Archive

Posts Tagged ‘leaverbuster’

 

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Recent News

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Free NA Oceania Transfer Window

CptStupendous: Happy Friday Oceania!!

We’re going to open the free transfer window from North America to Oceania for 2 weeks! The free window will open on January 23, 2015 and run through February 8, 2015. After that time it will go back to the regular price of 2,600 RP.

To transfer your account:

Log into your North American account
Click on the store icon up the top
Unlock the Transfer to Oceania when it is free from January 23 through February 8
You can find out more information about the transfer process here: http://oce.leagueoflegends.com/en/page/oceanic-transfer-faq

Paid for a transfer from NA to OCE within the last 2 weeks? Then you can get it refunded by contacting player support! https://support.riotgames.com/hc/en-us

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NA Live Events

 

 

NA Live Events in 2015

RiotPDB New PortraitHey guys,

I’m RiotPDB, and I head up the NA team at Riot. I’d like to provide some insight into our goals and plans when it comes to live community and esports events in NA during 2015.


This past year, we attended more live events in North America than ever before. From Boston to Seattle to Toronto to Atlanta, we had a great time exploring new places and ways to interact with the community in person. We’re still learning and have lots of new things we want to tackle, which means further changes to our event strategy in 2015. Broadly, this year we’re going to shift our focus away from some of the bigger cons and instead experiment with new event formats and, more importantly, new locations.

One of the first changes you’ll see is that we’re toning down our presence at PAX East. We’ve had an amazing time there over the past few years, but this year we’re scaling our presence down to speaker panels and the Cospitality Lounge for all the hardworking cosplayers. Similarly, there’ll also be a shift on the esports side as we won’t be hosting the NA LCS 2015 summer playoffs at PAX Prime in Seattle. PAX has been an awesome host for the finals the past two seasons, but this year we’re exploring ways to bring that experience to even more players across NA.

So what’s the upside? Well, you can expect at least five live League events across the US and Canada in 2015, and likely more. The specifics will vary between dedicated esports events and broader NA community events built around things like collegiate play or specific League topics (content creation, cosplay, etc), but the goals will be the same – to give players an ideal setting for sharing their passion for League with each other.

When it comes to esports, this year we’re planning to bring LCS to more esports fans across North America. This means more stops and events outside of the West Coast and more opportunities for esports fans across the region to join us for live events. Additionally, refocusing away from existing conventions like PAX gives us the chance to create a tailored experience for League players and esports fans, with venue setups specifically optimized for the live esports experience rather than the space and logistical restrictions that come along with being part of an existing con. Check out today’s announcement about our Mid-Season Invitational and All-Star 2015 for a sneak peek at just a few of the events we’ll be sharing more details on soon.

As the NA event scene continues to evolve, we want to make sure we’re hosting amazing live events for League in different locations (all across the US and Canada) and for all types of players. While that means you might not always see us at the same events every year, it also means we can explore new venues and opportunities. We’ll be sure to keep you updated as we finalize our plans and give you plenty of advance notice for events, so keep an eye out for announcements on Boards and lolesports.com.

As always, we’d love your continued feedback as we provide further updates. Whether you’re most interested in meeting pros, chatting with content creators, seeing cosplay, or watching matches (or all of the above!), make sure to let us know and help us put together kickass League events in 2015.

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Will Riot have a booth at PAX East this year

Aklaen Final PortraitHey, TheSleepingOne. I can say for sure I’ll still be attending PAX East so we shall definitely meet again and there are also going to be a lot of cool Rioters at the panels and helping at the Cospitality Lounge, so don’t feel like you can’t come say hi and talk to them.

As last year we focused on attending a lot of anime/ gaming conventions, this year we switched the focus on different types of formats that will also allow us more flexibility on the location. It doesn’t mean we won’t be back there in the future and it definitely doesn’t mean we’re not going to have events outside of esports, on the contrary, as RedBeard said we’re looking more into developing esports events that have a lot of different elements to them including the community aspect, on top of the community events we’re planning for 2015.

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Follow Up

Why announce you wont be there after peopleve bought tickets

Aklaen Final PortraitI totally understand your point of view and get that this isn’t ideal for you and other League players who have already bought tickets. That’s why we put together this announcement as soon as we knew our presence at PAX East would be smaller this year. Sadly, as you point out tickets already went on sale, but we wanted to at least provide this heads up so you’d know what to expect. Ultimately, this is a trade off that’ll let us explore awesome new event possibilities that hopefully you can all enjoy throughout the year. While our presence at PAX East will be different and definitely smaller, we’re still really excited about interacting with the community through panels, and I personally hope to see you there.

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Scrapped Abilities

 


Scrapped abilities on champions

Xelnath New PortraitLux’s shield used to give her allies stealth/invisibility until they attacked.

Azir’s passive (Tower resurrection) used to be his ultimate, except it shot lasers like Viktor E.

Ryze used to deal magic damage on his basic attacks.

Xerath’s ult mode used to have no cooldown and each shot cost 20 mana on a 0.33 sec cooldown.

Yorick used to have an ultimate where a line of creeping hands reached out and rooted everyone in his path. (Zyra E)

Lucian used to have two independent auto attack timers.

Rengar’s rework used to allow you to get an acceleration gate effect by running through bushes during your ult.

 
Xelnath New Portrait

Elise used to not be able to jump to her target in spider form, but could instead create webs that would ensnare enemies who ran under her.

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Gypsylord New Portrait Thresh R used to be a targeted buff that turned an ally into an avatar of undeath and gave them 60% CDR (stacked with other CDR)

Vi R used to be 3 spells. She’d suppress you and then choose to WW R you, Malphite R you, or throw you across the map.

Jinx R used to be “Circle of Cats.” She’d shoot a missile across the map that she could detonate to spawn a donut of magical smoke that would turn enemies into cats ala Lulu polymorph

Jinx R used to “Carpet Bomb.” She’d shoot out a global missile that would drop hundreds of Ziggs Q’s randomly around it as it flew.

