League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




12 Oct

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We do plan on shipping Dr. Mundo's rework this year.

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Originally posted by mysticalmilkman

What does that mean merit? The dictionary definition of it applies here is a bit wonky;

“the quality of being particularly good or worthy, especially so as to deserve praise or reward.”

So what criteria is used to determine this in game? The fortitude seems quite random to me, especially when the amount given is based on matchmaking using hidden scores.. according to anecdotal statements made, fortitude functions as a bit of a buffer between the predicted outcome of the game, the end result, and the difference of them.

On one hand your MMR system is so good and big fancy tech it can tell a player’s challenger-level skill in one game and is meant to precisely predict the outcome of a match. Yet this criteria remains hidden to players and is used in the fortitude system. While it remains hidden it functions as a gacha mechanic since You (Riot) can precisely predict the outcomes of matches. Losing games you were supposed to lose result in negligible fortitude a...

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Ah, but the point of knowing your skill is to put you into matches where we DON'T know who is going to win or lose. So no one is supposed to win or lose or play well or bad. If we put the same amount of skill on both teams, both sides can prove to us their merit.

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Originally posted by mysticalmilkman

The promise of Fortitude is a lie. It’s a grindy gacha mechanic. You can be paired in matchmaking with teammates who you can’t even queue with due to rank disparity.

It’s a hidden score for a reason. Otherwise why don’t you reveal it to the players?

Are you asking why Ranked Fortitude isn't visible? I believe it is? I'm not sure how it's a gacha mechanic. There's nothing random in how your Ranked Fortitude increases are calculated. It's based on merit.

Or are you asking why MMR isn't visible? I could foresee it being visible at some point --- it's commonly visible in some form in other games. The new icon we are adding is an indirect way of showing MMR (if you see the icon, you know that players' MMR is closer to the rest of the players than their rank would indicate).

When you are getting about the same LP for a win as a loss, that's also a signal that your LP = your MMR, if that's helpful. It's not hidden for any nefarious reasons, but I think more because historically it's tricky to represent in a way that isn't confusing. MMR can move a ton more or a lot less than you might expect because of the math involved.

MMR's goal is different than Rank. MMR is meant to precisely predict the outcome of a mat...

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11 Oct

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Originally posted by BiscottiSilent9815

So rip solo queue player

So currently in ranked a solo player will never play against a group unless they have a same-size group on their team, if that's what you mean.

We definitely zoom in on the solo player vs. group experiences to make sure they have equally fair experiences in Ranked.

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Originally posted by SpyxyGG

Overall, MMR is consistently a better measure than Rank at how well players will play, in our data.

It's almost like Ranks should be based on MMR...

In my opinion, the current Ranked system is incredibly archaic, it's like a graveyard evolutionary trait of gaming that doesn't fit modern day gamers and devs refuse to acknowledge the shortcomings / implement something better. In the past it worked because nobody understood how it worked, now everyone realizes the ranks are meaningless and artificial because they don't reflect things accurately. One player achieving a rank of Diamond and another player achieving that rank were tunneled through two completely different difficulties of the game, because one of them was weighed down with handicapped ankle weights and the other followed a more smooth close to actual rank MMR. What does this rank mean? Nothing, because one player had to run a marathon with 20 lbs strapped to their legs and the ot...

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I can 100% empathize with your thoughts here. We made the decision to have Diamond and up follow what you are calling your ideal --- only top players can climb into and beyond Diamond.

Meanwhile, for Emerald and below, good players generally climb faster, but it is somewhat possible for players to trade off dedication for ability to an extent. It peters out quite a bit once players get into Plat and Emerald, but yes, any system that has players start at the bottom and move up with have the artifacts you have mentioned.

It's something we are actually very aware of and have improvements in the pipeline to address, though we're not looking at a major overhaul in the near future.

So for now, to compare players Emerald and down accurately, it's good to know how many games it took them to get to Emerald.

To compare players Diamond and up, you can just go by their actual LP and it's generally accurate (and will get more accurate as we improve stuff).

