Valorant

Valorant Dev Tracker




17 Apr

Comment

Originally posted by TheZorkas

the point is that if you react properly to it then it's chip damage. i don't understand how that can be such a hard concept to grasp for so many people LOL

the character is made for area denial and chip damage, because people are supposed to MOVE when they hear the nades, not just stand still and take it. a raze nade should never kill you unless you're in a terrible position in the first place or don't react properly to it.

the entire video is essentially just a "get good", because that's what it's gonna take. i'm guessing raze will always be a little too good in lower mmr, but towards the upper half of the rankings she'll just be a normal agent like anyone else.

^

Comment

Originally posted by InriSejenus

I'm picking up what you're putting down - there is a cost-reward to sitting on an ultimate like that for the threat and I recognize that. I also know that in the video he specifically mentions wanting to reach a point where she is not a "must pick" character for all comps.

My two big points are: First, just that she is currently the only character with this function and as such in order for her to reach the point where she is not a must-pick she will have to be weakened significantly. Second if/when she is not the only character like this then what is the game going to be like? Two characters staggering their ultimates which either gain free map area or get a huge advantage by picking up kills for free only seconds into the round will be very problematic.

I am fully aware that this falls under a "slippery slope" fallacy and that there is still a cost to only having one Raze on your team (I often feel it when I am entirely unable to smoke, flash, he...

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Yeah, I totally feel you on this.

For your first point - yeah, Raze is the only character who has such lethal punishes, even if she's gated in applying them. I do think Phoenix, Jett, and Sova can apply some "invisible pressure" at round start with their ults, but it's less severe so I feel you. I think you hinted at my response here later in your comment, but our hope is that accessing that power should come with tradeoffs that do feel meaningful - giving up a Sage's stall/heal power or a Viper's zone control to get Raze's lethality should feel like an interesting choice. To your point, if it feels like not a choice at all, we've f*cked up and should swing in with some changes. I think we're all on the same page here.

To your second point, yeah I agree that we have to be methodical in how we add things like this. Ultimates are allowed to be disruptive, as we want them to feed into a team's tactical decision making loop for each round, but if there are too many that...

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Comment

Originally posted by xRobert1016x

Hey Arkem, would I be banned for injecting cheats into another game while not playing valorant or having it running? I play on HvH servers in csgo.

While I don't think you should be cheating at other games (well other multiplayer games) we won't ban you for things you do outside Valorant. In some cases the game might not run if generic cheating tools are open but we don't want to ban players unless they are actually cheating.

Comment

Originally posted by Shinwrathen

I haven't installed the game due to concerns over the anti-cheat. (And it doesn't help that it won't run on a vm)

I have two questions:

1) Are you planning to create an option to uninstall it when one installs Valorant? (Talking about Vanguard, I think since it only supports one game it should go away when you remove said game)

2) I've had a shitty experience with Halo Master Chief coming with EAC without letting me know in advance during download or during installation. Does your download / install process make it clear to the players that Valorant is bundled with extra software that also has a kernel driver? As a fellow gamer I imagine you also don't miss the good 'ol StarForce days.

Thanks for the time you took reading and possibly replying to someone that isn't a customer.

Hi, thanks for the questions!

1) We designed Vanguard for multiple games so the thought was that it should be as independent as possible which is why it has its own entry in Add/Remove Programs and doesn't uninstall with the game. We're changing this and soon uninstalling the game will uninstall Vanguard too (or at least ask about it).

2) It wasn't ready for the first week of closed beta but we have a notification pop-up that says that Vanguard is being downloaded/installed in the patcher now. In an upcoming version the pop-up will be expanded to include a link to an article with more details.

Comment

Originally posted by InriSejenus

So what you are saying is against a Raze you forfeit control of up to 70% of the map just because she has ultimate. I say 70% because essentially all of the maps proceed into chokes either at the round start walls or right in between them. On either side, it frankly doesn't matter, if your "solution" is what is opted into for organized play then everyone on the team with Raze ult gets a free pass to just push up. On Split this will give a HUGE advantage as it gives them control of mid essentially for free. On Haven and Bind it is more complicated to describe what real estate is gained for free because it depends on whether you or on T or CT side with her ult but either way it gets you free control of a significant portion of the map.