Jinx R used to be “Bring Down the Hammer.” She’d designate a location on the map and 4 seconds later a giant lazer beam would come out of the sky and annihilate anyone standing in the area.

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Vesh Final PortraitSoraka had AoE Mikael’s, a Penance look-alike channel heal, her silence zone used to pacify (no attacking in zone – one iteration it actually polymorphed you into celestial lulu cupcakes).

Trist didn’t have anything to crazy.

The other champion I’m working on updating though… oh man he’s had some craaazy stuff.

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Maokai Disabled Single Post

 

 

Maokai disabled due to invulnerability bug

 

Follow Up

Why was Maokai disabled immediately but Nidalee still hasnt been disabled

[ Context ] There have been several complaints on Reddit about Nidalee disappearing after exiting a brush.

Repertoir New PortraitHey guys,

Here’s the deal on Nidalee. With the 5.1 patch, we put in a change that we had hoped might be causing the visually glitchy movement with Nidalee. Due to the nature of the bug being difficult to reproduce (despite some people apparently seeing it every game?), we did not document the change because we aren’t completely confident that it’s a fix.

If anyone can provide a video and any other information regarding how to reproduce the bug on the 5.1 (so since this morning), it may be useful in helping us get it fixed.

Equally useful to get us an idea as to whether it’s still happening may be if you were experiencing the bug before the patch and now aren’t, or you weren’t experiencing it and now are, or if you were seeing it beforehand and still are since the patch.

Thanks in advance for anyone who happens to get a video of it happening on Live servers since this morning.

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LeaverBuster  Single Post

 


Delayed LeaverBuster Penalties

Tantram Final PortraitHey all,

There were some firewall and networking issues recently and we decided to turn LeaverBuster off to ensure that players were not mistakenly sent to low priority queue. When the server issues were fixed, we turned LeaverBuster back on, but the penalties weren’t firing. As a result of this, we’re seeing that some players who left/AFK’d in games after the firewall and networking issues resolved did not receive their penalty until this week.

Sorry about the confusion! All low priority queue penalties should be granted immediately after leaving/AFK games now, instead of after a delay.

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Follow Up

Why arent players pardoned for AFKing before the downtime

Tantram Final PortraitPeople will serve the penalty for punishments they earned. We turned off enforcement in order to prevent people suffering from a known bug from being punished. We did this to help players. So yes, if a player earned a punishment, they do have to work it off.

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

 

 

News 14 11 Banner

 

Summary

Ryze will be receiving a rework, LeaverBuster will punish leavers harder and will be especially severe in ranked games, the new Summoner’s Rift caught some critique regarding its dull color pallette, more on rewarding positive players and the BotRK exploit has been solved.

 

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Ryze Gameplay update in the works

Scruffy Final PortraitWe’re in the early stages of working on some gameplay changes that will both:

-Increase his counterplay

-Increase his skillcap and allow him to win or fail more based on skill

-Emphasize the cool things that make Ryze unique (rapid fire spells, mana babyyyyy)

That said, we still want him to feel like Ryze and we want these changes to directly appeal to current Ryze players.

No dates yet for when we can release this, but we are committed to improving Ryze.

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Ryze bullies top laners and scales harder than them

Scruffy Final PortraitThis is good analysis, and I think we agree on all of these problems. The tricky part is that if you just remove stuff from a champ it will become unviable all together, so we are working out ways to keep Ryze’s strengths without these negative impacts on the other players.

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What are your ideas about changing Ryze

Scruffy Final PortraitRiotRepertoir is working on the changes in detail. He will have a bunch of details to share once we get a more solid direction.

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Ryze lacks counterplay and his kit is too simple to use

Scruffy Final PortraitFor us, the fact that Ryze players don’t get to feel like they are making optimal use of a nuanced kit is also as bad as the counterplay issues. The goal is that for all champions (someday) whenever you lose a fight or a game, you could say to yourself “oh if I had just done that one thing better” instead of feeling like you pressed all of your buttons and that’s it.

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Introducing the new LeaverBuster

Lyte Final PortraitTL;DR We’re rolling out a new LeaverBuster system to help reduce the frequency of AFKS and leavers that is also significantly more severe in ranked games.

LeaverBuster is our system for detecting players who frequently leave games or AFK. In the past, we’ve generally erred on the side of caution, and for that reason, many of you have given us the feedback that LeaverBuster hasn’t always seemed effective and some players seemed to just switch to a smurf to dodge the leaving penalties.

With this new update, we’ve implemented a significantly more strict design while providing a clear feedback loop. Our goals are to better educate players that AFKing or leaving a game is not acceptable in League, and punish leavers faster and more severely.

The first time a player leaves a game, they’ll see a pop-up explaining that leaving is not okay and then have to manually agree to not leave future games. If they continue to ruin other players’ experiences, they’ll enter lower-priority matchmaking for a number of games. While in low priority queue, players will experience queue times that are 5, 10, even 20 minutes longer than a player who hasn’t left games.

Players will know how many games they have in lower-priority, and if they join a premade group, that group will be notified they are playing with a chronic AFK/leaver and they’ll face the same lower-priority time penalty.

While we hope it doesn’t ever happen, but if a player fails to stop AFKing or leaving while in lower-priority matchmaking, continued offenses will result in permanent bans.

I’m happy to answer any questions about the system, as it is now live on the PBE.

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Will this affect people who DC due to Internet issues

Lyte Final PortraitUnfortunately, players with internet connections DCing are still ruining the entire match for 4-9 other players in the game.

Think about your own experiences with a leaver and being forced to play 4v5: do you feel better or is the game enjoyable because you know the player left due to a DC?

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Follow Up

Lyte Final PortraitIf you reconnect to the game and finish the game, it shouldn’t affect you. However, if it takes you 20 minutes to reconnect to the game and you basically were “AFK,” then you’ll still receive a penalty.

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How will this system work more aggressively in Ranked

Lyte Final PortraitBasically, leaving in Ranked is considered “more severe” by the system and leaving even once in Ranked can result in penalties.

