Posts by Porosite

NaClYarkoz

Trundle with triforce demolish at around level 10-12 can take tier 2 in like 10 seconds or something.

Tangential, but while I was on the Release team a few years ago we had to switch one of our tests while deploying each new patch to PBE to manually completing a full game loop (going from champ select all the way to the end of game screen). Since this was on a public server, no cheats were available like on our dev environments.

Ended up landing on demolish Trundle with AS items and good wave management in a Howling Abyss custom lobby as the fastest way to do a full game loop. iirc fastest in game time I saw was 3:40 or so from spawn-in to the Nexus exploding. Briefly thought about posting a challenge on the old forums at the time to see if anyone could come up with a more optimal way of finishing, but decided against it.

Read more
Riot_Gunlap

Errr, threading my previous comment here because KDan is too fast.
Review - 3/31/22

Crunches: Liking the callouts. I feel like lore-wise though, Sett would be saying something along the lines of "68, 69, 70". Also, we may want to do a localization pass to hear these in other languages and see how it sounds.

In addition to that, the voice sounds like it's currently outside the space of Summoner's Rift. I think you can do a nice verb pass to help it mesh with the ambient sounds more.

Autos: These are feeling pretty awesome. Same note here about fitting in the space. Adding a little bit more of the boxing punch splash to give it that mid-range body will help it stick out. I think the whooshies (true actual technical term, can confirm) on the cast of the auto feel a little light. You might be able to take some of the bat swing layers to give it a little weight.

Q: There's a lot of good coverage in the audio spectrum here. Satisfied with that part. I think the music gives away the end of the buff a little too much compared to base. I like the clarity, but having it feel like base Sett is important there, otherwise this becomes a little pay-to-lose. Love the tonality on the empowered autos with the Q here.

Could you vary the tones a little for each hit so there's a little distinction between them? Also maybe making them one syllable instead of two? Would be good to be mindful of the Q spam so that players don't feel like it will be overwhelming and repetitive. You're on the right track here though.

W - This is feeling pretty good! Has the right weight and clarity. Windup is clean, etc. All around good job.

E - You have a little bit of clipping on the impact. I also think there's some space you're missing with the pull in that could use a little more coverage. Maybe also some additional body mid-range to help the impact a little.

R - Ship it.

------

In all seriousness, this was a lot of fun to watch and "review". Keep up the fun work! :P

Why is there more effort in providing feedback on this than our actual reviews guys?!

Hey all! Just letting you all know that bans are back to being disabled in Draft Pick.

Summary of why it took so long to re-disable bans: In PBE patch 11.17 we enabled bans for the purposes of testing. Things got tested, and when 11.18 rolled around we performed the usual process for disabling bans. Unfortunately there were also some major changes to systems related to champ select around this time. We thought we disabled bans, but they actually remained enabled on PBE for the rest of 11.18.

When 11.19 hit PBE however there were plenty of reports about bans still being enabled. When looking into why our toggle to disable bans wasn't successful, we found that the changes to the systems around champ select also altered the process we use for making changes like ban enabling/disabling. For the majority of 11.19, there was a mix of us learning exactly how the new process should work, and being stalled by some internal tech failures.

As of this morning we had both identified the corr...

Read more

Still working on trying to get it enabled. After it's back to disabled, I'll be doing a brief write up of why it's been stuck on enabled for so long and posting it in this subreddit.

Hey folks a bit late in responding to this but thanks for the reports about issues with mission rewards. It's something we've been looking into the last couple days. No fix yet, but we're comparing issues on PBE and some tests internally, since this is something we want to make sure is fixed before we take 11.16 to Live servers.

From our findings so far we aren't finding any evidence that rewards aren't being issued at all, just that in many cases they're very slow. 10+ minutes seems common, and an hour+ is less frequent but definitely there.

Read more

Heyo! Go ahead and reproduce the issue once more, and then close your game, ZIP your Logs folder, and then share a link to it here please. Those will help give the info needed to figure out what's going wrong.

