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A continuation of yesterday’s discussion on putting voice chat in League as a feature.

 

 

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[ Question ] Why do you consider the statistics from polls on General Discussion invalid?

 

Lyte Riotlink Button Lyte: The forum population isn’t an invalid population. It all depends what type of question you are asking, or what discussions you are trying to have. If you’re trying to ask the overall playerbase how they feel about voice chat, then it’s better to do it in-game to get the most representative sample of players.

However, the forum population is really engaged and passionate about certain topics, and tend to be players who participate in Ranked Modes. So, it’s perfectly fitting to engage the forum playerbase on issues like champion balance or issues related to competitive League.

 

Thresh_Splash_Lantern Riotlink Button davin: It definitely doesn’t invalidate statistics taken here, but those statistics are gathered under very different conditions (non-random sample, self-selection, different sample characteristics in that it’s folks who visit and post on forums, etc.). 

For things that affect the whole community, we can’t just rely solely on what a non-representative subset says. It wouldn’t be responsible or scientific. But that doesn’t mean it’s useless or that we should ignore it! We sure as hell will consider it alongside all the other information we gather, though. We’re not just slaves to data, we use a data-informed approach (i.e., gather information that helps illuminate a situation).

So when it comes to things like voice chat, research into the situation includes surveys, in-client random sample polling, analytics of what happens in those games, and examination of community sentiment. They all factor in. Multi-modal investigation is the name of the game 

 

 

[ Question ] When was the poll on voice chatting in LoL made?

 

LyteRiotlink Button Lyte: It’s a small pop-up at the end of game that was sent out to a random sampling of players. There’s usually no need to send a pop-up to every single player in League; in the social sciences, they’ve done a lot of work showing that surveying a % of the population can usually get meaningful results that represent the entire population as long as the sampling comes from a representative sample (which is why sampling on the forums would be inaccurate). Many social science studies may survey a few hundred people, but in League we usually survey thousands to tens of thousands and usually do surveys for each server separately.

 

 

[ Question ] Why haven’t you provided an explanation of the methods used in this research?

 

LyteRiotlink Button Lyte: Most of the designers and researchers involved with Player Behavior have published papers in the past, so we definitely feel your pain. However, I hope you understand why it doesn’t make sense for us to fully publish detailed methodology in the main post.



To answer some of your initial concerns:
1) It’s super easy for us to identify the use of voice chat through a few different approaches. One, for some apps we can detect whether they interacted with the LOL client in some way. Two, we can confirm this with a end-of-game survey asking players if they used voice chat in the current match (and studies have shown that players are pretty honest with these types of surveys, especially if it’s a neutral activity and not something viewed as socially undesirable). Three, we can analyze chat logs to determine the exchanging of voice chat information. Using combinations of these heuristics and others, we can figure out who in the set of 10 players is using voice chat. 

2) After figuring out #1, yes, we do split the analysis into games that are full premades vs full strangers and everything in-between. We do these splits for most analyses, even when looking at things like Reports and Honor. We have seen time and time again there’s huge differences in the data given the varying premade sizes in each game.

3) We actually also separate the analysis into Wins and Losses, as we sometimes see toxicity levels are higher only during losses for some factors; however, in this case, the numbers trended similarly for both wins and losses.

 

 

[ Question ] Were there any notable differences between regions?

 

LyteRiotlink Button Lyte:  We didn’t see any huge outliers in this research across regions, but there were some nuances in regions like Korea, where many players play in PC Cafes and not at home.

 

 

 

Average MMR in League and why women are mistreated in voice chat

 

I actually do have a claim, Since the spread of players in DotA is significantly different to that of League. There’s more higher ranked players(and a higher % average) than League has. Right now, pretty much everything under plat in League is 98% of the playerbase. DotA does not follow this, in either Ranked or Unranked. One of the reasons the lower MMR doesn’t have a huge % attached to it is because players that can’t play DotA well, often don’t play at all, or very often since it’s not as fun. So the Average MMR is around the middle, which in League terms would probably be about mid gold. Higher Average skill level of all players equates to having higher skilled females in the game. Especially since I constantly see them playing, are in teams with them, and know a few myself. 

5% 1100 10% 1500 25% 2000 50% 2250 75% 2731 90% 3200 95% 3900 99% 4100
100% 4300+
It’s VERY close to this(this is unranked MMR)
I also was not saying that it was a justification as to why women are treated differently in this game. I was merely stating it as one of the possibilities as to why. Which in all likelihood is probably correct, knowing male behavior.