Just to reiterate, it is not using her ult that gives her this advantage - which I would find quite reasonable (to an extent that is basically what Phoenix's ult does). Instead it is just the threat of it existing tha...

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Yeah, I hear you on this - ceding ground all the time isn't a viable strategy. I'm not a designer, so I'm not an authority on this, but I can speak to my experience at least - I hope it can help a bit. There's two things that I personally have found in spaces like this:

One, it helps a lot that Raze doesn't start the game with her ult - you've gotta play a few rounds before then. By then, I know where Raze has historically been playing, and I respect that portion of the map a bit more instead of ceding everything. She can obviously mix-up and show up elsewhere, but then hopefully we have a bit of information that can help my team on the other side of the map by inferring which agent she could've swapped with. There are basic abilities that also create "invisible pressure" like that - Sova's dart being a prime example. Obviously Raze's ult's output is a lot more severe, so I feel your frustration, but I do think it can lead to some interesting tactics if both teams are playi...

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Comment

Originally posted by Ninjawizards

Hi thanks for the communication with the community, I think that's so important for a successful ongoing game and something you guys have been rocking. However, going back to Raze my question is this; why give her that ult? I understand the rest of her kit, even if I think her damage is too strong at the moment, but her ult just seems to go against the vision of the game as laid out in the beginning of the video. The dev in the video discusses how to make it easier to play against but that's ignoring the core of the issue imo. Raze should not exist in her current state and I think it's going to hurt the game going forwards if she and other characters after her continue with the same design philosophy.

Just to start off, I'm not a designer so it's important to set that context up front! I'm on Insights, specifically on Gameplay, so I'm responsible for things like data informing game balance, playtesting content in development, gathering feedback from players via surveys and labs, etc. I work closely with designers and the balance team, but I don't design anything - I gather data and sentiment on the stuff they make and work with them to help inform our decisions going forward.

So, I'd default to one of our designers around why Raze has this specific ult, but I can speak to it philosophically. Raze's ult is 6 points. It is very lethal, requires near-line of sight (has a small aoe, so you can hit people in corners, but you can't hit them through walls), and is on a tight time window after being equipped to be used. It's definitely sharp ability, but I personally don't feel it's fundamentally broken and can be used as a tactical tool to play around. Compared to other 6 point...

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Comment

Originally posted by alec_mc

Riot Dev -

"If you don't respect the ability and you don't respond to it. It's ok for us that you die in that situation. What we want to ode (?) to all of you and make sure is true is that you're getting the proper window of time to move away from it, and you are getting the proper audio and visual queues to move away from it."

Dizzy -

"MOVE out the way..."

Just saying...

That quote from Trevor is talking specifically about Paint Shells, Raze's grenade. This clip's a bit different because it's Raze's ult, and Dizzy uses two Satchels to close the gap on this player from an unexpected angle.

For what it's worth, this player also knows that Dizzy has his ult when the round starts - when I'm playing offense on Bind against an aggressive Raze, I normally give it a few seconds in the start of the round before pushing into a tight angle like that if she has her ult up to punish plays like this. The ult has a short duration once equipped, so if she plays aggro like this and doesn't see anyone quickly, there's a good chance you can waste her ult for free.

Regardless, we understand the frustration here, and we're definitely looking for ways to message her abilities even more clearly to ensure players have enough information and time to play around her.

Comment

Originally posted by GosuPleb

Oh I was wrong then, sorry for misinforming. It felt super off

No worries! Thanks for bringing it up - the clarifications and discussion help everybody, and we're human beings so will occasionally miss things. No harm in making sure.

Comment

Originally posted by GosuPleb

I bought them weapons via menu, did not drop

Weapons you purchased for teammates via the request system factor into their econ rating, but will not negatively affect yours.

We're working on better tracking for weapons purchased and dropped the traditional way.

