League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




13 Jan

Comment

Originally posted by KevHemin

Thanks for the information.

It won't be possible to force a quality match in the position I want and with a guarantee that I want a fair match, no matter the time of the queue? I mean just a checkbox "Force to play in my 1st position" I don't care to wait 10 minutes.

I prefer 10 minutes waiting in order to play in my position and playing a good quality match. Instead of playing 2 matches of bad quality, and sometimes not even in my position. (IE I'm only a baron laner, sometimes it forces me to play Jungle that I Had no idea, and in front of me there is a guy Diamond playing like god, that match is impossible to win...)

If in the time I'm playing there is less people playing the game that could also make the match not fair enough? Because probably the algorithm is having a max time of queue or try to improve that, but sometimes improving that queue times makes the game very annoying.

It's ok to have fast queue times in gold and below for new players ...

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Those are good suggestions and they are the types of things we discuss pretty often. It's a bit tricky to allow a "wait longer" option because if a given player decides to wait longer, then all the other players who may need that player in their match also have to wait longer. Basically, we have to balance very deliberately any feature that allows one player to force another player to wait longer.

Ironically, it's also the higher-ranked players where finding matches becomes the most difficult because, by definition, there are always fewer of them. The current balance has been allowing many players to find matches who, previous to this patch, could not play at all. So making it more picky at the top would currently prevent many of them from being able to play Ranked at all.

That said, we actually do allow up to 20-minute wait times. But like I alluded to above, when it comes to finding as fair a match as we can within 20 minutes, it isn't so much the difference betwe...

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Comment

Originally posted by KevHemin

The matchmaker will grab the 10 closest players by the time that you search. If you have one of the highest MMRs during the time when you search, then often you will get put on a team where you are the best player.

matchmaking keeps the fairness within at worst 70/30. We are evaluating whether that 70/30 should be reduced to 60/40, though that would result in longer wait times.

It works as I suspect. Because the matches are one side stomp almost always.

There is no people, and MMR rank base is really bad. Just mix players in the same Elo and go home.

Keep in mind that 70/30 is not the most common, it's just the worst possible. The most common is still 50/50 and then it decreases in occurrence from there.

Also, it's not just wait time we are trading off against, it's position preference. Before position preference, most matches were close to 50/50. When you get a less fair match it's almost always because it was trying to make sure everyone got the lane they wanted. Once it has 10 players within the allowed rank restrictions, it will often prioritize getting you your position over optimizing the fairness. If possible it will still aim for close to 50/50, but it's currently "allowed" to go higher to keep positions.


12 Jan

Comment

Unfortunately if someone is troll picking summoners we don't really penalize them right now, it really difficult to say they are not just trying something off-meta. Which is totally OK if you're playing to win. One of the tough things about this problem space is that behavior that is obviously "bad" to the human eye can be hard to translate into something a machine can reliably identify.

We are continually improving our intentional losing detection behind the scenes and we just deployed some new changes Monday. However it is very conservative because we feel strongly about avoiding false positives. It would feel terrible to be trying to win, then lose the game, and then have the system tell you that you were intentionally feeding :( The pace of change can be slow because we are manually reviewing detected games for false positives before allow something to start penalizing players.

Comment

Originally posted by currycatastrophe

I only play WR on my phone, and it's fairly difficult to accurately ping the correct enemy CD for Summoner skills/ultimates because the space between them is so small relatively (and is basically impossible to do unless you are dead/not doing anything else)

Would it be possible to get a display of enemy bubbles on the main hud like the ally display? Then you could build that function into the main hud for better access and team coms. Single click on the enemy bubbles for Ult CD, press and hold for summoner spells - something to that effect.

I main JG, so telling my team/receiving info about summoners used is very important in choosing ganks and plays

Maybe I'm misunderstanding, but the enemy ultimate ping hitzone is bigger in the scoreboard (a lot bigger) than the ally display portraits by the minimap so it would be harder to hit accurately there? However, I recognize that summoner cooldown is not that easy to do in scoreboard because it's a secondary function compared to getting meta information on both teams.