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New Rift Feedback

 

 

The new map looks rather dull

Tiki New PortraitHey all,

Appreciate the feedback and wanted to add a little bit of context on the feel of the map compared to current Summoner’s Rift.

Through player labs and surveys one of things that surfaced early on was the relative feel of the map compared to the current one. Feedback was largely on issues of darkness, but also the colors (dull/muted) to a degree. However another thing that came up really strongly was how important the gameplay of the map was. Consistently we heard from players all over the world that gameplay was the most important thing for them.

With all that in mind, we worked hard to try and find a balance between pushing the limits of clarity (to improve gameplay) AND matching the feel of the current Summoner’s Rift. Ultimately I think we got to a place that we were ready to release in beta and release out to the players to give us their feelings on what we created.

Personally I think there are still a lot of things we can improve, some of that definitely related to how far we can push some of the colors and effects to better match the feel of the current map. Any and all of your feedback is welcome and appreciated as we work to make this better for you all. Please keep it coming 🙂

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Why not increase saturation

RiotForScience New PortraitThere is a lot of feedback on this point and I am listening. This has been my response on a couple other threads and I wanted to repost it here.

Increasing saturation makes the map look better by itself, but the map should not be the focal point of the game, the champions and their abilities should be. The map was created to be a backdrop for champions and VFX. We tried to make it beautiful without intruding on the play experience.

I really appreciate the comments posted here and I absolutely acknowledge that increasing saturation/contrast on a piece of artwork will make it feel more vibrant, but in the context of a game the art is not their for it’s own sake, it is a tool for gameplay. What League needs is a map that allows teamfights to be more readable. While I think there is room for improvement in the map (And we will continue to develop on it) I do think that the approach we have taken serves the entire League experience in a very successful way.

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Catch the original discussion on rewards for positive players here.

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Update on rewards for positive players

Lyte Final PortraitI’m happy to answer questions about this initiative.

Some brief ones I know people are interested about: 1) Players that have not received a tangible punishment are eligible for these promotions. This means you have not received a chat restriction, ranked restriction, game ban, or permanent ban.

2) This is just the first step in a series of promotions. There should be at least 1 more before the end of 2014.

3) Because these promotions are giving out rewards on a massive scale, rewards will be sent over a window of time initially until we figure out how to make it more efficient. For example, in 2014, 95% of players will get all the positive behavior rewards.

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Rewards affecting behavior, Honor System and Future Goals

Lyte Final PortraitPositive reinforcement doesn’t work on the entire playerbase; there’s a significant number of “neutral” players that will show positive behaviors or improved behaviors because of the rewards.

Honor was always a foundation system, we have plans to expand on it further, especially in 2015 after we launch some of the current systems we’re working on. In fact, later this week players will see a brand new LeaverBuster system that will aggressively tackle AFKs/leavers in the game, with harsh penalties for leaving/afking in Ranked.

We’re hoping to do at least 1 more incentive for positive players this year, and are focusing on the new Tribunal, Honor, Team Builder, and more in 2015.

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Valuable rewards and consequences of reporting

Lyte Final Portrait1) This is just a first gesture, and not every reward is going to mean something to all players. The next reward we give might mean more to you, but less to a brand new player.

2) If trolls/toxic players want to threaten you or ask for reports without fear of any consequences, let them. Report them, mute them and move on. You’ve seen lots of players complain about their bans online–we’re pretty aggressive with that stuff now compared to 3-4 years ago.

Not every reward has to be SUPER EPIC VALUABLE to every player to mean something. Every player responds differently to different rewards, and different things matter to different people. We’ll explore a wide range of stuff over time.

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Will players in Co-op vs AI receive rewards

Lyte Final PortraitCo-op vs AI players are definitely eligible for prizes.

However, EUW will have their own Rioters running this exercise, so I’m only pulling NA chat logs for now.

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What is Riots take on Global Ults

Meddler Final PortraitWe don’t currently have any plans to remove any of the global ults in the game and in fact have a couple more in testing that are showing a lot of promise right now (at least one of which I expect you’ll see in game at some point).

When global ults have been problematic in the past (Panth/TF years ago for example) it’s been because they’ve been free targeted movement abilities. Shen’s ult by contrast shifts him to an ally’s location, not any spot of his choosing, and that restriction avoids a lot of problems (forcing uneven fights at positioning of your choosing without risk of interuption, telegraph moving to get in range etc). GP’s ult is free targeted, but doesn’t move him, so doesn’t create the same problem cases.

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How do you catalog a Champions strengths and cons

Meddler Final PortraitInternally we work with a combination of documented strengths/weaknesses, both in terms of intention and observed, that are kept in a shared file on a per champion basis, and a bunch of discussion/consensus building. Generally we’re focused on the conceptual level (e.g. Braum should be strong against ranged threats and work well with auto attacking allies, weaker against divers etc).


That’s all very much a perpetual work in progress, not a rigid locked down set of laws though of course. As new information comes in, from player discovery, changes to game systems/meta etc it’s often necessary to revisit existing assumptions and then sometimes adjust the approach you’d been taking.

Fall back patterns are something we generally want to offer to champions. Being behind should put you at a significant disadvantage, but shouldn’t effectively remove you from the game. There are some champions where that’s not really the case and that’s something that’s occasionally worth tolerating if it lets you do enough other valuable things with the character (game design’s a series of trade offs basically).

Adding counterplay’s all about giving other players ways to interact with a skill, champion or whatever. Some of the most common approaches we’ll look at include range limits or changing abilities to skillshots (positional counterplay), requiring buildup or expenditure to use abilities (resource costs, whether mana, buff building, ammo etc), substantial CDs (windows of strength and vulnerability), dependency on other elements like extra enemies/other allied champs etc.

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BotRK exploit fixed, permabans for exploiters



Exploit uses modified files

Meddler Final PortraitThe exploit in question requires file modifications, it’s not just people taking advantage of a bug.