ImNephii

Elderwood Ornn is a charity skin, Riot has already stated that his release date is the 16th of December at the bottom of the Esports All Stars post they released a week or so ago.

I believe we've updated the article to say 10th. We've been moving release dates around recently to mitigate risk around the days leading up to us going on Winter Break.

Bro_miscuous

Why can't we have a practice tool "queue" in PBE? So basically your game can only start when there's an empty slot (and say you have 100 slots). I wouldn't mind waiting 15 minutes for a slot if I could test the few interactions or bugs I want to.

That would be unique tech for pbe. There are no dedicated engineers for PBE, so we'd need to write some kind of proposal that asks for a budget to make that. We don't currently have a use for that kind of queue on Live though, so it's a very hard sell. With PBE being just a testing environment for Live, generally we try to keep parity between PBE and alive, and trying to make something custom just for PBE doesn't have a strong return on investment when we're talking about new unique features. The PBE Draft mode without bans is about as fancy as we've gotten as far as unique modes goes.

Read more

I can share some knowledge around this. For context I'm a release manager. We're the ones that manage the patches, including doing PBE maintenance on the weekdays to get the new builds out, and have a hand in handling the queues. I'm not the one running 10.21 on PBE right now, I'm currently managing 10.20 on Live.

I guess first, I'll be clear on where we get the most value from PBE. Our highest priority queue is SR Draft because it gives multitudes more data than any other queue. We have robust internal and external partner testing that works great for testing individual new items, champs, mechanic changes, etc. but given the complexity of the game, there is a ton of value from just having 10 random champs play in a random way. Stability of the game is of critical priority, and having thousands of players play with different combinations of content is way more efficient at finding those 1% game crashes than we our with dedicated testers. 1% will rarely happen with internal tests, but...

Read more
Porosite

I can share some knowledge around this. For context I'm a release manager. We're the ones that manage the patches, including doing PBE maintenance on the weekdays to get the new builds out, and have a hand in handling the queues. I'm not the one running 10.21 on PBE right now, I'm currently managing 10.20 on Live.

I guess first, I'll be clear on where we get the most value from PBE. Our highest priority queue is SR Draft because it gives multitudes more data than any other queue. We have robust internal and external partner testing that works great for testing individual new items, champs, mechanic changes, etc. but given the complexity of the game, there is a ton of value from just having 10 random champs play in a random way. Stability of the game is of critical priority, and having thousands of players play with different combinations of content is way more efficient at finding those 1% game crashes than we our with dedicated testers. 1% will rarely happen with internal tests, but 1% on Live impacts thousands of players per day.

Players testing in practice tool is basically ad hoc testing. There is value in this. One of the more common ways I see players develop bug reports is playing an actual game, noticing a potential bug, and then investigating it solo in Practice Tool. I do want to emphasize that this type of testing does overlap with testing we already do however, so it is lower priority for us if we have to decide between letting players do this versus the above. Even in a world where we could enable Practice Tool during popular points in the patch cycle, we wouldn't disable 5v5 testing to free capacity for more Practice Tool games because every game of 5v5 is of much more value to wholistic stability.

Now that being said, Practice Tool is disabled specifically because if it wasn't, we'd hit active game capacity issues that would snowball into PBE itself becoming unstable, specifically with being able to start new games consistently. I did a more complete write up here if you want to know some details.

As for why single player Custom Games are enabled, I only caught fringe parts of the conversation but I believe they kept the custom game player cap at 1 because the player population is in a middle band between PBE having issues and it being safe to enable Practice Tool. Practice Tool for obvious reasons is a much more popular queue than Customs for single player testing. Just a guess on the why, but less players are using single Custom Games than Practice Tool even when PT is disabled because it's not easy to try things out. Given that it's not yet safe to reenable PT, we can at least test the waters with Customs and at least give you that to play around on.

