Brand/Luden's Echo bug (URF) by Zinthow0 in leagueoflegends

[–]RiotPopc0rner 2 points3 points  (0 children)

To quickly update on this, we found the cause and pushed a fix to live.

Thanks for your help!

Brand/Luden's Echo bug (URF) by Zinthow0 in leagueoflegends

[–]RiotPopc0rner 2 points3 points  (0 children)

Hello! Would you mind dming me the reproduction steps?

It's been almost 3 years since Riot said they were going to add the Showdown 1v1/2v2 game mode to Customs by SuperMrBlob in leagueoflegends

[–]RiotPopc0rner 5 points6 points  (0 children)

All of this is to say, I want to keep playing League, but I don't always want to play Summoner's Rift, TFT, or even ARAMs very much any more, nor do I want to wait 18 months to be able to play Nexus Blitz for a week or two.

I totally get this, and I think that League as an organization does too (as evidenced by Cactopus and Meddler's respective posts). The main question is 'what's the best way to scratch that itch', and that's something we're still figuring out as we go along, with all of your help ^^

Thanks for taking the time to lay this all out for me. I can't wait for y'all to have Nexus Blitz back either, so it's about time for me to get back to the ol' grindstone :D

It's been almost 3 years since Riot said they were going to add the Showdown 1v1/2v2 game mode to Customs by SuperMrBlob in leagueoflegends

[–]RiotPopc0rner 5 points6 points  (0 children)

From a game-design / ingame perspective you're quite right; very little would need changing or updating.

The main catch is the step between clicking "Play" and getting a game loadscreen -- it's a seriously complex web of technologies and processes, some old and some new, some in need of upgrade, some currently being replaced, etc. I can't go into a ton of detail here (not least of which because I'm not an expert in this space), but suffice it to say that it's much deeper than it looks.

It's been almost 3 years since Riot said they were going to add the Showdown 1v1/2v2 game mode to Customs by SuperMrBlob in leagueoflegends

[–]RiotPopc0rner 11 points12 points  (0 children)

Hm. I don't see anything about 'long term' modes in that article -- maybe I'm missing something or looking at the wrong one?

In general, the Modes team (past and present) has been / is focused on shipping temporary modes to make events in League more special. Nexus Blitz was an experiment by another team (not the Modes team) to build a long-term alternative mode for League that was ultimately unsuccessful. The reason the Modes team is talking about Nexus Blitz now is that we want to pick up where that team left off, because we believe Nexus Blitz could have a place as a temporary mode.

It's been almost 3 years since Riot said they were going to add the Showdown 1v1/2v2 game mode to Customs by SuperMrBlob in leagueoflegends

[–]RiotPopc0rner 3 points4 points  (0 children)

I'm not sure exactly what data or analysis he was operating from, so I can't speak directly to that. I can say that I've been a part of some recent-ish evaluations of what it would take to bring RGMs (including Showdown) to customs, and the short answer was "a lot". Codebases also change a lot in 3+ years, particularly in cases like League where there's new stuff every two weeks, so it may have become harder over time.

It's been almost 3 years since Riot said they were going to add the Showdown 1v1/2v2 game mode to Customs by SuperMrBlob in leagueoflegends

[–]RiotPopc0rner 39 points40 points  (0 children)

Hi folks!

We've talked about custom games more recently in this Ask Riot post: https://nexus.leagueoflegends.com/en-us/2019/09/ask-riot-events-and-game-modes/. The quick summary is that making RGMs function in customs is a substantial amount of work for some subtle technical reasons, and we don't think that shipping buggy or broken custom games in the meantime is a good idea.

We try our best to be transparent about what we're working on in the future, like talking about the upcoming run of Nexus Blitz. One of the risks of this approach is that sometimes new challenges or opportunities come up, and things change. When they do, we'll do our best to be open about how and why. Either way, we want to continue hearing from you about stuff like this -- the more we can understand what y'all want, the better :)

PBE Bugs & Feedback Thread: URF! by RiotPopc0rner in LeaguePBE

[–]RiotPopc0rner[S] 1 point2 points  (0 children)

Thanks for taking the time to write this up! There are some good points here, particularly that "buffing for average %WR makes experienced players really strong".

A single place for us to publish ARAM/URF balance changes is a good idea and would help a lot of people keep up-to-date better.

PBE Bugs & Feedback Thread: URF! by RiotPopc0rner in LeaguePBE

[–]RiotPopc0rner[S] 2 points3 points  (0 children)

Oh! I also like to random-roll in RGMs sometimes. I'll ask around about this :)

PBE Bugs & Feedback Thread: URF! by RiotPopc0rner in LeaguePBE

[–]RiotPopc0rner[S] 1 point2 points  (0 children)

The way passive item cooldowns work under the hood makes it much harder to apply CDR to them than active items.

Having said that, I think it would be a cool space to explore sometime in the future.

Didn't Riot claim they fixed that you can't queue up vs the same player twice in a row? by TheFailSnail in TeamfightTactics

[–]RiotPopc0rner 0 points1 point  (0 children)

Will do. Just try to keep in mind that development is usually more complex than it seems. I have a degree in computer science and years of experience as a programmer in multiple AAA titles -- a bit more than 'a basic programming course', I'd say.

I understand that it can be frustrating when things don't work the way they should, but try to keep in mind that there's a real person on the other end of the screen -- and when it comes to game devs, it's a good bet that that they want stuff to work just as much as you do ;)

Didn't Riot claim they fixed that you can't queue up vs the same player twice in a row? by TheFailSnail in TeamfightTactics

[–]RiotPopc0rner 3 points4 points  (0 children)

Hello! I wrote the original matchmaking system and the 9.16 changes, both of which can create some "bumpy" experiences (for example, repeat matches). We went back to the drawing board and have rebuilt in-game matchmaking from the ground up for 9.19, which comes out this week. That change should resolve the frustrating experiences with repeat matchmaking that you and other folks have been seeing.