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

 

 

News Update July 29 Banner

 

 

Summary

Following Gnar’s teaser promo-site yesterday, Meddler addresses some spoiler-free questions like the Champion’s intended role, who’s worked on him and how to pronounce his name. Moving on, Lyte discusses the long-rejected Prisoner Island system, which pits toxic players, leavers and so on in a separate environment. Game designer Fearless apologizes for the lack of communication on Sona’s rework and explains why auras need to remain short-ranged. Lastly, a Skin recolor survey surfaced on Reddit.

 

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Discussion on Gnar Banner

 

 

Can we have some hints about Gnar’s kit

 

 

You stated Gnar will be a top laner

Meddler New Portrait We believe top lane’s where Gnar’s going to be played most due to the way his kit functions, though we’ve tested him in other roles too of course. As with any new release though that’s just an estimate of course – internal testing’s no substitute for the millions of games that’ll get played once a champion’s out that really dig into how they’re best played.

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How do you pronounce “Gnar”

Meddler New PortraitSilent G.

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Do you think Gnar can handle Ranged champions on top lane

Meddler New PortraitWe’ll get into kit discussion pretty soon, don’t want to give any details away before the rest of the reveal stuff comes out though .

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Is Gnar the Champion Gypsylord and CertainlyT worked on

Meddler New PortraitBoth Gypsylord and I have done gameplay design work on Gnar. Gypsylord’s definitely done more of the work than I have though, particularly in the later parts of Gnar’s development (most of my hands on contributions were in the earlier stages). CertainlyT’s currently focused on another champion that’s earlier in the production process.

Important to point out here though that gameplay design’s just a piece of what goes into a champion however. A wide range of people are part of making a character like this (animators, visual effects artists, modellers, producers, QA, 2D artists, sound designers, writers, software engineers, playtesters from a wide range of disciplines etc) – gameplay design’s just one piece of the puzzle.

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Has Gnar been in production for a long time

Meddler New PortraitYeah, initial concept work on him started early last year. We figured a bunch of stuff out, then put him on ice for a while until we were ready to get him into the full production process.

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Is Gnar from the Freljord like Braum

Meddler New PortraitGnar does not currently reside in the Freljord (although that does not discount him possibly being “from” it). Honestly, I doubt he even has any understanding of what a “Freljord” is.

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Prisoner Island Banner

 

 

Why haven’t you tried a “Prisoner Island” punishment system

[ Clarity ] The “Prisoner Island” system puts toxic players / AFK-ers in a separate queue from the rest of the player base.

Lyte New PortraitHey Arkon Tri,

The reason I haven’t dug into this is because we’ve discussed why these designs aren’t suitable for League (or many other games) in the past. Some other players have mentioned this, but you’re basically suggesting a concept called “Prisoner’s Island,” where you pair players with similar reputations together. 

There’s a lot of nuances to low priority queue or Prisoner’s Island systems; for example, you can use low priority queue systems for behaviors like Leaving/AFK. These behaviors are binary–players know they either left a game or not, and there’s no subjectivity to the behavior. However, when you’re dealing with behaviors like verbal abuse, intentional feeding or negative attitude, it’s far more subjective. Some players will get placed into low priority queue systems for these behaviors and vehemently disagree that they belong there–you’ll basically get a lot of, “What the? All these people in low priority queue are toxic, why am I here?

In these cases, a lot of players (mainly those without purchased content) will simply make new accounts to re-enter the ecosystem with a neutral reputation rating. If these players do that, you’ve basically banned a player but used a complicated, time-consuming system to do so.

Secondly, a common issue with these designs is how you score new players. Do you score them in neutral priority, and force them to have worse matches than the “positive” players? This isn’t ideal, because generally you want your new players to have the best game experience. You obviously can’t start new players with 0 or negative reputation, as that’d be a negative experience. If you start new players with a positive reputation, then it gives toxic smurfs an easy way to ruin games at low levels while also further encouraging them to just start new accounts if they ever end up with negative reputation.

We’ve talked about a lot more reasons in the past, but Prisoner’s Island has basically been a concept for over 5 years and we know that it only works well with binary behaviors that are not subjective.

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If players in the “Prisoner Island” wish to reform, they’ll move up

Lyte New PortraitIronically, what we find is that when you actually put players together in Prisoner’s Island and all 10 players are actually consistently toxic players for subjective behaviors like verbal abuse… it’s nearly impossible to change.

Again, Prisoner’s Island type systems work OK for behaviors like Leaving/AFKs which are binary, but are very, very counter-productive for subjective behaviors.

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How about just giving real rewards for positive behavior

Lyte New PortraitWe have to go back and finish the Honor Initiative, and that’ll explain a lot of the reasons why Honor was setup the way it is but seems incomplete.

For example, right now there’s an issue with the Honor Ribbons where it’s simply rewarded to the top 20% of positive players on every server. Most of these players tend to play modes like ARAM and Co-op vs Bots because these modes simply have really high Honor give rates; so, you won’t see ribbons as much in Normals or Ranked. One of the fixes is making sure that we reward ribbons per queue, and not just per server.

Secondly, we have some rewards for the Honor Initiative that are more consistent. Right now, Ribbons are the top 20%, but there’s nothing for the everyday player who wants to be recognized for being positive while working their way up.

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Why not have the “Prisoner Island” be just for leavers

Lyte New PortraitWe’ve been working on a new system that addresses Leavers/AFKs more aggressively, and will talk about it in a post in the future. Without revealing too much, it’s a different take on low priority designs and will update LeaverBuster’s penalty and tuning systems.

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Anonymity is what causes toxic behavior

Lyte New PortraitHere’s where you disagree with a lot of recent research by multiple university labs. A lot of recent research has shown that online toxicity is not about anonymity. If you look at news, social media and other games that force you to reveal your real ID and often personal profile to post comments, there’s still an insane amount of toxicity. What the research has shown is that the problem is a lack of consequences for actions, and this has very little to do with anonymity.

