League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




16 Jul

Comment

Originally posted by kkOmafanboy

Is there any stats website similar to opgg for wild rift? If not, do you guys plan to make any of this data available? I tried looking for the wild rift api but couldn't find anything 😥

No there are not since our api is closed off to my knowledge. This also affects play rate of certain champs because players have less tools to know who is actually performing very well.

Comment

Seeing recent feedback on social media suggests to me we should look into weighing playrate a bit more in our current balance framework. It’s a good time to make adjustments as well (for reasons you will all find out soon). But yes, the champs mentioned in the op did have very high win rates while tripping our previous minimum playrate bar. (Maybe minimum playrate bar should be higher)

Comment

Originally posted by thanielll

I already had a riot account and used tht for wild rift.. and i even used a social sign-in to log in easier. : ( Is there a way to retrieve my previous acc info w/out bugging support?

What happens if you login on with your Riot account on our website? Like https://na.leagueoflegends.com/en-us/ or https://account.riotgames.com/


14 Jul

Comment

turning off the announcer was a gamechanger for tilt for me lol


13 Jul

Comment

Originally posted by surlytempo

Thank you for your response! My nerd curiosity is piqued. How does the system evaluate skill gaps between players of the same rank and say players who may have been at a higher rank but decayed? My thinking is, if matchmaking say scores players consistently across each metric in order to determine with as close to a 50/50 probability of winning for both teams, in the event that the match results in say a landslide win for one team, how does the system treat this match result data? Is it considered anomalistic or is that data processed for adjusted matchmaking preferences? My feeling is that snowballs are the result of skill/knowledge gap between both teams where a fair match I might think the gold/xp/map advantage distribution is spread evenly between both teams. Am I looking at this correctly or is there another way I could be viewing this to put it in a more accurate context?

The metric we hold ourselves to for fairness is accuracy at predicting which team will win. Anything we add to the system has to improve accuracy. If gold/xp/etc. are correlated with winning, then the system should result in matches being close in those values as well.

Right now there is definitely room for improvement there and we actually have some good stuff in the pipeline, but not soon enough to discuss in detail.

But, yeah the ideal match should feel like either side can win, and that every player can contribute meaningfully. Those are the metrics we are now building towards.

Getting more accurate will also decrease the amount of streaks we see overall since higher accuracy means not under or overestimating players as often.

If you want more in depth stuff at a more general instead of just Wild Rift level, check out my talks on the gdcvault (Josh Menke) they're free now I believe. About 4 hours worth.


12 Jul

Comment

We responded in an earlier thread too here

Basically, the matchmaker doesn't do anything to create streaks.

It is something we keep an eye on, and there are improvements in the pipeline, but any streaks happening now are not part of any design.

Comment

Originally posted by surlytempo

Hey! Thanks for taking the time to respond. There's been so much frustration and speculation in the community regarding matchmaking. You mentioned your teams are working on MM and that it's one of your current focuses. Can you share some more about that with us? Across various elo systems in different games exists the subject of performance rating calculations, MMR, raiting floors and ceilings. Different games weigh different performance attributes and achievements differently, etc. Are there things in WR that players could be focusing on more specifically to better develop their MMR? Or give us a general overview of what your MM system is looking at when trying to match players? How do your team feel about the MM system in the overall with the amount of data they've been able to gather so far?

/u/RiotToyb is right, we don't do anything to force losing streaks.

There is a team balancer, however, which takes whichever 10 players ended up matching together and balances the skills of the players across both teams evenly, so both have the same chance of winning.

If you are matched with 9 players that are all a bit worse than you, the team balancer may give you slightly worse teammates altogether than the other team to balance that out. But it won't stack it against you, it'll just do a subtle balancing so both sides are even.

Ideally, all 10 of you are close enough in skill that this ends up not being very noticeable. But it's possible for the gap to be larger expected sometimes, and you do end up having to do more work than usual to carry the team.

We are working to make th...

Read more

11 Jul

Comment

Soon. Very soon.


29 Jun

Comment

a 1v9 like no other. incredible


20 Jun

Comment

Originally posted by darrento

I don't know if you can tell us more about it, but I have a question : will we be able to prelock our champion before the bans ? So we're sure someone don't ban our main

You'll be able to signal what you want to play, yes. But much like League, your choices can still be banned out of course.


19 Jun

Comment

Originally posted by OnlyHere4ZEMemes

Bruh it's been two fackin months since you said "soon", at least give each team ONE ban and I think most people would be happy.

You're getting 3 bans next patch :) Then we'll scale to 5 within 1-3 patches.


14 Jun

Comment

Originally posted by Lucky-Luck

Do you know, or are you able to comment on wether or not the model upgrades or changes in WR... does the street only go one way to PC LOL, or can your visual updates make it to PC?

We use completely different game engines, so everything needs to be rebuilt completely in each game.


13 Jun

Comment

Originally posted by Zenfudo

I have two questions

1-was wild rift mundo design an inspiration for the lol pc remodel?

2-are characters in wild rift be getting an update if there is one in pc lol? Im still talking about mundo since he just had one

  1. We made Mundo before the project was started on PC, so it wasn't inspired by the update, but at it's core we did want to make him feel more like "Mundo" which they wanted to as well in the update so there's a little natural overlap.
  2. For large scale updates like this where the core champions visual changes, yes we will updating them for WR as well as on PC. In this case though it'll be a bit before we get to update Mundo for us, it'll happen though.

12 Jun

Comment

\O/

Thanks a bunch, and I'll pass this along to the artists. They spend a ton of effort trying to find that right balance between modernizing designs, while keeping that feeling of authenticity so it's great to hear its paying off for you.


02 Jun

Comment

Originally posted by Mikaelstrom

They are using Wildrift 3d model to make cinematic which is looks good.

well spotted :)

Comment

This is pretty funny, but also probably not okay long term. Disregarding her win rate, we likely will address this in the next patch since it negates intended counterplay too much. Though if it turns out to be actually OP we may need to act sooner. In the meantime, let it rip!

Comment

Originally posted by Torpedowongandco

Ah I see,mb about the increased damage.

tbh I am a little worried about her late game too. We'll be keeping a close eye on her following this patch. Generally when we do larger mechanics shifts like for her and Xin Zhao you can expect us to follow up in the next patch if stuff is off.

Comment

Originally posted by Torpedowongandco

Hmm... so they’re doing what they did on pc by shifting akali from early to late which is reasonable,since her early is the most toxic to play against but what differs from pc is that energy regen from passive is still there and her q still deals increased damage to monsters and minions at max rank so they replaced oppressive early to oppressive late...this is gonna be fun.

Apologies! We did in-fact remove her passive restoring energy but that got left out of the notes (we screwed up there). Also, actually her Q does not deal increased damage to monsters or minions in Wild Rift (hasn't since launch).


28 May

Comment

Another aspect you may be experiencing that I at least see in the data is that players have a range of performances match to match. For example, a Silver I player playing at their best overlaps a bit with a Platinum IV player having an off-game.

Of course, on average, a Platinum IV player plays significantly better than a Silver I player. There's just a bit of a range there.


22 May

Comment

the nexus going to 1hp stressed me out lol