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Posts Tagged ‘riot metasystem’

 

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Small PBE Update

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Recent News

 

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PBE Update


 

New Urgot In-Game Icon. You can check out Urgot’s new Splash art here.

 

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Akali Visual Update Banner

IronStylus addressed a forum thread asking if Akali will be receiving a visual update. 

 

 

IronStylusRiotlink Button IronStylus: I don’t think she’ll be up for anything anytime in the immediate future. She has some pretty janky things in her model (bad deformation, noodle arms, etc) but overall she’s not *that* bad. I think she’s actually pretty distinct as a character. She would however benefit quite a bit from a texture update and some geometry tweaking to make sure her elbows, knees and ankles bend appropriately. To my knowledge we could address those with some rig changes.

 

 

[ Question ] Wasn’t Akali supposed to get a new Splash art last June ?

 

IronStylusRiotlink Button IronStylus: That’d be RiotSilver’s domain. Not sure where she stands on a splash update.

 

 



Caitlyn doesn’t look bad either, yet she’s slated for a VU. Why isn’t Akali?

 

IronStylusRiotlink Button IronStylus: Akali theoretically wouldn’t need as much of a thematic overhaul as Caitlyn. That and other factors tend to push Caitlyn to a higher position of priority, such as visibility, approachability of the champion, “visual health” of the champion, etc. She’s one of our more popular characters, especially where ADC’s are concerned because she’s sort of “entry level”.

 

 

[ Follow-up ] So Caitlyn which came out later is closer to one? How about Ezreal?

 

IronStylusRiotlink Button IronStylus: We don’t prioritize by order of initial release. Each champion is looked at independently. My personal opinion is that Ezreal could use a lot of love though.

 

 



[ Follow-up ] Don’t you think you should prioritize visual updates by the Champion’s release date?

 

IronStylusRiotlink Button IronStylus: No, because there’s a hige discrepancy with early champions in terms of quality. 

Akali, Vlad, Malzahar, quite as in need of updates as say Urgot, Swain, or Caitlyn. That’s sort of arbitrary and debatable in terms of quality difference, but it’s mixed bag. 

Actually, a number of champions had VU’s in order-ish, such at Annie, Ashe, Kayle, Master Yi, Soraka, Twisted Fate, etc. Not exactly down the line, but close. 

When we prioritize, we also look at the scope of work. Like, it would be difficult to do Ryze and Morgana in close proximity because of how much work their models, animations and VFX would need. Those are fairly large scope. While melee characters or ones that don’t have a ton of whacky animations are lower in scope. 

Each thing is a case-by-case undertaking.

 

 

Pentakill Mordekaiser Banner

A lengthy post by Summoner BFNASmurf explains the visual downgrade of Pentakill Mordekaiser and how it should be resolved.

 

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Pentakill Mordekaiser Comparison by BFNASmurf

 

 

[ Question ] Why do you think the new textures are an improvement?

 

IronStylus Riotlink Button IronStylus: Going out on a limb here… 

The old texture, from a purely game-development side of things, is busy. Really busy. When you run most of our old champions around in game they tend to “sparkle”. From our side that is really a quality sink. Noisy texture = business = sparkling = bad quality. 

A “good” texture in our game won’t sparkle or sparkle as much. When it does we attempt to mitigate it. You’ll notice that even as recently as Vayne our characters have had noisy textures. It wasn’t until maybe around Ziggs that our textures got a lot better, mainly because we got more artists at that time, allowing our quality bar to raise. 

Texture in our game, when functioning properly, takes on a property where small details diminish into large graphic shapes when zooming out. When zoomed in, detail will be apparent but have less contrast. Also, contrast and color saturation will be more pronounced towards the top of the character and reduce to lower contrast and deeper colors towards the foot of the model. This is called visual hierarchy. When the hierarchy is intact and the model is reading well from game, without noise, without excessive contrast and without confusion, we consider it balanced.

I would consider the work done on Mord to be a proper balancing of the texture. While there indeed may be a decrease in detail, meaning, removing excessive pixels in any given area, there is overall mainly a reduction in contrast. This is to make the character less jarring, more easily readable and smoother. While I can understand the loss of some of that pixel contrast could be potentially seen as some sort of feature removal, I would submit that the quality, readability and overall ability to interpret the model as a graphic element is more apparent. 

Blur your eyes and see which one pops off the background better and in a more uniform shape. The new texture allows for the proper character to background separation which we view as something very paramount when making our models. 

Texture balancing is something you may see more of as it becomes more apparent that some of out current models appear very harsh, jarring and confusing on the new SR. Skarner was given this sort of balance pass, along with a specular map, to help his texture not compete with itself.

All in all, there will be selective choices made when readability and texture quality is concerned. We are, first and foremost, a game where readability is key. It is the most important aspect of the physical assets we make. Distinct silhouette, easy recognizability of each character and and good visual communication is the information you need right up front when playing League. It’s possible that this texture could use a couple places of pop further down the body, but I would consider it, on face value, of high quality and achieving what’s necessary for it to read in-game properly. 

That said, I understand how the reduction of noise can be seen as the removal of detail. That will come down to personal taste. I personally think the new texture is a far superior execution than the original.

 

 

[ Question ] Don’t you think the skin needs at least some color correction so we can see more scratches on the armor?

 

IronStylus Riotlink Button IronStylus: You’re getting the terms mixed up. Color has nothing do do with it. Value, as in lights and darks, are what you’re thinking. High contrast between light and dark are what make metal feel like metal, chrome in this case. 