 

LyteRiotlink Button Lyte:  Actually, looking at Elo distributions isn’t the right way to analyze something like this. In every game, the “average” Elo or MMR is arbitrary, and chosen by the designers. 

For example, if I decided that the matchmaking system sets every League player’s Elo/MMR to 2000 when they first join League, you would see over time that the League Elo distribution would have an average of 2000. The fact that DOTA, Smite, League and all these other MOBAs have different distributions of Elo/MMR is just because the designers chose different starting Elo values (and therefore, have different Elo distributions).

Having more female players be “1800 MMR” in League than “1800 MMR” in DOTA isn’t a fair comparison… because those numbers mean completely different things in each ecosystem. Read up Elo Systems on Wikipedia if you’re curious to know the math behind this.

 

 

[ Question ] Where are you getting your statistics from about toxic voice chat users?

 

LyteRiotlink Button Lyte:  Which aspect are you curious about?

For part of the analysis you are referring to, we use a sentiment analysis model to review chat logs from a random sample of non-voice chat using players to a random sample of voice-chat using players. Then we break down the analysis in terms of premade sizes, wins versus losses, so on and so forth.

 

 

[ Question ] Were all 5 members of each team in the voice-chat program for your testing friends? 

 

LyteRiotlink Button Lyte:  The key is whether all 5 people are friends or not. If all 5 players are friends and in voice chat, the experience is better. If all 5 players are strangers, the experience is worse. If some players are in voice, and some are in text, the experience is worse.

 

 

 

[ Opinion ] If there are more highly-rated players and larger average MMR, there will be more high-skill female players

 

LyteRiotlink Button Lyte:  You may want to read up on Elo Systems on Wikipedia.

Do a thought exercise: if I just added a ‘0’ to everybody’s MMR in League of Legends, they’d now have more average MMR than other games. There’s no point comparing Elos across games unless they use the same variables.

You even mentioned that if we raised starting Elo to 2000, the new Bronze 5 might be 1700 MMR. You just explained why we simply can’t compare average MMR across games, unless the scales and baselines are the same.

 

 

[ Question ] Have you talked to similar studios about implementing voice chat?

 

LyteRiotlink Button Lyte: It’s an interesting point. A few other studios who are making MOBAs have also decided to not implement voice chat, and have done similar research. 

The study I mentioned did their research on Halo, but I imagine many of these findings apply across games/studios.

 

 

[ Question ] Isn’t toxicity a result of people being anonymous on the Internet?

 

LyteRiotlink Button Lyte: I’ve heard it said often that people believe toxicity is linked to how much anonymity there is in a given context; however, several studies and experiments have shown that that’s not true. In fact, the key to whether toxicity is present is not whether there is anonymity, but whether there are consequences for actions.

For example, a lot of news websites and social media sites started adding open comment systems that allowed people to comment on public articles or posts, but only if they logged in to Facebook or other apps that revealed your real name and your profile photo. Very quickly, these sites all realized that reducing the anonymity in these contexts did absolutely nothing in reducing the toxicity of the comments and you still had extremely sexist, racist, prejudice or homophobic comments even when people were forced to reveal their “real” name and profile photo.

I emphasized “real” name because I suppose it’s possible for people to create social media accounts that have fake names for the sole purpose of commenting on public articles and posts, but it wasn’t the norm by any means.

One of the greatest misunderstandings is that voice chat will reduce anonymity, which will reduce toxicity.

 

 

[ Suggestion ] Why not have different ways of punishment / reinforcement, so you affect a wider spectrum of players?

 

LyteRiotlink Button Lyte: You’re touching on the key point, which is that different players respond to different punishments. We find that on average, about 67% of players improve their communication patterns after just 1 chat restriction experience. If players get chat restrictions and a reform card from the Tribunal that outlines exactly what behaviors led to their punishment, the reform rate goes up to ~75% (varies a bit depending on the server).

To give a comparison, about 60% of players improve their behaviors after a game ban, and about 70% of players improve their behaviors after a game ban and receiving a reform card. So, on average, chat restrictions tend to do a bit better than game bans when it comes to reform rates; however, game bans tend to force players to create smurf accounts and shift toxicity to lower level players, so there’s an additional consequence to using game bans compared to chat restrictions.

