League of Legends: Wild Rift

League of Legends: Wild Rift Dev Tracker




05 Apr

Comment

Originally posted by maritimelight

Thank you for your reply. I'm not sure how much you are able to communicate with that team, but if it's possible to encourage them to give players an update regarding their efforts, like you have here, I think the player-base would appreciate it. There doesn't seem to be anything at all in place regarding player behavior except for some threadbare automatic AFK & chat detectors.

A question that is definitely up your alley: Have similar changes to allowed skill range in Matchmaking been applied to unranked, or is this only a ranked change?

Only Ranked since there's no Ranks in Unranked. Unranked uses its own MMR since people treat it differently.

Comment

Originally posted by EmbarrassedHour9

I would like to quote your own words, keep in mind you've told others the same: Note the exception when it comes to premades. Outside of that exception, we see zero fully solo queue matches with Master+ players that have anything but Master+ in them in our data since the change.

This heavily implies a huge contradiction, either you're looking at gold+ pre-made only or master+ pre-made only. Even so you're still ignoring other programs facing rank this season.

This change overall impacts well over 90% of the players.

I would like it if you could provide the data for this claim. As a Riot official a claiming like this, especially when contradicting yourself and other players experience, it would be of significant help to see that data and figure out why it feels and seems the opposite. Sorry if this comes out offensive or anything like that as that's not my intention, just there's too many contradictions.

If you read my previous comments in this thread in their entirety you will see there is no contradiction.

Comment

Originally posted by EmbarrassedHour9

But you're ignoring not only a huge chunk of the playerbase by looking only at Master+, by your own admission you're ignoring the actual problems of pre-made teams. That fix doesn't do or mean anything since there's almost no true full 5 solo vs 5 solo. You guys need to actually look at the entire data and playerbase and not just a percentage less then 1%

This change affects Gold+ as stated in the details. It also affects all those premades as well, acting directly on the average rank.

This change overall impacts well over 90% of the players.

Comment

Originally posted by maritimelight

While it is not strictly related to MMR, I would like to know about AFK & Int detecting, as well as player reports. I have been matched with the same AFK or inting players in short succession, making it clear that they are being allowed back in queue. What is the matchmaking team doing about player behavior / reports?

We actually have a separate team specifically for player behavior and they are actively working on those issues.

Comment

Originally posted by elshabwalaa

It will be great if dia 1 can be with master q, coz u can already pre made with dia 1/2 as master player, and i think this will make q faster and dia1/2 players can compete well enough with master elo from my experience.

See my comment on smoothing above.

Comment

Originally posted by EmbarrassedHour9

Uh how long ago was this implemented exactly? I've still had many game with Grand Masters, Master, Diamond and Emerald all in the same game. Back in Emerald less then a week ago I encountered Challenger players. Most games I get stuck with one side going party of 3 and sometimes also duo and my team is all solo and on the other hand I'm in a game with a team of 3, 2 solo including me against a entire solo team.

This went live late last Tuesday PDT time. Note the exception when it comes to premades. Outside of that exception, we see zero fully solo queue matches with Master+ players that have anything but Master+ in them in our data since the change.

Comment

Originally posted by gheycub

Thanks for the update, personally I feel this has been an overall very positive change and a move in the right direction. My matches have consistently been of a higher quality and fairness this season because I can count on my teammates and opponents being of a similar skill level (I don’t mind the longer queue times). I understand the argument devs have made is that MMR is a better predictor of match performance, however I’ve always felt that the “plays above their rank badge” didn’t account for things such as micro/macro gameplay mechanics and knowledge that is acquired over time. For example, I had previously felt that someone with incredible micro/reaction times would bounce around from low to high elo with that “badge” because it’s easy to carry with good micro against lower skilled players, but they will end up feeding against higher skilled players with good macro. I feel that if these players are forced to build upon their macro skills via grinding ranks, overall match ...

