dragon that truly feels alive? Never seen something of this level

Like, this is not a draconic weapon, that's literally a dragon, that animation is so damn neat

<3

Comment

Originally posted by vegetable_offender

valorant having something like this means one thing to me: THERE IS HOPE FOR CAT GUN SKINS ;u;

now.. anything is possible :P

Comment

Originally posted by sweenygg

Ok. I didn't expect that was coming. Whaaaaaaaaaaaat they are aliveee.

Comment

Originally posted by Darkoplax

that's my reaction when the league skins kept evolving there we went from re-coloring champions' outfits to absolutely insane shit

this was the goal :) we wanted to show the potential of what skins could be in this game. glad you all are liking them so far

Comment

Originally posted by Deranox

Thank you for the response! I don't know if you're able to talk about it, but are there plans for an accept/decline button for matches ? I often find myself wanting to decline and I'm forced to dodge and be penalized. The changes in this patch are awesome, especially the owned filter for collections, but this is the one change I'm looking forward to the most.

Of course! Regarding accept/decline - unfortunately I don’t work on the feature side of the project so I can’t really speak to stuff like match accepts/queues/etc at all

Comment

Originally posted by Deranox

I'm curious about one thing - in LoL changing the meta often is what keeps the game fresh. This obviously isn't a good approach for an FPS, but how do you plan to do it in Valorant seeing as actual content can't be produced so often as balance changes ?

This is a broader design question I’m not the best equipped to answer (I’m in insights, not design) but I think one key difference between us and League is that we get “free freshness” via our map ecosystem. League games are always one big accumulator function which makes the curve of a game feel different, but it always takes place on SR which has a patch meta.

For us, having different maps, different sides, and different economic states I think makes a “single patch meta” hopefully feel much more diverse; the meta on Ascent may not be the same as the meta on Bind, you play both offense and defense in a single game, etc. I think that’s a cool thing that gets us a lot of variety and freshness on any individual patch.