Yea for me I dont really hate the sound but I payed for the upgrades so I think we deserve a response from a devs soon about this issue
Hi! I responded here. It’s a bug. Sorry about that. :(
Yea for me I dont really hate the sound but I payed for the upgrades so I think we deserve a response from a devs soon about this issue
Hi! I responded here. It’s a bug. Sorry about that. :(
Hi I have the same bug. Can you please fix it?
We are! We just need to wait for another fix first then we will have it out. Really sorry about that. :(
Any Information about that skin getting vfx in the Future
It seem like kind of a bummer as well as with the hivemind's that there is so much unused potential
What also surprised me is that the kniff skin has no fitting Variants for the other Skins Would also have been a great thing to do i guess
Cool Skins anyway! :D
Thanks for caring about the skin and asking these questions. It’s honestly pretty cool that people care so much. Didn’t expect this when we made all this stuff.
So with this skin we wanted to try something different. We’ve done really out there stuff like Elderflame and Prime and such. But there are players who want something simpler that doesn’t have VFX/animation/audio but don’t just want a new paint job on their skin. So with Spline we took a really cool and abstract design and tried to keep the rest basic for someone who wants a fantasy and new gun model without all the bells and whistles, but also still wants color variants. And actually there is some “VFX” in the orbs. We used a tech that would create a really cool material that’s basically like VFX. It’s just less out there than some of the other VFX we’ve done. Once again, different type of stuff for people with different tastes. Let’s see what you all think!
As for knife variants, we would have loved to d...
Read moreThis is cute. Our team was getting a kick out of it today. It’s cool to see people liking some of the fun buddies so much. Nice work!
It’s meant to float. We were experimenting with a floating mount and thought it would be cool for this thematic that’s more abstract. The whole thematic has a bit of a floaty feel to it.
Yeah me too, probably just a bug since the other prime skins don't have the same issue
Commented above but don’t want you to miss it:
It’s a bug, I’m so sorry! You’re just noticing this on the Classic, right? We have a fix and are waiting to see if we can pair it with another unrelated fix before we deploy it.
Probably a bug because im pretty sure there is still no setting to turn off VFX. It cost radianite so just taking it away without further notice would be pretty scummy.
I commented above but want to make sure you don’t miss it:
It’s a bug, I’m so sorry! You’re just noticing this on the Classic, right? We have a fix and are waiting to see if we can pair it with another unrelated fix before we deploy it.
It’s a bug, I’m so sorry! You’re just noticing this on the Classic, right? We have a fix and are waiting to see if we can pair it with another unrelated fix before we deploy it.
Where are the people on the mastery curve of Sage players this patch so far? What was her pickrate before the patch? Is it possible that your nerfs scared away the less-skilled Sage players?
This is our current suspicion, but we want to give it some more time to breathe before digging in this deep. But yeah, her playrate has gone down a chunk - so if I were to guess, it seems more likely that the "autofill" less experienced Sage players are picking her less on this patch due to the nerfs, and more experienced Sage players are sticking to their guns, making the nerf seem less consequential then it actually is.
We'll have to see how it plays out over the next few days and then assess the Sage population at that point. Good intuition on this!
Hey all -- Sorry for the confusion here. There was a bit of a delay in the schedule rollover following the delayed patch.
That has now been addressed for all regions where the latest 1.07 patch is live and will be available for all our EU friends once their patch goes out this evening. If you log in now, you should see a shiny Spline bundle.
I think we're fighting each other on this sticky here...but uhh... I'll leave that alone now.
Cheers and sorry again for the confusion!
Hey all -- Sorry for the confusion here. There was a bit of a delay in the schedule rollover following the delayed patch.
That has now been addressed for all regions where the latest 1.07 patch is live and will be available for all our EU friends once their patch goes out this evening. If you log in now, you should see a shiny Spline bundle.
contains a go service
A wild gopher appears. :pikachuface:
I am curious, what ended up being the magic number settled on for game instances per server?
Once we addressed some of the hardware configuration problems we were able to scale linearly with number of cores. You can just take the number of cores on the system and multiply it by three. We use a variety of sized servers depending on regional availability and cost but they all perform the same. The largest I've seen us use is a 56 core system that hosts 168 games or 1680 players.
Hey thanks for the reply! This probably isn't your area but I was wondering if you knew when the next software engineering internship opportunities would open up at Riot? :)
Sorry that's pretty far outside my area of expertise. In general, most of the interns I've worked with have been with us over the summer. However, I don't think that's always the case. I'd say keep an eye out on riotgames.com/careers for any updates!
If you're interested in the engineering aspects of reflex. I'd also recommend thinking about how frames make it to the display more and reviewing the graphs in the reflex article. We often talk about a game being CPU/GPU bound as if those are two binary options. The reality is that a game can be both CPU/GPU "bound" in a way. Simulation happens first, then render. The input latency is the sum of these two things, not the longest of the two if that makes sense. However, they can be partially parallelized!
probably just getting a feel for it after the nerf, can't really do much with data when it's been less than 24 hours since the patch rolled out
We get a surprising amount of data in a 24 hour window given how international our game is - obviously we'll have to continue to see how the winrates trend, but "adjusting to nerfs" normally results in much lower winrates early on, as players learn their new limits, as opposed to overperforming.
We'll continue to monitor Sage, but as it currently stands she's still quite strong - there's no reason to believe she's gutted, people have just very consistently thought that Sage was weaker than she actually is.
Brother I have one last question. I know particularly riot cares about their gamers a lot than other game devs out there and how they went on making better servers and anti cheat system. But having an in game setting that will only be useful to nvidia. How does that go with riot is it not like supporting one particular base where leaving another base go down a bit? Is not not unfair to let nvidia users to have little advantage over amd users??
For this, we definitely thought about the trade off. In the end though, the hardware you play on is going to give you an advantage. Players with 144hz/240hz/360hz monitors are going to have an advantage over those without. Players with better ISPs that give lower latencies and no packet loss are going to have an advantage. Players with high-end machines are going to have higher framerates. Players with gaming mice with higher poll rates and better sensors have an advantage.
In the end, our goal for VALORANT is to make the interface between you and the game as responsive and seamless as we can possibly make it. To that end we're happy to support any hardware or software features that reduce the friction that input latency causes between what your brain/body can do vs what we can represent in game.
We try to weigh the pros/cons of supporting any technology against fairness and accessibility. Honestly if this was technology only supported by the 30XX series cards we mi...
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