Secondly, the current systems don’t create more toxicity. Many players that are banned for racism, sexism or homophobia quit League of Legends and never play again, and that is exactly what we wanted. They’ll rage on the forums and complain, but that’s expected when you tell a group of players they don’t belong in this community. For the small number of players that do make new accounts, they’ll keep getting banned until they quit as well.

Third, there’s actually a system in place at low levels already that separates toxic smurfs away from other players and then bans them. We knew some of the toxic players would make new accounts when they got banned, and we did want to protect new players. However, we see that for many toxic players a few bans does get them to quit permanently. Prisoner’s Island systems don’t solve this issue by the way… many players just create new accounts when they enter Prisoner’s Island anyways.

I agree that for most players, making it ‘worth it’ to be nice is more effective, and we’ve been working on efforts to reward those players and give them more reasons to reflect on why being positive = awesome. However, we’re always going to need pretty aggressive systems for the small % of players that refuse to change. For these players, we just want to ban them repeatedly until they take their time elsewhere.

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Will LeaveBuster remain the same, but with banning for leavers

Lyte New PortraitWrong, it has entirely new penalties and doesn’t use bans.

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If a player is stuck with toxic elements, he she will try to change

Lyte New PortraitCould you explain why these two are different? 

If you’re banned, why isn’t it “damn I lost my account that I invested in, I’ll make a new one and not be an ass or I’ll lose that account too.”

If you’re in low reputation queue, why isn’t it “damn I am stuck in low priority/low reputation again, that’s ok! Time to make a new account and replace my old one in a week or two, no biggie.”

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The issue with your system is it takes too long to ban players

Lyte New PortraitActually, with the current system it’ll take approximately 3 days maximum for them to lose their new account.

How is a system proactive if it requires player input, which is reactive because it’s after a game experience?

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Bonus – apology from Arkon Tri and a focus on theorycrafting a proper punishment system

 

I added this in because it’s a great message: that you should always be arguing over suggestions, not over personas, if you want to reach a constructive conclusion.

 

Lyte New PortraitNo worries, we have heated discussions about designs much like this one internally all the time. One thing I think we both agree on is that we should always attack the ideas, and not the person. Emotions really just cloud decision-making when we’re trying to deep-dive into the intricacies of a design.

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Sona's Rework Second Banner


 

 

Why are you nerfing Sona on the PBE

Fearless New PortraitI wanted to post here to clear up the reasons we’ve been lowering Sona’s values, even while the community here is asking for buffs. Most of the balance changes are reflections of internal playtesting, as we can balance those scenarios pretty well (accounting for people playing their main roles and champs, having less of a learning curve due to their closeness to the changes, etc.) so they give us a reasonably strong environment for understanding a champ’s balance.

PBE doesn’t have all of this going for it. Matchmaking is much less precise on the PBE, and some players are just hopping into custom games.

Based off watching the internal playtests, Sona was strong, and not just a little strong. Sona really hadn’t lost a lane before these changes.

As a side note, for the people claiming that negative posts don’t get read, that’s not true. I’ve read every Sona post I can find on here, on community sites, reddit, everything. While also trying to get Sona as streamlined and bug free as I can, time to reply is pretty lown When I see 3 or 4 people spamming out really angry posts, I do take the feedback and try to understand the source of frustration.

I haven’t responded in this case because previous attempts to have discussions haven’t proven productive. I don’t expect to change the minds of people who’ve had poor experiences here based on talking about what happened in testing they can’t see and don’t believe in. Being called a monkey doesn’t really make me believe that folks are interested in a meaningful discussion. If I have to choose between making an attempt to appease people who haven’t displayed a tendency to actually interact with debate, or fixing up Sona for her release, I’m going to fix up Sona so that she’s a better addition to the entire game, for as many players as I possibly can.

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Why haven’t you addressed the community’s concerns

Fearless New PortraitI think it’s a very fair criticism that I didn’t speak to you all as much as you’d hoped for. Saying that only 3 comments on one thread doesn’t suffice? That get’s a bit tricky. What is the correct ratio of posts? Do I only count posts that have actually tried to open or inform a conversation, or should I count troll posts and people raging without having even played the rework? At what point is my time posting and searching for ambient Sona threads better spent talking with our QA, live balance team, and experimenting with changes, tweaks and bug fixing? It’s very possible that I didn’t get that formula even close to right. It’s something for me to improve on.

That being said, when I look at posts that have lots of incorrect information, I started the time on PBE correcting them to make sure truthful information would be visible. Seeing those posts then get downvoted tells me that this community would rather punish someone they don’t agree with rather than provide its members with the most accurate info. That’s really depressing for me, both as a community member and a designer. It also doesn’t help when words get put into my mouth. For E, example, I don’t think the AP ratio “balances the ability.” I think a completely new ability that gives Sona, as well as her allies a very large block of MS makes sense on a kit that focuses on positioning. Sona can now position for huge ults without Flash due to E, as well as use her other basic abilities with quicker repositioning to save her team and power them up.

When we change a champion, some of the balance will be comparative, but plenty of it can’t be. Sona is Sona, and her balance as a whole is very different than any other champion. Sona has to be balanced of the collection as her base stats, abilities, growth, item paths, etc. I know it can be frustrating to see a value go down, and it can be easy to dwell on that change in isolation. When we’re adjusting Sona, we’re looking at the whole, and when she was showing up really strong, we tried to keep her power in the places that gave Sona her own set of strengths and weaknesses. That means she has to be worse at some things than other champions, but she gets to have strengths that are actually her own.

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It seems like you’re ignoring player feedback and suggestions

Fearless New PortraitIt’s not that I don’t care. Some of the suggestions don’t fit the vision for the champion, some are just straight up OP, and some were tested and didn’t work as well as the current option. It’s been something I need to do better with to make sure that you and the rest of the community at least hears more in these situations. I’ll admit to getting overwhelmed with the actual implementation and analysis for Sona, and not spending enough time addressing the feedback.

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Suggestion Make Sona’s auras chain off of allies to increase the aura range

Fearless New PortraitThe reason that we haven’t increased the effective range of the auras, either through a straight range increase or through something like this, is that it is intended that Sona continuously has to make a choice between playing safe and playing to maximize the effect of every cast. This is also why Sona has gotten even better AP ratios.