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First, to clear something up about MMR: the matchmaker is allowed to dynamically increase the allowed MMR gap over time to make sure a match can be made. It can't do this with the Rank gaps. So in cases where you have a player not performing well, in the data, it is consistently because the matchmaker actually lowered the MMR bar in order to make a match happen. So it's actually not MMR matchmaking that's hurting you, it's a lack of MMR matching. This change is indeed a way to balance a hard requirement (rank) with the soft one (MMR).

  • We do consistently monitor queue times and also project them before doing changes, though it's not something we generally release since it's a lot of info. In general, queue times have not been hugely impacted by this change, except for Master+, and there, mostly only early season. As the season progressions their times will get better, though will stay longer than previous seasons.
  • The reason we get longer wait times for Mast...
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Comment

Originally posted by gheycub

Can you expand upon how these changes will affect solo queue players? For example, if I am to understand these new regulations correctly a solo queue Emerald player should expect to now match with platinums, diamonds, or other emeralds. However, if a duo queue premade consists of a gold and a platinum, but there average is platinum, will they still be allowed to match with a solo queue emerald?

Yes, a high-Gold in a duo with a high-Plat will likely average to a Plat party. If an Emerald player is unable to find 4 other Emeralds, they can pull in a Plat party, which would include this duo. It wouldn't be the matchmaker's first choice, but it is allowable since Plat is only 1 step from Emerald.

But you won't see things like, a Plat pulling in a solo queue gold AND a solo queue Emerald anymore.

In addition, Gold/Plat duos do play better than their average would account for pretty consistently in the data, so you usually aren't going to be hurt in this combo.

Comment

Originally posted by ApprehensiveWin1230

Is there any plan to remove the "above rank" badge for ranks over gold? I am yet to see a platinum ranked person perform even at the level of most emerald players when they get that badge, and they are generally against diamond players. Even though there isnt much of a difference across the ranks, there is a definite, noticeable difference between diamond and platinum for the vast majority of players.

If nothing else, is there plans to adjust it so that only platinum 1 can be in the pool of higher ranks?

Right now, Plat players can not match with Diamond players outside of being in a premade party where the party's average is at least Emerald.

A solo queuing Plat can't match with solo queuing Diamonds with this change.

You should see the "above rank" badge a lot less often if you are Plat+.

In general, gaps are chosen by looking at how wide they have to go to prevent unreasonably long wait times.

Comment

Originally posted by Crapahedron

What are the rules for Solo Q and premades? If someone's in Solo Q is EVERY PLAYER in that match also a solo q? Or are duo/trio allowed? Just looking for clarity on grouping.

Thanks!

Matches are always mirrored. If you get a duo on the other team, you will also have one on yours. Both sides always have the same type of premades. 5s only play 5s (5s actually currently use a completely different matchmaker).

By the way, there aren't enough trios to only match duos and trios together. Duos wouldn't find matches without solos.


04 Apr

Comment

Originally posted by ApprehensiveWin1230

Is this now, or how it will be updated to? Because I'm emerald, and yesterday I was getting golds and masters in my teams (not at the same time, separate matches)

It is live now. If a Master parties with a Diamond, they will be matched as their average rank which can be Diamond. As an Emerald, you can match parties with an average rank of Diamond. Likewise, a Plat with a Gold can average Plat, which can also match with Emerald. Which is why the tweet says exceptions will happen with premades.

Comment

Thanks for posting this! I'm Josh Menke and I wanted to say feel free to ask questions or leave additional feedback on this change here and I'll read through them and answer ones I can.

Comment

Originally posted by MrxPhoenix

It's really that the other 3 elements kinda don't make sense without the 4th one. At this point they should be named Drake1 - Drake2 - Drake3 - Elder Drake, because as I said the other elements don't make sense if one of them is no existent. I don't think it matters what the cloud drake gives, it just has to be there for the other elements to make sense.

How does its existence make the other drakes make more sense? What about adding a 4th drake changes it from "Drake1 - Drake2 - Drake3 - Elder Drake" to "Infernal - Ocean - Mountain - Cloud - Elder Drake"?

Comment

Originally posted by MrxPhoenix

Why can't you change the Cloud Drake's movement speed to ability haste?