When form is turned where chrome is concerned, the surface turning away from the viewers reflects the surrounding area. This is compressed by the eye and creates, usually, dark masses in the reflection. Wherever the brightest point of reflection is, there will be a high contrast specular shine, going all the way up the value scale to white. You’re saying there’s a lack of contrast in the places where the material would be the most contrasty. 

Leather, cloth, other matte materials, don’t have that much of a reflective property, so they don’t run the gamut of contrast in their material properties. Metal, high gloss plastic, glass, etc, reflect, therefore creating the most contrast in the surface material. 

You want contrast, not color.

 

 

[ Conclusion ]

 

IronStylus Riotlink Button IronStylus: I mentioned I wasn’t the authority, nor did I know what, if any, change might occur. I’m in no way in charge, nor do I really work with the skins team in a production capacity. But I look at the skin and I see a raise in fidelity, straight up. That’s my opinion as an artist from the standpoint of good game readability.

 

 

Better Chat Rooms Banner

A few recent Reddit threads called out in-client chat rooms as being badly underdeveloped and unusable. Riot is aiming to make them a real hub for the community to hang out.

 

 

Riotlink Button Riot Metasystem: Riot Metasystem here to talk to you about our chat room system. Many have pointed out that there are some flaws and I’m here to discuss those issues and solutions to address them.

The official public chat rooms have grown rife with RP sellers, scammers and Elo-boost spam. The default four rooms we established can be used by a tiny fraction of our players at a time. Given the number of League players, most conversation spills into private, community-created rooms.

Unfortunately, private chat rooms and even the awesome community hubs like Dominate Dominion and Summoner School lack moderation tools beyond the ignore button. While the experience in private chat rooms is better than the public versions, we still want to provide tools to address unwelcome drop-ins and toxic behavior.

Long term we’re exploring and working on major and minor improvements to chat and chat rooms aimed at enhancing usability and adding new functionality.

As an immediate action we’re going to disable the public chat rooms until they’re useful and accessible. In their current shape they just don’t work and can actively create negative experiences for many players (especially new players).

We’ll keep all private chat rooms and messaging available to everyone, and bring the official public chat rooms back as soon as we can.

Now that we’ve talked about the current state of chat and some of our first steps, I want to explore what our goals for chat are.

We’d like to create a persistent hangout for the friends you play with. Those friends should bring in their like-minded friends as well, and the badass players you meet playing great games. While you’re at it, why not invite some players from the community as well?

At the end of the day, when you log in you should feel like you’re surrounded by active players that like to play League the way you do. You should be to able jump easily into games with those friends – – without having to send game invites one by one.

Whether we call them chat rooms, hangouts or communities, they could grow to serve many purposes. Players could build a community for junglers, a mentoring group, a champion theory-crafting channel, or casual ARAM or Team Ranked LFGs. Some great communities like these already exist in League but it’s not easy to manage them well.

When we think about these social spaces, we think a good starting point to solve the existing problems is a solid set of tools that empowers players and Riot to create, own, and manage all kinds of different social environments.

Right now we’re looking for your feedback. Tell us what you’re looking for in our chat rooms, and how we can provide you with the right tools to make them into strong communities. We’ll work on the improvements at a steady pace, and keep you posted along the way. Join the discussion below!

Thanks, Riot Metasystem

 

 

Single Posts banner


 

 

[ Question ] Why hasn’t anyone come forward to talk about the server transfer crisis thread being removed from the Sticky list on EUW forums?

 

Dromaius Riotlink Button Dromaius: Hi there,

While the thread was removed from the sticky list, I can assure you that our work does not stop there. We have been tracking and resolving a myriad of issues faced following the transfer, but in all honesty, this will never be considered as a “completed” effort. And this is not because of incapacity to do so, but because improving the service for all of you to enjoy is an ongoing effort that will never truly stop.

You might have read the post from Riot Tmx on the Network Diagnostic Tool (here), which essentially allows you to perform a connection test from your computer to the League of Legends servers and upload it for our team to use in optimization efforts. We have identified routing problems with it and are working on improving these (routing is essentially the path your connection follows to reach us, sometimes these take unnecessary detours which add to your latency and not necessarily related to the LoL servers). This is just one of the many ways for us to keep on working on reaching an impeccable experience for everyone.

In regards to communication, we realize that it is important for us to keep our participation consistent, so that you do not have the impression we only “exist” during issues, and we will keep on working on improving as per our promise to you guys. And this does not only go for the English forums, but the localized ones as well. And it is through the help of summoners like you giving constructive feedback that we will be able to reach a level that will satisfy you.

In fact, what level of communication would you feel happy with? Or rather, which medium do you think would be the most valuable for you as a player?

Note that I am not touching on the “word” you have briefly referred to, not because I chose to ignore it, but because I am not able to bring anything to the discussion that was not previously shared in other posts.

 

 

League of Legends and “perfect imbalance”

 

Riot Draggles Riotlink Button Riot Draggles: The concept of imbalance is pretty neatly discussed by Extra Credits in this video. Remember Season 3 when assassins were everywhere, and then we released Zed, and everyone played him every game because he was ridiculously broken?

Balancing is essentially tiny tweaks designed to make champions slightly less (or more) effective – and with the massively vast combination of items and lane matchups, these tweaks form new metas every patch. It may be slow evolving, but champions like Kayle were “hidden OPs” for a loooong time before their power came to light. 

I imagine we’ll be having this conversation in 6 months where players will be questioning us about (the secretly overpowered) Galio and Poppy being in every game.

 

Rengar disabled in LCS

 

 

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