We’re also able to do things like restrict players from specific queues, or remove Ranked Rewards, or a combination of any of these penalties. We’ve also considered things like suspending the ability to use skins or specific champions… but these are untested outside of our research labs so far. 

Regarding positive reinforcement, we’ve always had more plans to add a few more features to Honor. Unfortunately, we pivoted the team to work on Team Builder and want to get back and finish Honor after because we believe it has some of the greatest potential to encourage positive behavior. For example, in the new Tribunal, players that are highly honorable will have a chance to be reviewed in the Tribunal, and if their peers vote them as positive, they will get a reward in-game.

 

 

[ Question ] What’s a reason not to implement voice chat, aside from it making toxic players harder to track?

 

LyteRiotlink Button Lyte: I mentioned this somewhere else, but if a player is using voice chat with strangers and a part of the team is not using voice chat… then on average, the player using voice chat is more toxic in their text-based communication.

So actually, voice chat in many cases makes it even easier to track these players because they end up being toxic in text to the other players on their team who aren’t in voice chat.

 

 

Lee Sin's Dominance Banner

 

 

Lee Sin’s win rate isn’t indicative of his power level

 

Cedriel Riotlink Button Cedriel: There is one thing that you touch on in your post that I liked, bait or not: win rates are not a good indicator of how over/underpowered a champion is. This is because most champions—regardless of strength—are at a disadvantage against certain kinds of kits and playstyles, and so strong champions end up popularizing their own counters.

The way this plays out is fairly complex. A champion’s viability in the metagame depends on how wide of a champion pool can exploit its weaknesses, the general utility and viability of those champions, how it’s affected by itemization changes, and its best-case and worst-case performance against other viable champions. Picture a fighting game-style matchup chart (e.g., http://i203.photobucket.com/albums/a…chup101a-1.png) but with over 100 characters, complicated by having distinct roles and team dynamics and variable item builds.

The metagame stabilizes as people try all these different combinations in play and figure out strategies that work. In the current metagame what has happened is that Lee Sin’s effectiveness as a duelist and extreme mobility make him very effective at counter-jungling and counter-ganking: he can go into your jungle, pick a 1v1 fight in which he has an advantage, and escape by ward-hopping over walls if things get ugly. He also brings both good ganking capability and fair team fight utility. In other words, he’s strong in all areas but exceptionally strong in demolishing the enemy jungler.

The S4 jungle roster has been defined by Lee Sin and the few champions that can take him on evenly in duels while also offering good ganking/team-fight value: Elise, Kha’zix (pre-changes) and Eve (who is viable by playing a different game than the previous three). What win-rates in high-level play reflect is that Lee Sin is well-balanced against these three champions. What they don’t reflect is that he’s crowding out a large number of characters who would simply get pushed out of their own jungle if they got picked.

I think you (OP) realize that both sides in the Lee Sin debate have a point: yes, he does have a high skill-cap; yes, he is rarely banned in high-level play; yes, he has an average win-rate and does not significantly outperform other champions in LCS. Yes, he is extremely strong in the early-game; yes, his kit allows him to demolish many other junglers; yes, he doesn’t require that much skill to do all of this; yes, he doesn’t have significant weaknesses. All of these things are true.

In my eyes, Lee Sin is problematic in that he’s a determining factor for the reduced pool of champions we see in the jungle. I hope that our live balance team can come up with a way to keep his core identity (and the fun factor of comboing his abilities) intact while diminishing his ability to crush a large share of jungling champions.

 

 

[ Opinion ] Tank jungles aren’t viable solely because of Lee Sin

 

CedrielRiotlink Button Cedriel: I wouldn’t say that. Again, a lot of factors influence what is viable in the metagame and what isn’t. Lee Sin is a factor, yes, but if he were to get nerfed I doubt that you would instantly start seeing tank junglers popping up in LCS. Lee Sin existed in S3 too, you know.

 

 

[ Question ] Why did Riot reverted the changes suggested for Lee Sin ?

 

CedrielRiotlink Button Cedriel: Pwyff, who has much more insight into all of this than I do, talked about the Lee Sin changes here.


TL;DR: It’s complicated.

 

 

[ Opinion ] I’d rather have Lee Sin’s power adjusted through changes/buffs to other Champions

 

CedrielRiotlink Button Cedriel: I don’t have visibility into what our balance team is planning for Lee Sin, but they’re doing good work in boosting the viability of support / tanky junglers via itemization.

