Ohne is a giga troll, every other thing he says shouldn't be taken srsly
But on the other hand as a cs player i don't like val skins because they have diff sounds which makes it hard to know what ur opponent is shooting with, and i can't tell immediately looking at the gun what it is because the shape is changed in skins.
But that said it's just my taste altough i find it funny that riot added 2 of the most popular cs knife finishes to their game.
In third person, all the guns have the same sounds as the default weapons. Reaver Vandal sounds like a default Vandal. The custom sounds are in first person only. We do this because of competitive integrity.
y'all have some dedication! we didn't think this would be found for weeks :D Next time, Gadget!
can we atleast see different knife selections possible for A/D in the near future
if we make that feature, we would do it for everything, not just knives.
First of, I'm very happy to see you guys answering in the comments, that's absolutely awesome :)
It's very interesting to see, from your answer, where the priorities / constraints are etc.
However, let's be real for a moment. There are so many things that could be done to go around the memory budget: New settings, asynchronous / lazy loading, LODs...
Ultimately, it's still one (or two) guns per person per round, unless you thought we wanted mid-round skin switching, it really doesn't change the total amount of skins to keep loaded at any given time.
I want to take Fortnite as an example. The game should be an absolute hell for mobile and low end PCs, with all the new character, weapon, FX, etc... skins that are added all the time. Yet they do manage to keep everything performant while using the same engine as you guys. Seems like they figured this thing out :p
Im right there with you. I look at other games and ask the same questions - what differentiates us (technologically)? Two games using unreal engine is very far from two games having similar capabilities, in fact most can tend to be incredibly different and are optimized for different things. Fortnite was built for large world, destruction, massive amounts of characters. Valorant was built for smaller maps, and incredibly high precision for competitiveness. What we do, fortnite cant, and vice versa. That's not an excuse, its just the reality. Eventually if we want to make additional features or improvements to the game, we'll need to solve some problems to help us get there. Understand we want the same things you do, and we're working to make it happen.
I think changes go live in all game modes that Bind is in, but it only returns to comp next act
This is correct!
Has there been anything about the knife skin disappearing in the first half? Makes my purchase obselete as I don't have the skin the first half of the game?
I wasnt aware this was a thing! did you report a bug?
One thing I've been curious about since I started valorant (and had the idea sparked again when the randomising system was added) was agent collections. Maybe functioning similarly to how the keybind system is with a default and modifications of it and it could pull skins based on the agent each player has chosen?
I do not know if the skin loading process begins before people have locked in agents, but if not, would that significantly increase the load on computers? The number of skins remains the same, but players get new customisation options and can make pairings of skins and are also further incentivised to spend more money so they can do so.
I'd love to hear your thoughts on this! Thank you <3 emi
That's an idea that's been floated by both devs and players. I think it extends beyond just agents, and just comes down to player preference. Some players might want their loadout to match their agent in whatever way they feel is appropriate, some might just want their gold version one day and their red version another.
If we make one of those things true, we should also make the other true too