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Originally posted by pokachipokachi

ok but are you guys monitoring the current situation? because in my experience, in my teams the person with the lowest rank are almost always the ones that feed the most. I guess the current system thinks their mmr is extremely high while in reality they get shitstomped to hell by higher ranked players then go afk.

Yes, we are definitely monitoring this situation basically daily. We also have large improvements to MMR system accuracy coming to ranked in a later patch that will make it much less likely to overestimate player skills. That system is already running in Normals if you want to see how it feels.

But, yes, we are aware of situations where a player's performance doesn't always match MMR expectation. Though this happens just as much with high-Rank players as it does with low-Rank ones, when they have the same backend MMR.

Overall, MMR is consistently a better measure than Rank at how well players will play, in our data. It's just that at the end of a match, it's a lot easier to blame Rank since it's more in your face.

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Originally posted by sakaloko

No f**king way, I asked the brazilian rioters MULTIPLE times and 100% of the times they said it wouldn't be available anymore. I smell shit

Likely just a miscommunication - that wasn't super circulated information across Riot, so sorry we misled you there

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Originally posted by Skatner

I think the answer is you have not enough games played. I mean, as u said, you smurfed to gm with 76% wr, but how many games did it take to get there? I think its below 200, isnt it?

This is correct. If you have a high win%, then your Rank can outpace your MMR, meaning your MMR has stayed low and your opponents have had lower MMR than most players at each rank.

Win% is super misleading in the presence of matchmaking. Unless you are one of the best players in the entire system, a high win% usually just means the MMR system is a little too slow, and therefore you have been playing easy opponents. Whereas if your MMR had been high enough, you would have been playing GM and Challenger opponents, and you would also have been getting, e.g., +/- 15.

In fact, you know your MMR is synching with your Rank when you see near equal gains and losses.

So if you keep playing on that account, and stay at that win%, or at least at positive win%, your MMR will catch up over time and your gains will slowly increase until you hit +/-15, and your matches will get harder and harder. If you keep winning, it'll continue up to +15/-10, or even +20/-10.

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Originally posted by LiIiris

May I ask if MMR is solely based on winrate or are other factors also considered? Like individual performance in a match (even though it was lost) e. g. stats like KDA, objectives, heal, shield, dmg dealt and taken, being MVP/SVP etc.?

Ranked MMR runs very similar to Elo's system, but with some more advanced math behind it. Which means, it doesn't use winrate, nor other factors, but instead has a number that goes up or down based on how hard the match was.

Match difficulty is based on how far apart your team's average MMR is from the other team. In fact, a good MMR system should tell you how often team A will beat team B given those two numbers (e.g. 3 of 4, or 90%, etc).

So just win/loss right now. The system has no idea what your winrate is since winrate can be affected by too many other factors. It only cares about did you win, and how hard was it to win.

That said, we do reserve the right to incorporate other variables down the road, but only if they result in the system being more accurate at predicting who WINS.

We would not include other stats just because it sounds good, we would only include them if they actually improve our ability to predict who WINS a match.

Bas...

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Originally posted by Ancient_Warrior777

Well, change my mind on this:

If my league is way below my skill level and MM match me with teammates and enemies similar to my real skill level then it will be no easier to climb faster.

Because I get mates but also enemies from higher leagues.

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Originally posted by Cinfinite3

There’s a flaw to this new mm system. If the game believes that an emerald player performs at grandmaster skill level, then the emerald player will end up playing in grandmaster lobbies to climb out of emerald. On the other hand, if an emerald player plays at the skill level of a gold player, they will end up playing in gold lobbies to climb out of emerald. Basically, this new mm system trivializes ranks. There’s no point in having a rank if everything is truly balanced by mmr. Also it’s unclear how they determine whether someone is overperforming or underperforming, so you can expect to see a mess where players may not be performing at a higher or lower skill level.

Emerald players playing Grandmasters will get more Ranked Fortitude than those playing Golds, and move up faster. In addition, Emerald players who promote into Diamond will have LP gains that reflect their MMR. If they are Grandmaster level, they'll get extra LP. If they are Gold, they will get less LP and not climb much into Diamond.