 

 

 

Dunkmaster Darius Banner

Dunkmaster Darius will be coming soon, as a legendary skin! Here‘s the Reddit thread where I got the images from.

 

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Lots more on the making of Dunkmaster Darius:


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[ Question ] Why did you state that boobs and miniskirt are what define Caitlyn’s design?

 

Riot Whist Riotlink Button Riot Whist: My intent when I made the post you’re referring to was not that it is what defines Caitlyn, rather it was pointing out that base Caitlyn also has a boob window and a skirt on. I later posted in that thread to confirm that yes her main reads are hat and gun and I was just responding to mention of the other things. That post was intended to provide context and reasons for those elements appearing in the skin.

Everybody working on the skin is pretty happy to see Caitlyn a bit more armored up – she feels more badass and powerful. I think the version we have now will make a lot of players who took issue with it happy.

For a little extra context on it:
She lost armor in production as we worked on ways to make sure she was still readable as Caitlyn (her legs and arms became more bare for the color contrast to help the gun pop). We’re changing her because we do agree with the complaints she is getting, exposing skin to make the gun pop was, in the end, not the only way to make her read correctly.

And this is why we have PBE, it’s not just for balance changes. We want this feed back so we can fix red flags before the skins go on sale. We are extremely open to community opinion and I hope the skin update helps prove that.

I’m also working to try to better word posts in the future so players can more easily understand my points and not accidentally take it out of context.

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]


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More on Future Item Changes Banner

Xypherous is continuing the discussion on the big item changes that went into yesterday’s PBE update. Frozen Mallet will likely be deleted. Sorry to all 3 people that buy it.

 

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[ Question ] Won’t Ardent Censer be broken in the hands of Supports with spammable Shields / Heals?


Xypherous Button Rioter Xypherous: Items should feel kind of broken when you use it.

Whether it actually is broken, I’m not sure. I do recall the days of Stark’s Fervor – but there were so many things that were broken about that item that the Attack Speed actually seems like the most non-broken part.

That being said – that’s why I post the item specifics – it gives us time to consider your responses and react accordingly.


Ardent Censer In-Game

[ Ardent Censer from 06/06 PBE Update ]



[ Question ] Should Ardent Censer work on Turrets?


Xypherous Button Rioter Xypherous: Probably not – but now that I think about it – the way I hooked it up, turrets would gain AS from it.

On the one hand, not intended – on the other hand, that’s actually kind of cool. Hm.. I think I’ll want to talk to my team before making a call one way or the other.



[ Question ] Will Soraka’s ultimate work with Ardent Censer?


Xypherous Button Rioter Xypherous: Yes – an AoE restriction might be tricky to do, but if we really need to do it, we can. I just think it’s premature to do an AoE restriction as the two cool interactions are:

  1. Single target high uptime heals/shields with offense boosts (Janna/Lulu/Kayle/Nidalee)
  2. AoE low uptime mass effects (Karma/Thresh/Locket/Soraka ult)

I kind of want to see how #1 and #2 pan out before thinking about the AoE stuff. Under the hood, I can already detect most of the AoE cases as is.



[ Question ] What are AP midlaners that do not benefit from AD or building tank supposed to build for MR now? 


ricklessabandon Button Rioter ricklessabandon: speaking very broadly, ‘mages’ have traditionally looked to generic defenses instead of specific defenses (i.e., they buy health and ‘damage prevention effects’ like the actives on zhonya’s hourglass and seraph’s embrace, as well as the passives on banshee’s veil). it’s typically much more difficult to get a mage’s armor or magic resist to ‘fighter’ levels, which is more or less the intent right now.

to answer your hypothetical, if i needed more defense as brand, anivia, ziggs, lux, et al, i would likely buy chalice of harmony or a ruby crystal + giant’s belt (or negatron cloak) to eventually upgrade into items that character wants. athene’s, rylai’s, and liandy’s can all be fine. even just a cowl can be great since banshee’s veil is really good for long range champions like the ones you mentioned.



[ Question ] Will you be adding more Spell Vamp items?


ricklessabandon Button Rioter ricklessabandon: spell vamp is something i’d like to look at in the future for sure. i don’t know yet if that means we need to add/rework spell vamp items once that’s done, but as a stat it’s not in a great enough place currently to be made widely available in the item shop. not sure when we’d be able to put in time for this, but given our current ‘to do’ list i don’t think it’ll be anytime soonâ„¢.



