Valorant

Valorant Dev Tracker




29 May

Comment

Originally posted by natedawg247

I wonder if this will be one of those things they never comment on and gets swept under the rug and blood just never comes back. for esports and licensing and sponsorships blood is a huge deal, so they want the toggle for viewership but killing it all together would be interesting, in a bad way.

What? That's a really weird theory. It's fixed in the launch :p

Comment

Originally posted by physalisx

I think it's weird that they're outright releasing with these glaring bugs still open. Their "fixes" may very well introduce new bugs. Especially with the "hitreg-issues", which is a super important issue.

I'd hold my horses with celebrating. Feels rushed.

The hitreg issues were only active in the last patch due to a bug we introduced in the .50 patch. We fixed the issue early in the release (the beta mostly hasn't had this issue)

Comment

Originally posted by joshmaaaaaaans

Get ready for:

Things that should have been fixed in the closed beta and not rushed out for release day lmao

mY bEtA wAs A tEsT?!

Comment

Originally posted by SaltyTrick

Didn't even know Morello left for Valorant...this guy was so likeable and a loving dude lol. Guy was so heavily involved with league community.

Got burned-out on LoL after almost 6 years, wanted to try working on a shooter :)


28 May

Comment

Originally posted by RaccoonDu

Just wondering if the fps improvements are targeted at Ryzen players. With a Ryzen 9 3900X and a GTX 1080, I should never be getting under 144fps with low-medium settings, however my fps fluctuates between 130-300. I'm lucky to even be getting above 100, other Ryzen players aren't so lucky. If you could reassure me post launch, Ryzen performance will improve, that would really help me sleep at night, since Riot's been keeping fps improvements so vague.

I won't go into specifics, but there's a number of performance increases that are going into the launch version of the game, but we're definitely not stopping there.

We have a decent amount of more performance increases that didn't hit that patch, and more we spec'd out and haven't done the work to address, but we are planning to. Particularly, we don't want to jam all the risky changes in one patch. Perf is great, but it can't come at the cost of a buggy game.

I'd like to say that we're going to keep working on performance for quite a bit. I'm of the opinion that performance isn't a problem that's ever fixed, but sometimes needs more addressing than other times. Right now, we need to address it a bit more, but after the changes we want to make, it's not "done."

Comment

Originally posted by ProgRocktopus

On a personal note, I really appreciate everyone who took the time to play the beta, report bugs, write up feedback, read the stuff we wrote, make community content, or otherwise did work trying to make the game better for everyone. Your contributions matter.

It's been a humbling, constructive, and fun experience working together with you all. Here's to launching this thing and keeping the collaboration going!

And a huge thank you, as well, to the players who filled out our surveys!! You're helping us to make better decisions about gameplay, characters, competitive, pricing, skins...everything, really.
So thanks, fam -fistbump-

Comment

Originally posted by ProgRocktopus

On a personal note, I really appreciate everyone who took the time to play the beta, report bugs, write up feedback, read the stuff we wrote, make community content, or otherwise did work trying to make the game better for everyone. Your contributions matter.

It's been a humbling, constructive, and fun experience working together with you all. Here's to launching this thing and keeping the collaboration going!

I agree with ProgRock, and I'd also like to thank everyone for just playing the game.

If you crashed the game, I know it sucks for you, but it helps us (sometimes me) make the game more stable for everyone else.

Personally coming here to thank players if they complained about FPS, weird graphics glitches, and all that. We're working on a lot of it to make a game worth your time.

And for all of you that I ran into in the queues and yelled at me like I was a normal player because I don't have Riot in my name, thank you for making CB enjoyable for me on my free time as well c:

Comment

Originally posted by vecter

Thanks for following up. It's a bit concerning that the hit representation on the smaller target is off, only insofar as it may be a symptom of another unknown hitreg issue. Just thought it was worth surfacing.

Appreciate it! Always happy to look into potential hitreg issues.

Comment

Originally posted by vecter

/u/Riot_Sobey is this intentional?

TL:DR Looks like there may be a bug here with the way we're representing the impacts on the smaller target, but otherwise things should be okay here.

There's a couple of things here to talk about:
1.) Hit impacts and the way they are being represented on the tiny target. The hit impacts for the weapons on the larger target should be accurate, but the ones on the smaller target are not- notice the real hit impacts are in the center of the crosshair, and the ones on the smaller target are off-center. This is most likely a bug with how those hit impacts are being represented on the tiny target, and not the shots themselves being fired too low.

2.) The headshot on the bot. The bots' models are a bit thinner than their actual hitboxes, if you shoot slightly around the bots you should see hit impacts and deal damage in most cases- this includes the top of the head. This is true for many of the agents as well- all agents share the same hitbox, but have slightly di...

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Comment

On a personal note, I really appreciate everyone who took the time to play the beta, report bugs, write up feedback, read the stuff we wrote, make community content, or otherwise did work trying to make the game better for everyone. Your contributions matter.

It's been a humbling, constructive, and fun experience working together with you all. Here's to launching this thing and keeping the collaboration going!


27 May

Comment

Originally posted by ballerrr123

I figured it out, I deleted virtual bus driver and razer synapse and it runs at 240 now

Thanks for looping back. We'll look into this.

Comment

Originally posted by ThinkingSentry

Inb4 you make Jett refill her ult if she gets a kill\* with it as it's technically knives... Oh, wait.

(edit: added the "ll" in kill because I forgot it like a dumbass)

LOL clever. Love it.

Comment

Originally posted by abszr

Lol, I guess it would be a bit too OP giving 3. Whatever happens, something needs to be changed to buff the reward of knifing. It's way too unrewarding right now, especially considering how hard knife kills are compared to CS:GO (not that this game is CS:GO, but you probably know what I mean).

Totally know what you mean. Another poster had a good point, too -- that right now, since there's no benefit to knifing someone, it's purely BM. If you get knifed, you're like, "Damn, what a troll." If there's a reward, even the person who's killed can be like, "Yeah that was a little troll, but I can see why they did it." All good points IMO

Comment

Originally posted by aeneia

shame of getting embarrassed

I'm with you there; I was just riffing off the language used by OP. I'm not nearly good enough at the game to allow myself to be humiliated lol.
And I agree that a reward would feel really good. But personally, I'd prefer something that adds to my experience, instead of detracts from theirs...like a unique kill banner or extra combat points or something. That's what I meant by rewards versus penalties.
Just my two cents though :)

Another poster recommended giving the killer extra ult points, and that would make me happy too =D

Comment

Originally posted by zeroingenuity

In a competitive environment as things are now, knives are high risk/no reward. Using a knife is STRICTLY a BM display. Adding a high reward means there's a justification for actually attempting it that is NOT just to BM. If a player can say "that knife kill was some bullshit but I can understand why he did it" then he isn't saying "that kill was bullshit and there was no reason for it."

I really like this line of thinking. You're totally right. With no rewards for knifing, there's no reason to do it unless you're just BMing.
By adding a reward for knifing, I think it actually improves the experience for all players, even the one who gets killed.

Comment

Originally posted by abszr

How about 3? 2 Doesn't even seem enough to justify the risk of knifing.

INSTA ULT!!