League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




03 Jun

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The penalty is applied at the end of the game (usually you see a leaver tag on them in the scoreboard or ranked compensation messaging). However our AFK detection is pretty conservative to minimize false positives. Over time we are going to lower thresholds as we gain more confidence and tune our detection methods. We don't talk about the specifics of thresholds and exact methods because we don't want to help people to evade detection.


26 May

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Originally posted by Low-Concentrate2162

What about when someone keeps reconnecting for an extended time, enough to screw the rest of the team?, does that count as afk, assisting the enemy or nothing?. Because of all 10 ish people I report on a daily basis usually only get one or two notifications back in my inbox.

Without revealing too many details of how our detection works, yes players like that will get detected. However they may not be gone long enough to trigger a positive result. We do try to be forgiving if someone is legitimately having trouble with their connection (it could be a bug in the game that is causing a crash on their phone!).

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Originally posted by groovekingjames

I appreciate your reply to this post!

Sure I'd be glad to DM you if it'll help detection.

The thing is the afk players I reported were ones who spammed recall at base or sold all their items and ran it down mid/farmed jungle, also they're actual players we reported.

Is there any reason why they weren't penalized despite the reports we sent?

We'd really have to look at the games to understand why! There's also a bug that happened recently with report categories not getting recorded properly so that may have affected this.

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Both Remake and ranked AFK compensation are on. However AFK detection is pretty conservative to minimize false positives. At high skill levels, unfortunately, players are going to be better at "soft-inting" to evade detection. If you want to DM me your account and info about the games (date, time, timezone, region, player or champion who was AFK) we can take use it as a source for future improvement. It is a hard problem because at high skill levels there's a lot of jockeying for position without a lot of combat happening which can look like non-participation (think Leona positioning and waiting for the right engage moment).


21 May

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You won't get a remake because it's only meant to handle disconnects from game start, but you should report them for assisting the enemy team and/or AFK if applicable.

If we detect them as assisting the enemy team (and we can do that even if they are playing legitimately for part of the game), we will penalize them if it's not their first offense. Unfortunately it is tough to detect this kind of play without also accidentally catching someone having a bad game, so our detection is quite conservative which can result in guilty players escaping penalties.

If they are AFK later in the game they will get a penalty as well and if it is ranked they will lose extra ranked fortitude and players on your team will get bonus fortitude as compensation.

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Originally posted by CUM_IN_ME_BRO420

I selected “Assisting Enemy Team” and wrote a description to that effect. I also reported this via opening a support ticket and sending it directly. I said similar things in both reports - Player decided to troll by feeding intentionally from the beginning of champ select. Firstly they banned a teammate’s selected champion and then confessed to preparing to troll the game.

While I know you’re likely unable to tell me what came of the reports, I do hope that some kind of punishment was handed down.

Thanks again, and let me know if you need more info.

Ok thanks, this is helpful. We'll check into it, we already have a bug with report categories not coding correctly, but we did not believe it to affect assisting enemy team. It may be having a description causes it to be recorded incorrectly.

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Originally posted by A_Saade

tbh in pc there are potions, so i think this is why we have honey fruit in wildrift. idk if they'll remove them if they ever add potions in wildrift

Correct, we went with Honey fruit in lane for 2 major reasons.

1) The controls/UI that consumables would require. 2) We like the gameplay of Honey fruits in lane more. We think it has a bit more clarity and creates small, but interesting, moments.

It isn't something we have talked about removing, as we have been happy with the results. The only time it has come up as even a minor issue was in the Dragon lane, and marksmen taking fruit from their support for Sweet tooth's gold. But that was fixed with a change to Sweet tooth.


20 May

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Originally posted by Sneakyferret07

Not like it matters because there will always be that 1 piece of shit who trolls and doesn't accept.

You should only need 2 out of 4 votes to pass a remake vote with one AFK

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Originally posted by CUM_IN_ME_BRO420

I did indeed report them after the match, so I’m not sure why it would say that? I left a detailed description of their behaviour.

Edit: I can say this with 100% certainty. Is it possible that the report system isn’t working as it should?

We see a report in the system, but not for the specific type that covers intentional losing/feeding.

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Originally posted by CUM_IN_ME_BRO420

I did indeed report them after the match, so I’m not sure why it would say that? I left a detailed description of their behaviour.

Edit: I can say this with 100% certainty. Is it possible that the report system isn’t working as it should?

Which report categories did you choose? I forget what the name is, but there is one for intentionally losing/assisting enemy team/similar that you need to check in order for the system to look at the player.

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FYI OP, we looked into this game and no one reported this player for intentional feeding so we did not detect or penalize them. They would have been detected if you had reported them.

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DM me that player's ID, and information about the game (date, time, timezone, server region). This type of obvious feeding is something we should be catching within about 24 hours if you are reporting the player.


18 May

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I play on an iPad, I prefer it. The camera view lets me see more above and below my champion than on a phone (and a bit less to the left and right). Performance is good on my old iPad Pro and we have a default layout tuned for tablets that works well for my size of tablet.