 

Sona players can build tanky/support tank and increase their safety, or they can opt into higher risk reward with AP builds. Larger effective aura sizes not only increase Sona’s effective support output, but decrease interaction with allies and leave opponents no real chance to respond if she’s strong, and no real room to buff her if she’s weak.

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Skin Recolor still in theorycrafting stages, not in development

 

[ Context ] A Redditor shared a thread with screenshots of a survey Riot is currently conducting on the option of selling recolors of skins in the store for 390 RP.

 

BuboBubo New PortraitReally happy to see the excitement here and wanted to provide a little bit more background.

This survey is part of our efforts to understand what the most important underlying elements of “Recolors” are and how important they are relative to each other. Everything is super exploratory at this point (ie: far too early to commit to recolors at all, a specific feature set, price or release date). But this feedback will directly shape what gets built because ultimately we want to delight you and what better way to maximize the chances of achieving that than getting your input?

On another note, surveys are a regular and central part of our quest to understand player wants, needs and behaviors. Importantly, they allow us to get representative responses from the various types of players. While forums and Reddit give us a lot of feedback and we are constantly perusing it, relying on them exclusively would lead to us missing the perspectives of players in other regions and those that don’t participate in these venues. This is also a key reason for why surveys are sent to individual players rather than posted for public comment.

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What are your thoughts on these surveys being made public on Reddit

BuboBubo New PortraitPlayers who didn’t get the survey enjoy the sneak peek, but it will inevitably set expectations for at least some players in ways that aren’t ideal. Meeting, falling short of, or exceeding player expectations keeps us up at night and public posts definitely make things a bit more volatile. From the player insights perspective (my discipline at Riot), it doesn’t help the validity of the surveys to have them posted up.

But at the end of the day, its part of the risk and done without malicious intent so we’ll roll with it.

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UNCONFIRMED FEATURE STILL IN TESTING!

Please no complainerino.

skin-splash Riot Survey Lucian Recolor End of Survey

 

 

Why isn't Vi top a thing

Gypsylord New PortraitSo as anyone who has watched the Vi champ spotlight may know, Vi was originally intended to be a top laner. 

She’s got a lot of cool gameplay in top lane with the Q charge up and E cleave but, honestly, she’s just too fair up there for too long compared to our current crop of top laners.

In the early game she has meaningful mana costs, telegraphed attacks, and massive cooldown windows for her passive and all of her spells (P – 18, Q – 18, E – 14 per charge, R- 150). I actually think top lane Vi could be a pretty awesome experience for both sides of the lane if we did stuff like lower her CD’s or buff E’s range and mana cost but then jungle Vi would go to crazy town. Could nerf jungle Vi to compensate but then are we screwing over the many Vi mains who prefer her out-of-lane experience? It’s a tough call.

All this said, SmashGizmo got diamond last season almost exclusively with top lane Vi. He’d typically play conservative until 6 focusing only on CS and rush an Iceborn Gauntlet for the extended dueling power and mana to offset her high costs. Turns out if a Vi manages to stay even until 6 there is not a single character up there (not even Irelia or Jax) who can beat her in a straight up 1v1. Her burst and sustained damage output is insane when she gets the chance to use it and her late game with top lane items is monstrous for the enemy teams’ squishies (or at least it was in season 3, a lot has changed since then).

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Why haven’t we been compensated after the EUW servers were moved

Draggles New PortraitThe compensation that Pwyff mentions in his post was given in June 2013. Here‘s a post from Demorphic (sorry the formatting is a little broken!) where more is explained.

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

 

 

News Update July 8 Banner

 

Summary

 Lead Champion designer Meddler continues his discussion on upcoming quality-of-life changes to Urgot from yesterday and evaluates some community suggestions regarding the fugly crab of the League.

 After the recent popularity of AFK/Leaver system threads on Reddit, Lead Social System designer Lyte adresses the issue and explains what changes will be made in the future so 4v5 scenarios aren’t hopeless.

 Following the recent forecast on better chat systems in League, Metasystem addresses feedback from a couple of chat room community managers.

 Finally, an awesome community member project aimed at redesigning LoL and more sketches from IronStylus!

 

Recent News

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Updating Urgot Banner

 

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Why wait for Patch 4

Meddler New PortraitFew reasons:

1. These haven’t been tested yet
2. This isn’t necessarily a final change list, odds are high that more will be added and/or something will get removed
3. We’re currently focusing on things that will go into the patch or patches that the upcoming regionals, and then worlds, will be played on. As a result our priority when it comes to game balance/champion updates right now is to work on champions that are either too dominant and played all the time or close, but not quite, effective enough and just need a small amount of help.


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Suggestion Let Acid Hunter Q proc on-hit effects.

Meddler New PortraitAllowing on hit effects on Acid Hunters would be a pretty sizeable power spike that I suspect would make Triforce or IBG mandatory, not just an option. As a result I’d like to investigate other ways of compensating for Muramana changes if needed.

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Feedback from an Urgot player

TL;DR

  • I play the 5 Least Picked Champions in Ranked SoloQ NA.

  • I have experience playing Urgot Top, Mid, Jungle, Support, and Marksman at a Diamond 4/3 level with a 56% Win-Rate across 43 Games on this account.

  • The Q change is an direct nerf to Support and Jungle Urgot

  • The Q change is an overall nerf to Top Lane Urgot in ideal yet realistic situations.

  • The Q change is a potential buff to Mid Lane Urgot and Marksman Urgot when facing Lane Bullies, but Mana Costs are less of an issue on Mid Lane Urgot.

  • The missile speed change and R cooldown/mana buffs seem like safe changes which should help Urgot in all roles without giving him too much power.

  • The proposed W changes to scale with AD would be hard to balance as it would be a huge buff to Glass Cannon ~400 AD Mid and Marksman Urgot while being less useful on Top, Support, and Jungle Urgot which rarely build more than 200 bonus AD.