Comment

Originally posted by JinkoNorray

This is not new, but it is one of the many, Many features this game has that are never explained/hinted at anywhere, and that you can only find by luck or if someone else tells you... That is why I made a scoreboard guide and am working on an episode about the ping system, because I have over 1000 games played but only learnt like two weeks ago how to ping objectives respawn time... Which is frustrating.

Thanks for making this, it's my fault that the scoreboard and pings has a bunch of functionality that is hard to discover. The unfortunate tradeoff that we have is screen size + legibility vs functionality. Generally the approach is we identify information of functionality that is most important and make that easy to find. For the scoreboard that means that we really put the focus on displaying information about the players in the game. Almost everything else is secondary to that. So when we add quality of life features like pinging items, cooldowns, etc. we often have to compromise on how easy they are to find in order to preserve legibility of the essential scoreboard information.

If y'all have feedback on some of these functions that we could make more accessible and what we could deprioritize to give it more prominence I'd love to hear it. We tried to strike a good balance, but suggestions are welcome.


11 Jan

Comment

Originally posted by RunBiitchRun

as well as keeps the fairness within at worst 70/30. We are evaluating whether that 70/30 should be reduced to 60/40, though that would result in longer wait times.

So Riot is prioritising matchmaking time much much more then the fairness or legitimate of it

Seems like a very shitty matchmaking if you ask me

Not exactly, no, we prioritize matchmaking success. Meaning, we don't want there to be a bunch of players completely unable to play at all.

Comment

Originally posted by RunBiitchRun

i started to detect something in matchmaking too, so much its kinda startting to annoy me

the matchmaking team think that teaming up lower rank will help boost the player mmr but it is actually the opposite

the matchmaking team should implement some restrictions in rank gaps to avoid such a thing as a diamond player teaming up with platinium with a wing in its name,just because the platinium player is in a 3 win streak that doesn't mean that he should be stacked up with diamond players, your staff team even said in the dev diary that there would be a "rank discrepancy" but this became unreasonable

those wings 90% of the time is a player that belongs/plays like the tier he is in(in this case being platinium) and the rest 10% are f challenger smurf account. Both seal the game basically before it even start.

and trio queue(3 players teaming up) should be separated/removed from soloq, duo is fine but a trio that communicate through discord or voice ch...

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The Rank gaps are determined by the amount of population in each rank, making sure there's enough within any given gap to find a match in a reasonable amount of time. As you get into the higher ranks, there are of course less and less players by design, so they require an expanded gap to be able to play the game at all.

TrioQ: If you are solo queue and play against a TrioQ, then your team will always also have a TrioQ on it. I see zero cases otherwise in all of yesterday's games. So both sides have a trio.

Comment

Originally posted by Brief_Donkey4486

Matchmaking:

It is random and there is no such thing as losers queue. (Setting a highwinrate with low winrate because of mmr is losersqueue).

Get mvp every single game. (Real carry not just by luck)

Losing streak because I cant carry too many feeding teammates. Carrying 4 inting team mates is possible in plat or gold maybe.

I dont believe that I am better than all the people in my team 15 games in a row. If it is truly random, it should not be possible. How am I the carry every single game, and when I dont hyper carry I lose. Why dont I get carried if I am as good as my elo? And if I am better than my elo why don't I skip tiers?

Do I get put with lower winrate people or do you expect me to believe I am so good macro wise I am supposed to be the best player in this team game in a elo that is supposed to match me skill wise.

The matchmaker will grab the 10 closest players by both rank and MMR during the time that you search. If you have one of the highest MMRs during when you search, then it is possible to get put on a team often where you are the best player. Your opponents will have often have a similar composition. There's a team balancer that takes the 10 players found and finds a combination of placement that honors both position preference as well as keeps the fairness within at worst 70/30. We are evaluating whether that 70/30 should be reduced to 60/40, though that would result in longer wait times.

So that's one way to consistently get worse teammates, being better than most during the time you search. To know for sure you could PM me your info and I could verify.