13 May

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It's not on in ranked yet until we make sure it doesn't break anything!


12 May

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Originally posted by SwuangLee

Winters approach don’t work on most tanks. Unless you’re playing something like Malph. U sure y’all playing the same game w playing in your “internal tests”??

It does work on most tanks, and that comes from live data not our internal tests. If you don't want to buy it then don't, I'm just telling you the facts about the item, it's up to you if you want to take the advice or not.

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You are right she has kind of sucked as a support, and been really strong as a mid laner. Despite this she is a FAR more popular support champion than she is as a mid laner. So we want her to be viable in both (before this change she was only viable as a midlander), especially when it is clear that many players are more interested in her as a support (her popularity as a support even when she was weak there).

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Originally posted by Ayo_The_Pizza_Here69

True but the main issue is everyone else is fast paced but tanks. Especially tank supports. They have no gold agency imo. And tank items are really really lacking compared to the smorgasbord of options adcs mages and assassins have alone. Love for an item like anethemas.

I understand tanks can and might be an issue when going about bulkiness but the fact is tanks don’t feel bulky unless in extreme conditions I say find that balance where tanks feel tanky but also aren’t popping like balloons because imo a tank should be the first to die in a Team fight but they shouldn’t pop like a squishy.

Also Gj jinx finally feels amazing to play. But I still worry for tanks.

Plus I would like to add the issue with jungle tanks like rammus and amumu is that in the late game they take a sizable time to clear jungle camps to keep the lead going.

What exactly do you mean by "fast paced"? You are right that they are not as flashy as assassins/carries, but that isn't something that can really be solved with items or runes. The fact of the matter is that most players tend to like dealing damage, and that is just inherently flashier (you remove someone from the map).

You are right that support income is lower than carries, but their items are also MUCH cheaper, and tanks are the ones making the item choices. For most carries the items are dictated by your champion, whereas tank items have a bit more flexibility with things like picking the right item for the right situation.

If you feel like tanks are popping like balloons I STRONGLY suggest trying out Winter's Approach, it is criminally undervalued for how well it is performing. That isn't to say itemization is perfect, there are still improvements we can make. But things take time, and we shouldn't wait until we have everything before we ship anything.

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Comment

Originally posted by Ayo_The_Pizza_Here69

While I’m happy you guys are at least talking it out I find it kind of redundant as most games I’ve won really don’t involve tanks. Mostly juggernauts and bruisers. True that it’s better chances you win when there’s a tank on your team but the main issue is tank players want to do what the role is called..tank. We don’t want damage or carry potential we want to be able to not get popped like a balloon as soon as we do our jobs.

I woulda been fine if all this was added and all the tank items got changed to their pc versions. But this is wayyyy to comfortably skewed towards offense and I get it because offensive champions pay the bills and are in the majority.

But for the love of anything give tanks SOMETHING just as big if not bigger than what offense is getting. Cause if this continues we’re gonna need a damage reduction patch like PC.

Right, I am not conflating juggernauts and bruisers with tanks. When I say tanks I'm talking about pure tanks (Amumu, Rammus, Braum, Leona, Alistar, Malphite, etc). I am not talking about Darius, Garen, Dr. Mundo, Riven or anyone else that is often conflated with tanks because they are melee.

The goal is not to give tanks damage, but we also don't want a world where tanks are literally unkillable. They should be durable, they should take time to kill, but a world where it takes forever for a tank to die just stalls out the game, and not in an interesting way.

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Originally posted by Ayo_The_Pizza_Here69

A meta where everyone is way too tanky yes. A meta where tanks are the strongest role is perfectly fine and should be the norm.

Tanks keep literally every other role in check. If tanks are weak the game is extremely unbalanced.

Plus adcs counter us. They are getting more damage more bulk we build more attack speed The more they chip at us and true damage all on top to sweeten the deal. It’s gonna be basically hell to play a tank let alone a tank support right now.

We do agree that tanks shouldn't be weak, and it is never our intent to make a class weak. In fact tanks have been very strong for a while, if you have a tank on your team you have a much higher chance of winning. We don't expect that to change here, and if tanks are weak after these changes we have a balance patch every 2 weeks.

The issue we tend to see with tanks is that it is more difficult to feel successful as a tank and know what you did was the right call, and requires follow up from your team. Whereas an assassin or carry can feel successful from getting kills, and it is very clear when they are doing their job.


05 May

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Originally posted by TheGivingTree7

Besides addressing actual concern. There are more post/comments talking about the poor state of tanks and how this patch will bury them, than praises, yet those post get ignored. Praises however, that can't be ignored. Shouldn't community managers actually address.. The concerns of the community or just high five and slap ass?

I'm not a community manager, I'm a designer on in-game so when players bring up pain points that are outside of my wheelhouse there isn't really much I can add to the discussion. Plus this is something many of us do outside of our regular work, so a choice of how we want to spend our free time.

I also make a point to not feed the trolls, no one gains anything in those situations, and if someone just needs to vent there isn't much value in trying to have a discussion.