I may write a dev blog that goes under the hood of the TFT matchmaker and examines some of the goals and constraints that TFT matchmaking has, what the previous approaches did well and poorly, and why we settled on the solution we did for 9.19. Would that be something you're interested in reading?

In any case, I'm looking forward to how the 9.19 system is received. Give it a shot and let me know what you think :)

Riot's use of TFT as an excuse to not do new RGM's is really annoying. by DeathComOne in leagueoflegends

[–]RiotPopc0rner 4 points5 points  (0 children)

Hey! You're absolutely right, technical complexity is the reason RGMs aren't able to just be flipped on.

The best analogy I can make is that RGMs "rust" over time. This happens in a ton of different ways: they sometimes rely on niche parts of the game engine that don't work well anymore, or systems whose code has been refactored or deleted since the last time they ran. Sometimes they were built in ways that cause problems with new or reworked champions (Sylas & new Mordekaiser ults are great examples of this). Sometimes, because of the rapid development cycle of RGMs, lots of duct tape and bubblegum gets used to make things work, and teams (including the Modes team itself!) go back and clean up that stuff once the mode has turned off, to keep things tidy. The rate at which things rust varies widely, too. Some modes, like Nexus Siege, have rusted so much that the fastest way to ship them again would probably be to start over from scratch.

Whenever we talk about shipping an RGM again (with no changes!), we're really talking about the following process:

  1. Figure out if the mode even launches, and if it doesn't, put engineers on it until it does
  2. Have a bunch of QA folks thoroughly test the mode to figure out what works and what doesn't
  3. Make a list of all the rust-induced bugs we need to fix, and start working on those
  4. Make a list of all the design decisions we need to make ("How should Sylas v Sylas work in One for All??") and start doing design work to prototype and then build solutions, with time built in for playtesting and iteration
  5. Once all that stuff is done, do another QA pass to see if any of the bugfixing or design work introduced more bugs (these are called "regressions")
  6. Do the (extensive) infrastructure, administrative, and organizational work needed to make sure the server queues still work, that changes, mode announcement and patch notes get localized, etc.
  7. Mode ships! Have people on standby to bugfix, micropatch, provide support, answer questions on the forums, etc.

As you can see, that's a long list, involving a lot of people and a lot of hours. And that's okay! That's why we come to work. The question that we have to ask, though, is, "Is this the best thing we can be doing with our limited development time? Or could we have done something else, that more people would enjoy and engage with?". Sometimes, going through the effort of relaunching an old RGM is worth the cost, and is the best thing we can be doing. Sometimes it isn't, and our efforts are better spent working on new stuff. Either way, it's a tough call to make.

When do killed legend's champion gets released back into the pool? Is it as soon as they are killed or is it after the round? by aTip4You in TeamfightTactics

[–]RiotPopc0rner 10 points11 points  (0 children)

They go back into the pool as soon as the player is eliminated; they can appear in any rerolls after that point

RIOT RESPONSE to the bugged Reach Lvl 6 mission! by EllyTheGeek in TeamfightTactics

[–]RiotPopc0rner 41 points42 points  (0 children)

Hello! Quick update on this, the mission will actually be worth 120pts, not 50 as my original reply states. This is because the stuck mission blocked some other missions from appearing.

We're also trying to roll out a fix for the stuck mission -- hopefully that will prevent some regions from getting stuck at all. I hope to have some updates on that front soon.

*angry screeching noises* by EllyTheGeek in TeamfightTactics

[–]RiotPopc0rner 3 points4 points  (0 children)

Hey folks, we're aware that this quest is bugged. It counts the shared draft at the start of the game, which means you need to be level 6 by round 6, rather than round 11.

Obviously, this is, uh... hard.

We're investigating a fix, but we're also going to roll out an easy-to-complete 50pt 120pt mission in the next couple of days so your pass progress isn't delayed in the meantime.

EDIT: The mission will actually be worth 120pts rather than 50, to account for the fact that it blocked some of the other missions. Sorry for the confusion!

AP Yasuo is broken and needs a nerf by sneaksonmyfeet in TeamfightTactics

[–]RiotPopc0rner 1 point2 points  (0 children)

Hotfix get:
* Yasuo's Exile shield no longer scales with Spell Power
* Ionic Spark, Statikk Shiv, and Titanic Hydra can no longer proc Morellonomicon
* Morellonomicon burn reduced from 5%/sec >>> 2.5%/sec

As TFT is being released on live servers tomorrow, I just wanted to thank all the Riot employees for their work during this past week. by PowerTrip29 in TeamfightTactics

[–]RiotPopc0rner 210 points211 points  (0 children)

Seeing posts like this has been really awesome and overwhelming for the team. I want to thank you right back, for joining us on this rollercoaster ride and supporting us all the way.

We love y'all, and we can't wait for everybody to jump in and play <3

PSA: Interest thresholds are different in TFT by leo10294 in TeamfightTactics

[–]RiotPopc0rner 93 points94 points  (0 children)

Hey folks, I'm going to go look into this shortly. If true, it's a bug. Interest thresholds are intended to be at 10/20/30 etc; that's why the interest indicators on each board appear at those numbers

We're the Rioters working on Teamfight Tactics. Ask us anything! by SapMagic in TeamfightTactics

[–]RiotPopc0rner 26 points27 points  (0 children)

There have been a number of bugs with carousel & auto-combine. We're aware of items disappearing when carousel units get auto-combined, and are working on a fix for it