[ Question ] Why are low crit chance values an issue in balancing?


Xypherous Button Rioter Xypherous: Due to how the PRNG system works, lower amounts of critical strikes are more dangerously swingy than higher amounts – because it needs more time/hits to function in order to guarantee that 1 in X attacks critically strike.

As critical strike values get higher, PRNG can actually ensure that in smaller windows – the amount of critical strikes can be normalized.

However, with low critical strike values (10%) – there is very little that PRNG can do to prevent or tackle streaks or luck events. PRNG needs to work off of high base values in order to ensure consistency in a 3 to 4 second time window.

Conversely, a 10% critical strike is far less predictable as it needs a 20 to 30 second window to normalize out.

This is not true of pure RNG, of course, which doesn’t care about time windows at all.

The problem with critical strike isn’t that if a critical strike happens, it’s automatically bad.

The problem with critical strike is that at low values it is inconsistent and unpredictable because there’s no way to plan around it – what you want is increased predictability of the system – and PRNG needs a large base and a better time frame to do that kind of work.

Triforce gives 10% crit.

Zeal after BT gives 10% crit, and that’s almost at laning over.

The argument that Zeal after BT is ‘lane is over’ – then a similar analysis can be done on the I.E. ‘rush’. Current Zeal after BT in the live game has at minimum – 4375 gold.

I.E Rush is at minimum – 3800 gold. As I.E. Rush will necessarily need another DBlade to sustain it – it becomes 4275 gold in order to be an effective strategy.

Note that this is 4200 gold after whatever baseline items you assume an ADC needs (typically default blade + 325 G boots).

Essentially, by the time critical strike enters the equation with the IE rush – it’s a similar time window to when crit enters the equation at the moment, except in the case of Tri-force rushers – in which case critical strike enters the equation earlier.

The short of this is that unless Cloak of Agility actually turns out to be a good purchase (it’s not and easily tunable to always suck) – we don’t actually introduce critical strike chance much earlier than the current state of live. The leftover change is easily tunable with Gold if we’ve determined we’ve overbuffed things.

Therefore, if your assessment is that Zeal after BT is effectively lane over – then you also have to take with it that double blade into IE is effectively lane over as well.

The other portion of this is that if double Dblade into I.E. becomes the default, we’ll raise the cost of I.E. The entire point of this item adjustment exercise is that there are multiple competing strategies. If in fact, 2x Blade into I.E. becomes the overwhelming default – we’d fix it with price increases because we’d be annoyed there is an overwhelming default that doesn’t care about champion specifics.

TL;DR – Timing doesn’t change much to crit in lane. PRNG system makes higher crit chances more predictable and better able to be planned around. We’ll adjust 2x blade into I.E. down if if becomes overwhelming default.



Frozen Mallet to be deleted



[ Question ] Do you have any plans on Mallet as defensive item?


Xypherous Button Rioter Xypherous: We’ve done a lot of Mallet experimentation – but the result keeps coming back to – Why is this item in the game – whenever it’s not fringe, the game sucks.

We’re more inclined to delete the item entirely at this point.



[ Question ] What part of Frozen Mallet presents a balancing issue?


Xypherous Button Rioter Xypherous: The basic question is – Is Frozen Mallet essential to the game functioning well?

And it seems to be no, at this point.

Frozen Mallet doesn’t really seem to help any combat cases we’re happy with – nor does it seem to invite interesting gameplay when it works.

The main problem with Frozen Mallet is basically the concept of an on-hit slow and the idea that it’s somehow supposed to help fighters or ranged characters.

At its core, there’s a lot of interesting design space we could put on fighters or ranged characters – but Frozen Mallet doesn’t help any of those patterns when it’s good. It simply flattens all the patterns down to ‘land one basic attack.’

It’s not the permaslow – or the stats really. There’s a richness in how ranged vs. melee fight each other and how they position against each other but Frozen Mallet, whenever it’s been good basically tells people that a single basic attack should be what defines that pattern.

Now, I’m not saying that there aren’t numbers or mechanics that you could do to make the current Frozen Mallet work. It’s just, the gains really wouldn’t be worth the costs in the end – You’d have a cool item at the expense of a lot of other things. This isn’t a question of viability or whether or not we can make it attractive. All that is really simple to do. It’s whether or not it’s worth it and I’m not really sure at this point.



