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.
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.
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.
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.
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
Quick question, if those players who leave come back will those bonuses go away and the player not have any penalties? Or will those who come back still have penalties
There's a lot of factors that play into those decisions and outcomes, and we're still actively working through many of them, but yes those bonuses would go away (as otherwise you'd have a sizable advantage) and it'd essentially depend on how long they were gone (how much impact their leaving the game had on the match) that'd depend on if they'd still see penalties or not.
Ultimately we'd like to incentivize folks to not abandon matches :P
Sure, that also. I'm just saying that prevention is better than cure and people wouldn't create these names in the first place if they can't use them for exploits like these
Players didn't (and can't) create these names. This is specifically a bug where the system is giving them these names automatically through a fault, where once the fault is fixed they'll be correctly routed into setting a name that fits within our intended confines.
The fact that this obscures the ult charge is an unintended side effect of the bug, not something that any player has purposefully done to have an advantage.
Totally understandable. Like I said I’m still able to play in borderless with no issue so that’s what I’ll keep doing. To elaborate l, I’ve tried uninstalling then reinstalling vanguard. That seemed to help for a couple matches. I’ve also ended all unnecessary overlays such as rain mater, discord, hardware monitors and even icue and that doesn’t seem to affect it either. I know you all are getting bombarded with these requests and bugs and I’m sure the pandemic isn’t helping. Hope to see the bug found and fixed. Best wishes!
Thanks for the details, and thank you very much for being understanding :-)
Is everyone ignoring the fact that you can stand on the top of the door? Is that intended?
Not intended. Fixing :)
Guys wheres the spike I couldn't hear
Here.
This is fixed on our side. Will patch when we can.
im surprised you dont have negative likes on this lol.
:(
Maybe a dumb question here, but what is the default keybind to ping something? I know you can open up the map and right click different locations, but I didn't realize you could ping stuff without having the map up.
The default binding is Z
At the core of it, for unrated I just want to play 5v5. There is no reward for winning, only for having fun, and 5v4 isn't fun whether it's for or against. If someone abandons, I really just want to start up another game and try again.
There's technically rewards in the form of XP and character contract progressions for unlocks, but I can agree with the general sentiment. We'll hopefully land with a balanced approach that works with both perspectives that are being shared in this thread... or we'll miss the mark entirely, learn from feedback and try again :D (but hopefully more of the former than the later).
I am extremely impressed with the amount of attention your giving during the beta phase to the player reports. My brother had such a quick response when he reached out as well. Great job.
Our player support folks are superstars, and bug reports specifically make their way through directly to the team so those reports (especially the detailed ones) are incredibly value to helping us make sure we're on-top of the issues that are disrupting play the most. <3
Confirmed Valorant written in a language where string length isn't fixed.
Is less about "can we support strings of this length in code" and more "I really don't want to need to ensure all these UI widgets where a name can be excessively long look good or consider all these features needing to support inputting those names either" :P
Seems fair! I didn't know you move the same speed as running tho, maybe something about the verticality makes it feel faster then.
Thank you for your time!
One of the big differences is the ascenders don't have the same acceleration as normal movement, so you hit max speed almost instantly. That and verticality, like you mentioned, makes them feel pretty quick.
delet ths
We are working on a fix (already reported in the megathread!!), thanks for the report.
Accuracy on ascenders is a bit worse than walking state. These are nice shots, but also some luck involved. We're keeping an eye on how it plays and will tune as needed.
Edit: To clarify, there's also no move speed bonus. If you're just going up/down without walk held, you move about the same speed as when running with an Operator.
O thats weird. I could see my friends playing it previously.
The way it worked before was that anyone with access to the game could see other people with access to the game playing it, but if you didn't have access, you couldn't see it.
Now everyone can see if you're playing it all the time.
I certainly am :D
Story time! I was first introduced to Valorant (a long time ago now) during an under wraps playtest internally at Riot, where I was among the first handful of employees not on the team to play and all we knew at that point was "it's an FPS".
I had pretty low expectations of the game being to my tastes given the trends of the FPS genre as a whole but was intrigued to see what type of FPS we were making. From the first moments running around in pre-round getting a feel of the movement and gunplay my low expectations flipped to huge excitement; there had clearly been a huge emphasis placed on how the game feels, and that hasn't changed too much over the years. It might not be for all types of players, and that's fine, but for me it was unapologetically the game I wanted to see exist. After I'd completed my first game I got up and went directly over to my now manager and asked that they get me on the project, and haven't looked back since.
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