We could, but what is it about the Cloud Drake that you like? If it is the MS then this doesn't really address that. If it is a different reason can you elaborate on that a bit for me? The question isn't so much "can we add Cloud Drake?" it's really "Should we add Cloud Drake" What does its existence add to the game.


03 Apr


02 Apr

Comment

Originally posted by MonoAsMe

Honestly i like the current goal you guys have. Like you said we're to used to one thing which is dragon spawn go dragon and that not happening is making people take the wrong approach to this mode.

I personally do feel like dragons being overall less powerful is better for the game, as it opens up so many opportunities, everyone will have some breathing room, specially junglers where under the current normal dragon system its too much responsibility on one player.

I think the pain point lies in the fact that people think that dragons are too good/best objective and need to be taken or they lose games? So maybe its a learning/knowledge issue.

If you guys do go forward with something like the current elemental system, i think maybe it'll be just a matter of time for people to realise how the new meta works.

Ya there is learning for sure. It being a new mode that asks you to take dragon to see all the fancy new things, so players will go for that (understandable). This isn't a problem right now and we don't expect people to have it all figured out in just a few days (I'd call that a bad thing). But so long as the tools are there, and in a decent spot, I trust the balance team will make some tweaks and get it into a good tuning spot.

Comment

Originally posted by MonoAsMe

I think I've had a new train of thought, 5 minutes to 1st drake feels super good, but im undecided about the rest, 1 way i see this as people just wanting to get soul and it not happening often enough because of the dragon spawn times but another way i see if is that that gives the other team an advantage to deny soul from the enemy team.

There's also the situation that with the current system in place, you don't essentially need to contest dragon and can look for other opportunities, because say if you got 1 or 2 drake, or even none, you can skip it and do something else, and only contest to deny soul.

Maybe making soul stronger is a better approach? And having less focus on elder or even not having an elder?

I think most of the complains of no elder we have are from the fact that we're so used to getting elder.

Or what if after a certain threshold you just can't get dragon soul anymore, and the elder spawns at say 18 or 20 mins, and whoever gets it...

We anticipated some level of "I wanted to try dragon soul / elder" so people are very likely to force it right now. But ultimately our goals we don't think that every dragon should mean "everyone go for dragon now" we have been playing that for the past year. But our hope is that teams will still care about getting the dragon and dragon soul, but also be willing to push for plays around the map.

By reducing the power of Dragons/ team objectives for example we increase an individuals power. Maybe this means you are willing to trade the first dragon for the first tower etc.

Elemental Rift Goals: 1) Increase individual agency and one's ability to impact the game. 2) Give players breathing room between fights. 3) Increase the power and impact of tactical gameplay + making strategic choices more visible. 4) Reduce the impact of the "weakest link" teammate on the outcome of the game.

Comment

Originally posted by Frostzel

I dont think it is wrong if the game ends without either.

But I think it is wrong that the game is pretty much guaranteed to end without either team getting a soul if a team gets 2 drakes and then the other team gets 2 other drakes.

Because this basically means that the team that gave up the first 2 drakes will surely not see the soul because if they get the third and fourth dragon (so both teams have two) at that point either team can end the game.

I just feel like if a team doesnt collect all three first dragons but instead one team gets two and the other gets one the chances of seeing a soul are very rare, so it would be nice to reduce the drake spawn timers so that maybe in a scenario where a team has 1 drake and the other gets 2 another drake with a soul will still spawn before players are already ending the game.

Right now I only see souls if a team hardfocuses on drakes and stomps another team hard enough to be able to have a soul spawn at 17 ...

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Good to know, let me ask this question in a slightly different way.

We are open to changing the respawn times (or any numbers for that matter). Is there a preference for what you would like to see more often between Elder Dragon and Dragon Soul. As a bad example, we could make every other dragon an Elder Dragon, and players would see Elder more often. Maybe even an Elder Elemental Dragon so that Dragon Soul remains unaffected.

And what percentage of games do you think Dragon Soul or Elder Dragon should show up in?