[ Suggestion ] Instead of a passive perma-slow, give Frozen Mallet an active that slows heavily on the next auto attack


Xypherous Button Rioter Xypherous: The item could theoretically exist – but it doesn’t really add much other than Frozen Mallet is in the game. Low mobility, high-CC fighters are still screwed. High mobility fighters now have one more CC. Ranged ADCs don’t benefit from it – nor do they have a compelling reason to get it.

It’s not that you can’t make a viable slowing item in the game. That’s obviously possible if you want to jump through the right hoops. The question is whether it adds anything of value to the overall game and what is it trying to solve.



[ Suggestion ] Change Phage to passively give movement speed when moving towards an enemy Champion (Vayne). The movement speed buff doubles if the item owner takes damage


Xypherous Button Rioter Xypherous: That is neat. It always does feel kind of bad giving the opponent a boost when you attack them but adding directionality solves a lot of edge cases and could feel intuitively right.

We’d have to make it a lot more precise that Vayne’s 180 degree 2000 range I want to murder ze enemy type movement – but it could be supported with visuals in a really cool way.

Hm.. I’ll talk to my team about it. Slight concern here in that it might make Vayne feel bad because her unique passive gets replicated on an item… but you know.. it’s not like that’s never happened before.

Very interesting thought though.



More on New Summoner's Rift Banner

The discussion on the recently announced visual update for Summoner’s Rift continues.


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[ Question ] Shaco can Deceive over terrain much more effectively than Flash. Are you making sure those locations still work?


RiotForScience Button Rioter RiotForScience: Yes they will still work. The nav mesh is copied directly from the map on live. It is not a new map. It is a visual update. The only difference is a few bugs we cleaned up.




[ Suggestion ] The area around the towers should be paved to indicate the tower’s range


RiotForScienceButton Rioter RiotForScience: Having a really clear circumference around the towers is problematic from a design perspective because it would allow players to stand 1 pixel outside of the range something we would prefer there to be some risk/mastery in order to do.




[ Question ] Will the Dragon and Baron AI be improved?


RiotForScienceButton Rioter RiotForScience: There are some distinctions between those 2 camps and how they behave on the current map.

 

 

 


[ Suggestion ] The shop bounds should match the heal zone, or at least have the same center


RiotForScienceButton Rioter RiotForScience: Good point on the heal zone. I will look into it. There is a design feedback thread located in the summoner’s rift sub-forum. If you could post it there I will not lose track of the concern.

4. There are some distinctions between those 2 camps and how they behave on the current map. I think it will have an impact.



[ Question ] Will there be any weather effects?


RiotForScienceButton Rioter RiotForScience: Yes there will be some weather effects. The north east quadrant is going to be rainy, apart from that we will have dust, fog, lightrays and other environmental effects.

 

 

 

[ Question ] Will we have daytime/nighttime cycles?


RiotForScienceButton Rioter RiotForScience: We will not have day/night cycles. Our lighting is all hand painted. The wins that we would get by having a day/night cycle would be massively outweighed by the losses we would get from adopting a more artifical lighting system.

 

 


[ Question ] Will we have camera rotation?


RiotForScienceButton Rioter RiotForScience: We will not have camera rotation, but the fundamental issue behind why we want the ability to rotate the camera is being looked into. We are not prepared to discuss that yet. The solution will not be part of the visual update.




[ Follow-up ] Why not shift the camera angle by 45 degrees?


RiotForScienceButton Rioter RiotForScience: I think the 45 degree solution is a lot stronger than the 180 degree or 90 degree solution because it creates a more stable play environment and allows us to optimize the map in cleaner way. There is inherent asymmetry in the map (Dragon Baron, the locations of the buffs) but testing a camera shift would tell us if those things are really distorting balance or if they just provoke tactical adjustments. 

That being said I am not saying that we are doing the 45 degree option at any point. We could hit huge unforeseen obstacles. But, (in my opinion) it is a stronger option than the methods we have considered previously.



[ Question ] What kind of work besides optimization and Wraiths / Double Golems is left?