10 Jan

Comment

Originally posted by wraithkenny

Like, in the most vague terms, can you describe when “rank skip” triggers, without exposing trade secrets or whatever.

At a high level, if a player's MMR is higher than it should be for their rank, they should be able to rank skip sometimes.

Comment

Originally posted by wraithkenny

“Rank skip” happens on win streaks/high-win-rate tho, doesn’t it? Or does it randomly skip simply because MMR is too high?

You don't need win streaks or a high-win rate (since neither of those are very accurate).

Comment

Originally posted by wraithkenny

That’s not true tho. I mean, it’s true that riot’s matchmaker has been broken since PC season 1, yes.

The thing that you are missing is that statistically, over time, your MMR and your win-rate equal out over time. This means that over time, your MMR and your supposed “rank” can diverge, and you can get legit “hard-stuck” because the matchmaker is efficient at setting you a 50/50 win-rate.

Improving your skills will only net you a few wins before the MMR adjusts (because MMR adjusts far more quickly than raising rank), causing you to get back to 50/50.

There are ways to “beat the matchmaker” such as duo-and trio-queue, or being better than the entire available pool of players (I.e., being a Master level player in Plat), but otherwise, the way to climb ranks is via collecting Fortitude points (while you are under Diamond).

After Diamond, your MMR and Rank progress get linked by LP points, so the problem is lessened.

TLDR: you can improve y...

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Actually, the system detects when a player is hard stuck and let's them rank skip more, or gives extra fortitude, to offset the 50/50 sessions.

Comment

Originally posted by Brief_Donkey4486

The website said that the system will take action against people with an unusual winning streak.

And you say going on a winning streak will not affect the outcome of the next game.

I get that you would not say specific stuff that is not meant for the outside world but why go out of your way to say such stuff as if we are all crazy.

I can do 3 games now and int 0/10 and show you I'll get better teammates to make me win games.

I don't know what website you are talking about, but I assume you are talking about anti-cheat detection systems (something I don't know about)... Those are also different than the MMR system.

Comment

Nope each queue has its own MMR. So your ranked, pvp, and ARAM games do NOT affect each other. I suggest using this as a way to try some new champions/roles before taking them into ranked.

It's also worth noting that going on a winning streak will not affect the outcome of the next game you play.


08 Jan

Comment

Hey, u/catnip-addict1010 I just saw you posted this, I wanted to make sure you had a chance to see this response.

The short answer is no there is no winners or losers queue.

The long answer is still no, but with a bit more details on the problem you brought up. A bit of a caveat here, I am not a designer on matchmaking, we have smarter people than me who handle that. But while I don't know the details of the system I have spoken with them about the system.

When this topic comes up I often see someone mention something along the lines of "the game tries to give you a 50% winrate". This comes from a misunderstanding of the matchmaking system. It doesn't care what your account/season/recent games winrate is, and isn't trying to get that to 50%. The system tries to make it so that ...

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07 Jan

Comment

Don't worry, popularity is one of the things we take into account when deciding when to bring a champion to Wild Rift.

Comment

Preventing only new accounts doesn't help people who's account might have been hacked. Restricting new friends goes along way to protecting players who might have Wild Cores laying around and got hacked. This is why we didn't just limit it to new accounts.


05 Jan

Comment

Originally posted by gheycub

Oh wow, you’ve responded to both of my critiques! Thank you so much for taking the time to read and share some insights with us. For those of you that do not know, /u/R0gueFool is a Wild Rift dev that works on things like this.

Let me take a moment to respond…

“The biggest, and as far as…”

I completely agree. Although I’ve found the stats confusing, the biggest issue is that I’m not able to use my active item more than once during a teamfight. Thanks for sharing some insights regarding that pesky bug. It’s good to know devs are always on top of things. However, I don’t think that it’s just the CC/immobilizing interaction that’s the issue. I’m finding the 10% cooldown reduction for healing and shielding too low to allow for multiple uses of my active item. For example, Soraka has only one immobilizing ability that’s more difficult to land than other champions so I rely on her heal to proc the item. No matter how ma...