  • The proposed W changes to scale with MP would be a buff to Urgot in all lanes as he builds some form of mana (Manamune/Frozen Heart) as part of his Core Item Build.

 

Meddler New PortraitNice post, appreciate the rationale provided for each statement (just quoting the TLDR here since it’s a really long quote otherwise). To respond to a couple of specific things:

Q last hitting’s often not necessary, agreed. It is however something Urgot sometimes needs to fall back on against ranged opponents unless he’s really dominating the lane throughout and that’s one of the cases we’d like to add some power to him. It’s also possible the cost increase won’t be necessary and we’ll be able to get away with just offering the half refund on kill, my suspicion is it’ll probably be a needed change however hence the first version to go into testing’s going to try it out.

Range on the rank 1 ult does feel pretty poor, no argument, and the reduction to it made a while back was basically a band aid fix due to the problems the ult creates in lane in particular. Might be possible to at least synch it to his attack range, will give that a look, unfortunately this is a case where we need to rework the spell to really address the feel bad aspect of it.

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Could you increase Urgot’s AA range or his base mana stats

Meddler New PortraitSomething I’d like to avoid is turning Urgot into a standard ADC and a substantial AA range buff, with other adjustments to compensate, would push him pretty far down that road. Base mana buffs on the other hand are a possibility, though current inclination is to give him ways to regain mana instead or be rewarded more for building mana/regen.

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Suggestion Allow Urgot to cast his W while ulting

Meddler New PortraitHmm, being able to cast W mid ult seems pretty reasonable. Thanks for the suggestion, I’ll throw that onto the list of possibilities to test for the second change list.

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Leave the AP Ratio on his W, it would just be an extra

Meddler New PortraitI admit I can’t see Urgot picking up AP really apart from the occasional bit from Baron, IBG/Triforce, buffs from allies etc. Don’t see any noticeable issues with leaving the AP ratio there as well if we do end up adding a mana ratio however, so inclined to do so, even if it’s only appreciated by those going for pretty unusual builds occasionally.

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What is wrong with having Triforce or IBG a mandatory item

Meddler New PortraitUrgot’s got some interesting build choices at the moment, based on how well you’re doing the enemy team and your own playstyle that I’d like to preserve. Making one item mandatory removes that to a substantial degree, especially if it’s a first build, expensive item. Additionally I’m also concerned about the about of extra damage that adds to his EQQQ combo which is not where we want to add power.

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Could you please remove the forced camera shift from his ultimate

Meddler New PortraitThat seems worth experimenting with. Other Urgot players – what’s your take on the camera reposition?

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Leaver AFK Systems Banner

 

 

Misconcepctions about Leavers

Lyte New PortraitThere’s been a lot of discussion recently about Leavers/AFKs, and I wanted to jump in and just dump some thoughts. We absolutely agree with players, games shouldn’t start when a player fails to connect. We also agree that 4v5s in general are pretty terrible experiences, but there’s starting to be a lot of misquoting and misunderstandings going around the forums.



Some players are saying that we wouldn’t do any of the proposed “obvious” solutions like restarting a match or some type of heavy penalty queue because of potential abuse. This is false. When we talk about “Prisoner’s Island” and separating playerbases or forcing players to play alternative queues with long queue times, we are specifically talking about Prisoner’s Island not working well with nuanced, subjective behaviors like whether a player was toxic; this is completely different than a binary behavior like whether a player left a game or not. We’re completely fine with some sort of solution that restarts the match or allows an early restart/surrender if there’s a player that fails to connect to the game, or DCs in the first few minutes. However, we’re not OK with allowing players to leave very late in games and still allow players to all abandon the match with no penalties. These are two very different scenarios. Most games (even DOTA2) still record stats/hand out harsh penalties if you leave after 5 minutes. 

For awhile, there was a team (not Player Behavior) at Riot was working on this feature, but they were taken off to work on some other important issues.

To give you some more insight behind the scenes, the Player Behavior team has been working on Team Builder for awhile, and we still have a few things lined up; for example, we have finished designs that we need to implement for Honor to make the system feature complete, and we were also responsible for revamping the Tribunal to make it globally available while also improving some of the known flaws of the system. It’s a lot of stuff, and they aren’t trivial features so it takes awhile to implement systems that function at the scale League operates at.

However, we’ve known about Leavers/AFK issues in League for awhile, and have wanted to address it as soon as we can, in-between the larger projects above. Most teams have a big project they are focused on, but also work on “small scope” improvements to the game whenever they can; for example, the Player Behavior team recently worked on an improvement to matchmaking that will drop queue times for high MMR players to ~5 minutes instead of ~30-45 minutes or more–this feature is currently running in Team Builder so if you’re high MMR, test it out and give us feedback. If it works well, we’d love to bring it to other queues. We also took some time off Team Builder to look into map issues between Blue/Purple and did a few fixes there to get it into a better state. We worked on these problems ahead of Leavers/AFKs because at the end of the day, they affected a lot more players.

When we look at Leavers/AFKs, we have to look at a few things. As a baseline, how often do Leavers/AFKs happen in games? What about in different queues? What you see is that even with a 5% rate of Leavers/AFKs in games globally across the world, you’ll still have players who see up to 50, 60, 70, even 80% of their games have Leavers/AFKs. That’s simply statistics and unlucky streaks–with millions of players playing the game, you actually have thousands (even tens of thousands) of players with streaks of games with Leavers/AFKs in all of them. But, globally, the Leaver/AFK rates in League is acceptable (but could be better). In fact, if you look at other MOBAs, you generally find similar Leaver/AFK rates and their forums also have a large number of players complaining about Leavers/AFKs. Feel free to do a poll, or run statistics on the last 10 matches of every player on the forums or game and see what the leave rates are–they will probably surprise most players even though they probably could be better still.