Comment

Originally posted by xeru98

In this case the UWidget is most likely part of a UWidgetComponent which treats it’s UserWidgetObject as part of the collision on the component. I don’t know if the widget it’s self is hit testable. But the widget itself would intercept a line trace since it’s on a widget component.

You are right though.... hit testable is specifically taking about widgets. I really meant to say the components collision profile

We're on the same page, and I simplified my response. :)

Comment

Originally posted by xeru98

For riot. This bug is likely caused because you are using a UWidgetComponent which by default is hit testable. Just change the collision profile of the widget component to IgnoreAll

This bug was caused by a misconfigured collision setting in the parent component of the UI prompt. I've fixed it on our side.

Comment

Originally posted by Ice_Crusherrino

u/RiotArkem Same Issue. i got banned from multiply EAC game yesterday after i installed Valorant. this is some serious crap because EAC says that i used "Third Party Software" but i literally didnt got anything like that before playing Valorant

We talk to EAC fairly often, I'll check in with them to see if there're any compatibility issues.

Comment

Originally posted by ItsMeChad99

I use AHK a lot for work. Will it instantly ban or tell you to close AHK?

Right now we don't ban for just using AHK, if we decided that AHK isn't allowed we would likely tell you to close it rather than ban your account.

Comment

Originally posted by edboom4321

there was a bug not allowing you to buy with - p aypal so they removed it till they fix it

This is correct. Still working on it - think we have a workaround identified so hoping the team can get this cleaned up soon for you guys. Sorry for the inconvenience!

Comment

Originally posted by _Yank

Really useful info! Does the game recognize which CPU cores are true cores and which ones are hyperthreaded ones? There's some "easy" mild performance uplift on using real cores instead of the other ones, if the game doesn't use this to it's favor I think that you guys should consider implementing this!

I also want to thank you for all the active and helpful support!

Yup, the game can differentiate virtual threads from physical ones on the processor. We set thread priority to inform the OS what's important and try to let it do it's job. Scheduling is an incredibly complex problem all by itself so we let the OS choose the cores given that information. You have to make considerations like how a virtual core can share cache or not. It's widely different across the different CPU architectures. Needless to say we trust that Microsoft's engineers have put far more time, effort and thought into how their scheduler works across a number of CPU architectures. We focus where we have the expertise which is on the game code and threading model itself.

Comment

Originally posted by ProgRocktopus

Here.

This is fixed on our side. Will patch when we can.

We've also done some work to make pinging significantly less of a performance drop as well.

Comment

Originally posted by warchamp7

Gonna piggyback off this post and ask for Riot to take a look at CS:GO's GameState Integration

https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Game_State_Integration

This is present in both CSGO and Dota and is super useful for a large number of broadcast production use cases

Oh that's cool! I was thinking about something similar to drive esports broadcasts, Twitch overlays, etc. Good to have a reference point from CSGO.

Comment

Originally posted by Gulagbandit

LeagueclientUxRender.exe I literally was playing league lastnight with 60 fsp then this morning Boom dropped fsp to 5

I can only help with issues with RiotClientServices.exe. If the high CPU usage is indeed in LeagueClientUxRenderer then it could be related to the new patch. The 10.8 patch was released on the 14/15. I haven't seen any discussion about FPS drops due to LeagueClientUxRenderer CPU utilization with 10.8 but I am also not on the League team so I am not in the loop for a lot of these types of discussion. I think the VALORANT devs in this subreddit wouldn't be able to help either.

My recommendation is to reach out to player support. They may already be aware of the issue and have a workaround. If they do not have a workaround, it is still useful to report so they can have an estimate of how many people are running into the issue. It may help get the issue prioritized over other current issues that are being dealt with.

Comment

Originally posted by Hoodrat10

please something at least give them bans I've had 2 random people leave while live streaming yesterday 1 said I forgot i had to babysit other said I gotta go eat dinner.

We're actively working on the penalty system that'll go alongside the various other AFK/DC features we're working on, and there will be penalties associated with leaving games. What they are and how severe will depend on how long they were gone (how much impact their leaving the game had on the match) but ultimately we'd like to incentivize folks to not abandon matches :P