RiotForScienceButton Rioter RiotForScience: The “Wraiths” (Now Razorbeaks) and Double-Golems (Now Krugs) are just as far along as the other creatures in the map, we just didn’t show them in the video. We have a lot of refinement to do on textures. The map is still unlit (which is one of the things leading to the complaint about darkness) We are still in the process of populating flowers easter-eggs and player orienting props.We need to tighten the visuals around the nav-mesh. We need to do a lot of optimization work on our texture/mesh optimization… apparently we need to find a duck? I am not sure about that one.



[ Question ] Will we be able to turn off some of the more hardware-intensive animations?


RiotForScienceButton Rioter RiotForScience: We are working on tech to get things really clean for min-spec machines. that is one of the things being considered.





[ Question ] Does the map affect ping?


RiotForScienceButton Rioter RiotForScience: I don’t believe so. I don’t think a map could effect ping. Do you mean FPS? Could you go into more detail about the concern?





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[ Bug-fix ] PBE: Ardent Censer not giving the AS buff after a direct heal


Xypherous Button Rioter Xypherous: Seems like I forgot to get the part where it actually works on heals onto the PBE. My bad.

Err.. I have no idea when the next PBE push is – but I’ll try to get it working as soon as it’s feasible – it’s weird because it’s the weekend.

Thanks for ze bug report!

 

 

[ Question ] Why haven’t we received any news regarding the NA East Coast Servers?


Cedriel Button Rioter Cedriel: We try to be transparent on what we do and why we do it: that’s why we’re doing things like patch previews, post content ahead of time for feedback on PBE, write dev blogs and interact directly with players in the forums, twitter, reddit and such. Unfortunately, there are things about which we can’t say much until we have something to deliver.

For instance, take a project that is still in an early stage and is undergoing a lot of testing and revision. Anything we show you is going to create excitement and set expectations, but what we actually launch might end up being very different, to the disappointment of a great many people who were anticipating something else. Sometimes, we find along the way that what seemed like a great idea turns out to just not to be fun in practice, and simply never release it because it would’ve been a pretty bad player experience. We messed up bad with Magma Chamber on this one, for instance.

Another example would be projects that are large in scope and technically complex. Sometimes these things change mid-development, or we find out that some problems were more complicated than we anticipated. Particularly when you’re doing new things, deadlines can slip. If we promise stuff and fail to deliver, you have a right to be pissed at us. We’d rather under-promise and over-deliver!

Finally, there are projects that we simply have to be vague about for security reasons. Security often plays out like a cat-and-mouse game in which hostile parties come up with creative new vectors for attack and we come up with counter-measures. Spelling out in detail what those counter-measures will be ahead of time amounts to giving these people advance notice, and making them less effective. For instance, we’re working on solutions to reduce or eliminate the pain that players feel from DDOS and drophack attacks, but we can’t really talk about what or how.

We recognize that East Coast players are not getting the same quality of service that West Coast players do—and we’re committed to doing something about that. Wiser heads than mine are working on this. Unfortunately, if their work hits any of those points—and almost any solution will—there’s just not much we can say until it’s ready or near-ready. It’s frustrating to you because it feels like we’re not listening, and it’s frustrating for us because there’s nothing that we want more than to show all the cool stuff we’re doing to make League of Legends better—but there are good reasons for it.

In the meantime, all we can do is apologize for not being good enough, thanking you for your patience, and telling you that we’re working on it.



[ Question ] Will Patch 4.10 include changes to Quinn and Urgot?


Wav3Break Button Rioter Wav3Break: Hey guys, I just want to clarify some of our views on sensitive/gray area champions like Quinn and Urgot since there is a lot of lively discussion. Currently, we don’t necessarily see these two champions fitting into the traditional marksman role and thus 4.10 will not have specific changes reflecting them. The scope of 4.10 has us incredibly focused on improving the health of traditional marksman role and we plan to deliver our best work regarding that focus. Discussion is always valuable to us though and we are grateful for all the feedback you guys provide us.



[ Follow-up ] Quinn is a lackluster bot-lane Marksman


Wav3Break Button Rioter Wav3Break: I agree that Quinn currently does not function at her best as a traditional marksman and that she feels like she is at an awkward spot regarding her champion identity. That being said I don’t think that she is a particularly weak champion. She is an incredibly interesting character and we want to observe how the overall game changes after we implement the changes we have planned in 4.10. The post 4.10 analysis will be real and we look forward to the feedback and discussion you guys will have for us :).

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]