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The 50% reduction on Redemption and Locket was somewhat of a concern for sure. We talked about changing it to be 50% from OTHER redemption/lockets, but decided to see how things play out before seeing if that was needed. It would be a bit more work to do, and would be especially bad if that was the cause of it being too strong. (Bug not withstanding)

Active items are a very important part of any kit (hint everyone should buy actives within their first 3 items), but supports tend to buy them sooner, and get some fun utility, with it. So we know this item has alot of potential power and don't want to see it as a common pick up outside of support.

This is why the item can't have high amounts of AP. I don't think you want to live in a world where this is frequently picked up by mages with good CC.

As for champions like Soraka not having CC tools to make use of it. You are correct that she isn't the best user, but she also isn't one of the intended users. We co...

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Comment

The biggest, and as far as I am concerned only, issue with Hextech Megadrive is that it doesn't fulfill its promised fantasy of letting you use your active item twice in a fight. Unfortunately, this comes from a complex bug that showed up right before shipping the item, and it was too late for us to fix. Though we are working on it, though it'll still take longer than we would have liked.

The bug is that if you CC multiple targets with a single effect you will get multiple refunds at once, this is what allows for skillful use of the item, however this bug causes it so that even if you CC all 5 members of the enemy team at once you still only get a single instance of the refund. If it is still not fulfilling this fantasy than its a simple matter of adjusting some numbers.

Its stat line is intended for short-range supports (Morg, Rakan, Lulu, even Thresh), who tend to make use of both CC and heal/shielding, while still being within reach for other supports who might c...

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04 Jan

Comment

Originally posted by R0gueFool

Hey sorry for the delay, I'm just getting back into the swing of things.

- I love that it was an item intended to encourage roaming supports. I think this is something every support starts to learn around Gold rank and above. That you impact the game greater by roaming and treating your role as more similar to a jungler than anything else. Your role is TEAM SUPPORT, not ADC PET. Once laning phase is over (and a choice few times during) find your carry (or carriers) and help them. That player isn’t always your duo laner. Sidenote: I hope devs add more roaming supports like Bard to Wild Rift soon.

- I love that it created a fun new mechanic. Roaming around picking up seeds for your team was a great new way to have FUN. It brought JOY to the gameplay.

- I love how unique the item is. It’s an item unlike any other and showed me that Wild Rift devs are really flexing their creative muscles.

- I love that it‘s an item that enc...

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The last post was over the character limit so I had to trim down some of the sections I was replying to and move something into another post.

~~~~~~~~

Alright, time to address something that didn't exactly fit into the above points. Ixtali Seedjar has been looking strong later into the game, particularly at higher skill levels. We expected higher skill levels to better utilize this item and teach the rest of the player base how to use it.

There is also the expectation of this item being a good first item (currently it's ok as a first item) due to its roaming and the obvious synergy with Honefruits. We were being careful about people rushing and creating un-interactive lanes, but given that there is a strong desire for this to be a first item I could see us pulling power out of its later game stats for early game ones.

The issue here seems to be a case of satisfaction vs power. First to make sure the distinction is clear. Something can be powerful bu...

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Comment

Hey sorry for the delay, I'm just getting back into the swing of things.

- I love that it was an item intended to encourage roaming supports. I think this is something every support starts to learn around Gold rank and above. That you impact the game greater by roaming and treating your role as more similar to a jungler than anything else. Your role is TEAM SUPPORT, not ADC PET. Once laning phase is over (and a choice few times during) find your carry (or carriers) and help them. That player isn’t always your duo laner. Sidenote: I hope devs add more roaming supports like Bard to Wild Rift soon.

- I love that it created a fun new mechanic. Roaming around picking up seeds for your team was a great new way to have FUN. It brought JOY to the gameplay.

- I love how unique the item is. It’s an item unlike any other and showed me that Wild Rift devs are really flexing their creative muscles.

- I love that it‘s an item that enc...

Read more