Valorant

Valorant Dev Tracker




26 Apr

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Easy enough and pretty harmless. Will add it to my list.

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Originally posted by Okimbe_Benitez_Xiong

Current crosshair is a placeholder as per the devs

Not placeholder, but a limited version of the full system we want to give you all. We'll be adding more options over time.

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Upcoming patch. We're orienting all fixed maps with Defenders on top and Attackers on the bottom. We're also adding an option to display your starting side on the bottom.

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Originally posted by norcal3737

153 because that person got tagged, fell back and got healed by sage, then you tagged them again.

If you hover the encounter with your cursor (either when dead, or by toggling the cursor at the start of the next round) it shows a flyout with timestamped events. Can shed some light on these sorts of situations.

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Originally posted by ejpon3453

Shouldn't VALORANT get its own little "problems" exclamation point like both LoL and LoR have? especially on EU servers where server issues seems to be a daily tradition...

While many of our services will be separate, there are certain ones that make sense to be shared from a simplicity of operations standpoint. This particular impacted all the games in different ways since we all use that amazon location differently.

EU tends to see a lot more issues in general as the play patterns in europe tend to have narrower peaks where lots more players will be online at once, whereas NA's play patterns are more spread out. This means a lot of our available server/capacity is in use at once, and if some errors or services run into trouble, that extra space can be used up trying to process those errors and can cause cascading issues.

We're learning a lot about where the strain in our systems are from this beta, and we hope issues you all have been seeing this week are quickly mitigated over the coming days.

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Originally posted by ArmiesofZNight

There appear to be repeat incidents happening in our AWS there, seeing issues across mutliple games. We have a team looking to get matchmaking recovered.

We believe we've made some adjustments that should reduce impact when we see these latency increases. Hopefully, it's not continued but should minimize the impact you all were seeing.

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There appear to be repeat incidents happening in our AWS there, seeing issues across mutliple games. We have a team looking to get matchmaking recovered.

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Originally posted by IAmAGoodPersonn

The cheat updates with patches like the game or you can do live updates?

The Anti-Cheat has an independent patch line throughout this closed beta while we're working on compatibility and updates.


25 Apr

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I responded to a thread about Recoil/Spread, this is a great one to talk about movement accuracy:

Running Accuracy:
Our intention is that most weapons (shotguns excluded) are not reliable when shooting in a full movement state. If this becomes an effective or reliable way to shoot the weapons then we will definitely look to correct it.

Also, distinguishing between an opponent hitting a headshot on you while in a full run state, versus when they've come to a stop on their side but still look like they're moving for you. I've observed many cases where it's interpreted that the opponent shot you while moving, but they were already within an accurate standing state on their client. This is due to networking where you haven't quite got the information about the opponent coming to a stop, but they've already shot and killed you. We're going to explore opportunities to tighten this up and reduce the occurrence of this.

We'll continue to watch ...

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Originally posted by xingx35

Any eta with an update for Anticheat?

Working on some compatibility and quality of life changes for early next week

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Originally posted by FaeeLOL

Additionally, some uncertainty in the recoil pattern increases the value of alternative shooting methods such as tap shooting and burst firing at various distances

Currently the time required for tap-firing to be accurate feels quite long, is this intended? Its considered to be quite non-viable in CSGO currently, and it feels twice as good in CSGO than it does in Valorant.

Read through a bunch of comments here regarding the potency of tap / burst shooting (recovery time feels too long). One thing I would recommend is try the strategy of rapid tapping 3-4 shots (instead of shooting them very slowly) as this will get out more bullets quicker and they should be much more accurate relative to going full-automatic. We were actually worried this method would be too strong and have some tuning in place that begins to send the gun into its recoil state as you continue to tap.

We'll investigate tap/burst recovery, it's helpful information as we continue to tune the weapons.

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Originally posted by vayzdzn

Are there going to be individual sensitivity options for different zoom levels? Currently you can only get the conversion from other games right for one zoom level and your hipfire sensitivity, so if you plan on sometimes using the operator and adjusting your zoom sensitivity for that weapon, your sensitivity will be off for the other weapons that zoom in less and even the operator's double-scope (unless you're used to the scaling method used in valorant, which is different to for example csgo's method or cod's default method).

I can look into this request, thanks!

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Originally posted by s3cco

I guess it's determined but still prone to the variance caused by weapon's inaccuracy. So for example if inaccuracy is 10% the recoil is pre-determined but has a percentage of variation. Which basically means that it is very slightly random, mostly at long ranges, and its randomness increases the further you keep shooting.

This is correct.

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Hey everyone, lots of good discussion in this thread. I want to take the opportunity here to provide some more info and context about some of the choices being discussed.

First shot accuracy:

In VALORANT each weapon has a base spread (deviation from the center) value. Some weapons have no base spread (Guardian, zoomed Marshal, zoomed Operator) while others have a large amount (Bucky, Judge, Ares). Weapons that are accurate but not quite perfectly accurate (Vandal / Phantom / Bulldog) have some unreliability at very long ranges to balance them against guns more sharply intended for these very long distances.

While this can incorporate some RNG into the outcome of a long-range engagement with some of these rifles, you have options to remove this RNG for nearly all ranges by utilizing ADS and crouch. ADS provides a flat spread reduction, while crouch provides a percentage reduction. These stack together so if you’re zoomed and crouched, the rif...

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Originally posted by LansinGG

Thanks a lot for all your hard work!

Have you thought about the almost 100% accuracy while walking and people abusing binds?

Thanks!

Yep. Data science and behavioral modeling is going to be part of our approach too.

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Originally posted by nir432

When can we expect access in ASIA?

Can't give a specific date, but Summer 2020 is still our intended launch.

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Originally posted by Taylor1350

My friends kept asking why you keep doing the beta key thing through twitch instead of just making it open, and I told him it was to slow down cheaters making fresh accounts after being banned. Am I right?

Game is a Closed Beta, and obviously, a lot of things in the game aren't quite there yet for the competitive experience we want the game to be. But it's a good compromise to get excited players in, while being able make sure we're scaling and ready for a full launch.

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As closed beta progresses, the faster these guys will be spun out of the game.

Thanks for the concern, and thanks for your patience in sticking with us and dealing with these players.

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Originally posted by dA0yan

Can you maybe tell an estimated time of arrival or is this not possible to say right now?

Tuesday is the plan for the next patch barring anything that would delay it.


24 Apr

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Originally posted by raulgbcr

I don't really wanna push or throw any shit over this, but could you give us an aproximate ETA of when this feature will be added?

Also, I know its probably out of question, but any plan on supporting linux players with vanguard? Currently wine does not support most of the kernel driver features, so probably will need some kind of reimplementation or native support for linux in any way, I know linux players would probably represent 1% or less of your player base, but we do still exist...

I can't give a timeline as we are still in QA but my hope is that we will have something in days, not weeks. The experience might look a little rough at first but we will improve it over time.

No plans for Linux or wine support at this time but it is an ongoing discussion.