Part of this change is because we intentionally make it possible to keep climbing even if your MMR is low for your Rank. You'll climb more slowly, but we wanted it to be possible. Once you hit Diamond the system becomes fully skill based similar to LoL PC and only the best players are able to keep climbing.

But because things are looser below Diamond, matching on Rank isn't as meaningful and often just results in slower search times without actually better matches.

We watch all of these systems very closely and will be tuning all of this constantly to get wait times down and quality up, while keeping the top Ranks as competitiv...

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Personally I think Queso has the edge on Tribe just because of the breadth of pros in EU vs NA, but I just hope they have fun c:

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This was always in the plan, and we've actually mentioned a few times that we'd be doing this, but that was back in the Alpha when it was first mentioned so on us for not resurfacing. Pls don't reviewbomb to try and get what you want :(


09 Oct

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Originally posted by Whats_Up4444

This is more like an announcement of a preview of the patch notes.

This is Kojima's world, we just live in it.

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Originally posted by HaveAnAwesomeDay1

Hmm thats weird, on one of my Challenger Accounts I had a 76% winrate up until Grandmaster and somehow I still lost more points than I gained

/u/Visv1m is correct. VP gains and losses are based on where your MMR ranks compared to the rest of your tier. If they are net negative, it means your MMR is lower than the MMR of the players on the bottom of GM. Since you are matchmade on MMR, this also means your opponents average below GM MMRs as well, and so you are playing against players that aren't as good as your average GM, hence you get less VP.

Likewise, if your MMR was higher than the top of GM, you would net positive.

However, if you maintain a win percentage over 50% after getting to GM, your MMR will go up, and so will your VP gains, and you will only need to go 50/50. But you may not grind enough MMR to do this if you don't stick with the account.

It's partly because Rank sometimes goes up faster than MMR at that part of th...

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08 Oct

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Originally posted by LieuVijay

True. Attack speed enhances your Auto Attacks which is largely Physical in nature barring spells.

This problem can be solved if items can appear in multiple categories. Like how GA should appear in both Defense and Physical. And Tear should appear in all instead of solely Magic since it builds into all three categories as final form.

This is something we also spent some time on but decided against because it would bloat the shop without adding much. If you are someone looking for Wit's End you should have a good idea of where it is, and at worst you click though 2-3 tabs to find it. But if we started adding items to multiple tabs it makes them all harder to find.

GA is another good example of an item that has a good argument to fit into more than one tab.

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Originally posted by Brucerino10

What about Jax ward jump? Can you guys bring it or there's a explanation why not. Or was just forgotten

Not forgotten, this is something we have talked about a few times. Basically, we didn't feel this was core to his identity or play patterns, combined with the added controls complexity it would bring made this something we didn't feel was necessary for his success.

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Originally posted by can2005_

Thank you for the response, so no plan about adjusting it and adding AD ratio to it? Just like how you guys did on bloodthirster and added crit to it

There are currently no plans to change the item. Wit's End already has a lot going on and adding more would likely mean we need to pull power from other areas.

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Fun story, when we were bringing over Wit's End we weren't sure what the best tab to put it in would be. It deals magic damage so you could make a case for the Magic tab, but it also has MR so defense feels like it could work, a large focus of the item is AS so we felt like the physical tab would be the best fit. Given that the champions who would be buying this item tend to be basic attack focused we felt physical would be the best place for it.

As for the item's power, my understanding is that it is doing its job of being a great MR choice for basic attack-focused champions. It's not something you should see every game, but if you need a bit of survivability or care a lot about attack speed it's a fine item.


07 Oct

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Originally posted by TalkingPixels

Unrelated question: I got a name in WR that I dont want to get taken away but want a letter capitalized but afraid to submit a ticket lol. Its nothing bad but is it possible to get it capitalized without changing it? Cant do it via account settings

I know we honour this for League PC, but I don't know if we do so for Wild Rift. Worst case is they say no! Feel free to try!