Valorant

Valorant Dev Tracker




11 Jan

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Hey all -- Wanted to drop by and let you know we're aware of the issue and looking into it.

Sorry for the confusion here around the Ascendant buddies, but we'll get things sorted!

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Originally posted by Mr_Mandrill

Hey Jo, quick question in case you're still around. Don't you think this change might encourage some players to throw their games if they think they are gonna lose the match?

For example, the type of player who wants to /ff in the first half of the game because their team is behind; before, they could have tried to at least win as many rounds as possible to minimize the penalization. With this change, if that penalization is about the same for a 2-13 game than for a 11-13 one, would those players not rather lose as fast as possible to get into the next match? Is this something you guys have considered?

I'd love to hear your thoughts on this. Thanks.

Hello!

So this change was just reducing how many points you got for round differential, not removing the points entirely. For reference, before the change you could get up to an extra +/-10 RR for round differential - which is why we felt like it was a little too much. It shouldn't feel like you're going to be punished just because you're getting slammed, but you should still want to put up a fight to not take as bad of a loss. So you will still get more points for a 13-5 match compared to a 13-11, it just won't be as many as it was before for the round differential. The RR gains will be a little more consistent, with a little less extreme swing from match to match; because we also increased the points per win/loss to make sure overall point gains weren't heavily affected.


10 Jan

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Originally posted by DudeXSWaVezZ

hi NA, i’m dad

D...dd...dad? Is that you? D:

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Originally posted by VirtualHuman52

from 0:54, damn!! props to the people who did this sova dart thing

Every time I use my Sova dart I'm going to go 'doontz, doontz, doontz' lol

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Originally posted by augburto

TF2 spy crabs would be proud

Seeing the Chamber walk in this trailer brought a tear to my eye. :,) I played TF2 almost religiously as a teen and this reminded me of the TF2 spy crab walk, which was a gem at the time!

The start of a new era of crab walks has begun. :,)

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Originally posted by IceHelianth36

Not sure how much it matters, but in the small text above the queue button it's listed as being unrated despite being swiftplay. Glad to see it up though!

Working on getting this resolved - it looks like it's just using the text from our old map-launch queues, which used Unrated, rather than specifying we're trying out Swiftplay this time around. Thanks for your patience!

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Originally posted by Friendly_Fire

Could the issue with players not understanding it have been resolved with the UI? Clearly show the +/- from rounds differential?

IMO, a more impactful round differential makes for more accurate ranks, and encourages better player behavior. Maybe you could say that hidden MMR will pull your rank anyway overtime and that's what matters for rank accuracy, but knowing rounds have impact helps people's attitudes. I know many players have used the "just try to win some rounds so we lose less RR" line as a way to motivate a team to not FF and try.

Yet the "huge impact" comment you replied to was talking about swings of less than 1 RR per round diff. I don't see how it can go much lower without making any round basically irrelevant.

We can definitely do a better job in the UI, it's just difficult given our current focus as a team. Something we can take a look at in the future when we get some UI time.

For reference, before the change you could get up to an extra +/-10 RR for round differential - which is why we felt like it was a little too much. It shouldn't feel like you're going to be punished just because you're getting slammed, but you should still want to put up a fight to not take as bad of a loss.

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We had a mixup here - the Lotus queue is online now, in Swiftplay as it was intended. Sorry about the confusion!

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Originally posted by RiotSouthKorea

Just to jump in here - the change we're making is NOT that round difference does not affect RR gain. It still does. Round differential still matters in calculating MMR and RR. Winning is still the most important part of gaining RR.

What we are changing is how much of the MMR/RR gain is affected by Winning, vs. Round Differential. Specifically, we're putting slightly more emphasis on the Win/Loss, and slightly less emphasis on the Round Differential. To repeat, both still matter (we're shifting the weight)!

There is an additional change we're making to weight individual performance more than both Win/Loss and Round Differential, but that's for a specific case where your MMR and Rank are very far apart (not for the average player).

Additional context: The reason we wanted to make this change is to make RR gains less swingy based on the round differential. While we do want to reward people for stomp...

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BEAT ME TOO IT, thanks for clarifying this! Also I'm sorry I fell asleep last night and didn't run that WoW dungeon, if I get some downtime from playing the new VAL patch we will run a high key dungeon this week. :P

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Originally posted by officialmark-

Seems like they are keeping Swiftplay longer than they initially planned, or maybe even permanent? It was mentioned that Swiftplay was only going to be around between Dec 6th and Jan 10th. However in these patch notes they are saying that Lotus will only be available in Swiftplay for 1 week and then made available to other modes in patch 6.01. I wonder if this was a mistake on their end or Swiftplay is actually permanent now.

You're correct! We're currently extending the window for the Swiftplay Beta to give us more time to gather feedback. In addition, we're adding a Lotus-only Swiftplay queue to give players the opportunity to learn Lotus before it hits Competitive queue.

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Originally posted by barlasa

For me the round difference impact was huge, and my RR gains could swing from +16 to +24 (Immortal 3, so no individual performance bonus either)

Thus I think it was a good change. Plus, they're saying it's still there, so it still incentives playing to lessen the RR punishment. Additionally, stomps happen less often than "evenly-fought" games so in the grand scheme of things it should result in higher RR gains for all, since we'll be getting more RR from closer games (which is a more common occurrence).

This is mostly what the change was going for. It's still there, but it's just less impactful. We were giving a lot of points based on round differential, and we most often saw the question "Why did I get 20RR for this match but 14RR for this match?"(which was because of round differential) Overall this change will lead to more consistent gains in points with smaller swings from match to match.