What’s interesting is that if you look at Leaver/AFK data, you can see that a % of the Leaves/AFKs are due to hardware issues, ISP issues, or other issues outside of the game’s control. There’s nothing Riot (or designers in general at any studio) can do to solve those issues. For these types of “external” issues, we’d like to allow players to reconnect or restart matches if a player fails to connect at the start of a game. But, we won’t be allowing full resets or restarts if a player “fails to connect” 45 minutes into a match for example.

There’s also always room for improvement for Leavers/AFKs that are intentional (the rage quitter). We’d like to improve the LeaverBuster system to be a lot more harsh to these players; there’s a few ideas on the table (including forcing them to play with other leavers, reduced IP per game, and other strong penalties like that). Hopefully, this gives you more info on what’s going on at Riot regarding Leavers/AFKs, and why it’s work that we do want to do. At some point, I’d love to go over the Leaver/AFK data in-depth for League of Legends and talk about how each feature of LeaverBuster affected the numbers, but that’ll have to be when I’m not at home typing away.

(Apologies on the brain dump)

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TLDR PortraitTL;DR – The reason Riot doesn’t just implement any system designed to solve AFK-ing / leaving matches is not because of abuse cases, but because many of the popular suggestions don’t really solve the issue. On the pipeline for the Player Behavior team are numerous updates to the Honor system that would make it feature-complete, a queue timer of only 5 minutes instead of 30-45 for dodging a match if you have high MMR, and fixing the Purple/Blue side imbalances.

 Leavers/AFK-ers constitute about 5% of the community, but even that number leads to some players experiencing 4v5s 8 times out of 10. Globally, the rates of leavers/AFK-ers in League are acceptable (no they’re not, but it’s what Lyte claims). The majority of leaver/afk-scenarios occur due to hardware or ISP (internet-service-provider) issues, etc., things that are out of Riot’s area of control.

 League’s Leaverbuster system will be a lot more strict to leavers in the future and will distribute harsher penalties.

 

 

Would the updated Leaverbuster be observing for trends

Lyte New PortraitThis is where we have to figure out that tight line between what’s an intentional leave, versus what’s that occasional DC due to a hardware or ISP issue (or random hurricane). I think at the end of the day, our data is much better than when LeaverBuster was originally implemented, so we can better identify patterns. Rest assured, I don’t think you’ll be impacted.

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Why haven’t early 4v5 match restarts been implemented yet

Lyte New PortraitThat question is difficult because there’s no good answer. For example, players really wanted the Player Behavior team to work on Team Builder, matchmaking, penalty systems, Honor, Tribunal, Team Builder Ranked, Team Builder Co-op vs AI… lots of really cool, awesome features. At the end of the day, we can’t do everything at the same time. We have to prioritize, and try to figure out what’s the biggest impact feature at any given point in time.

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QA On Chat Rooms Banner

 

Note: I assume Riot Metasystem is a group account for Rioters working on systems like Chat Rooms to reply to community questions. No fancy portraitino.

 

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Feedback from a LoL community member manager

  • Chatrooms need to be variable in size. While a chatroom with 50 people just chatting with each other is spammed with lots of text, a chatroom to find people to play with (like the one we use in the LdG) could easily stand 500 people. Especially at peak hours, a limit to 200 members is just not enough for bigger communities.

 

We can and will raise the channel caps over time, as requested here and by many others. We’ll just have to make sure that any new tools and improvements are there to improve the usability – both for being a participant and a moderator.

 

  • Chatrooms need basic moderation tools. The owner (and chosen moderators) has to be able to kick and ban people temporarily and permanently from the chatroom. These bans have to be revoceable.

 

There’s a couple of different ways we can approach this but generally the ability to control who stays and goes (or control who is allowed to join in the first place) is a very basic necessity. This is also where we get started on the improvements. Ban lists might not be the best or the only solution as they’re easy enough to work around but the ease of community self-management is key.

 

  • It would be good to be able to decide whether a chatroom is open for everyone or just for people you invite.

 

We quite agree. Having both in the end would be preferable.

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Feedback from the Community Manager of The Gentlemen's Club chat room

Chat Room Visibility – In their current state, chat rooms are strictly word of mouth. Promote their use in various ways. A searchable list of chat rooms would be a good start, with one-click-buttons for joining or reading the chat room profile. You could also allow players to list their favorite chat rooms as part of their information on post game screens, as a sort of “guild tag”.

 

Being able to discover chatrooms, and be discovered if you so choose does sound pretty important! We have some ideas about how we’d like to approach this but as it’s not the first thing to be worked on we’ll talk about the specifics a bit later.

This is something that we quite want to get to as soon as we’ve first nailed the most essential functionality. Being able to discover, and be discovered

 

Chat Room LFG – A LFG/private game creation tool. Allow users to create community games that are automatically broadcast in the chat room, with one-click-join functionality for other players.

 

This is quite high on our own list of things to get to as well.

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League of Legends Redesign

Context: Summoner LMC Froyo has created a visual representation for a complete redesign of LoL, from client, to loading screens, even gameplay! Here’s a comprehensive infographic.

 

League of Legends New Client Preview

 

Saberprivateer New PortraitHi LMC Froyo,

Thanks for your post! It is clear you put a lot of time and passion into your design. Since I’m on the Unlock team I’ll keep my comments focused to that area.

 



1) I like having a button on the main page that says “On Sale”. One of the first things many players do when they log-in is check the store to see what is on sale. I don’t want to be your face but can imagine this streamlining that process for those players interested with a summarized pop-up.

2) Gifting has some issues. While I’m a lonely summoner with only a few friends I know there are some with MANY. Having a list will help find that special someone.

3) I like the icons in step 2. In fact, we’ve been working on updating some of the icons in the store to make it easier for players to quickly identify a purchase. Have you seen those chevrons for battle boosts? Its a start.

Thanks for the ideas!

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Reminder More interactive forums are currently in testing

Boompje New Portrait

We’re working on an improvement of the forums from many different aspects! The Community Beta it is called I believe right now. We have it for PBE and a test version is up as well!

http://community.pbe.leagueoflegends.com

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IronStylus’s Latest Sketch-a-Day Art

 

 

 

 

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