Now why no local Customs or PT? Simple answer is because League as a game isn't contained solely within your computer. A large portion of the game is hosted server side. Why was it designed to be hosted server side? I can't say for certain, cuz I didn't design how the game works. I can definitely say security plays a factor though. Also purely a guess, but I'd also wager that when the game was being made a decade ago, they determined there wasn't enough value for an online 5v5 game with no local multiplayer feature to have an offline mode. Move forward to now, for the cost it would take to make league operate locally without a game server, I still don't think it's worth it. There are plenty of more valuable things that League can improve with those resources.

To the last topic of why is the mitigation of disabling Customs and PT so common nowadays when it hasn't been for the history of PBE... I haven't had a chance to really dig into the data, but there have been a number of shifts on the PBE in the last year that are definitely contributing. The core is that the number of PBE players is higher than it has been historically. With the launch of TFT last summer, the honor 3 restriction got removed to let TFT only players also play on PBE (because TFT needs testing too!). This makes PBE accounts much easier to make, enabling more players from Live to simply sign in to PBE when a new patch drops to try the new skins, the new champs, etc. for a few hours. Most will likely just get on, and hop into PT because they just want to check out the new content, but not have to deal with PBE queues (which is a whole different not easily fixed issue).

As time has gone on, more and more players make a PBE account, and get used to signing in to try stuff out. With (I think) Lillia, we hit that breaking point where for the first few days, the majority of the population was just on to try Lillia in PT, with additional server load coming from a high population playing Nexus Blitz. And then Yone hits PBE, and PT is disabled for almost a week. And on and on. PBE gets more popular for checking out new content, we encounter more Practice Tool issues.

The current state of things is that during normal patches and during the second week of hype patches on PBE, the server load and game capacity are well within healthy limits. But when we hit conditions where we have to disable PT, because of how inefficient practice tool is for both server cpu load and managing quantity of active games, the amount of servers we'd have to spin up to support that would be incredibly expensive and painful. I'm talking 5 or 10 times the cost as a low spitball. Not something easily budgeted for.

You know I always think I'm just gonna write a few sentences to respond.

Gfdbobthe3

That sounds like good feedback to give on the PBE reddit.

Linking that exact post for the lazy. Plz give feedback.

Hour_Signature1547

yes it is ,I take the photos with my phone because I can't print the inside game screen ,and I let all the video configs low as possible in pbe and also live server and shadows off ,anti-aliasing of too!

Go ahead and bump up shadows to anything other than Off for now if you want to keep playing on PBE without that graphics issue. We're currently suspecting that's the setting causing the issue and can reproduce it internally.

Hour_Signature1547

https://imgur.com/a/CvV4Anchere is the images ,hope it helps!

Are your shadows set to Off?

Video > Shadow > Off

Heyo, just dropping a comment saying I see this! I'll bring this up with the right team tomorrow, and I'll follow up here if they need anything like screenshots or logs to help them investigate. Thanks for the report!

Heyo!

We're aware of an issue where after logging in, the navigation tabs (Home, Collection, etc.) may be missing. This also impacts accepting game invites. Until we have a fix onto PBE, you can resolve this issue by entering a lobby like Draft Pick. Functionality should then return. The tabs should appear afterward, and should persist until you close the client (and even afterwards sometimes).

If after entering a lobby (e.g. going into game mode selection, choosing Draft Pick, and clicking CONFIRM) your navigation tabs are still missing, please screenshot your client on the lobby screen and showing where the tabs should be and share that here along with your LeagueClient logs. You'll need to upload your logs to a filesharing service and share that link here.

Read more
ouvar12

yeah now all we need is some way to stop the 30 mins it takes to get into a game because if anyone picks the camp they want they dodge, every time. Took me and a friend just under an hour to get into game without either of us wanting to play lillia

Definitely open to suggestions on ways to reduce dodging. Things off the table are permanent One For All (or any other non-permanent game mode) because that's way too much overhead cost on the modes team to maintain that rotating game mode every single patch, and increasing the penalty for dodging, because PBE is by nature less than stable and we don't want to make the experience of losing connection or having a poor connection worse by penalizing you for that.

OmArB_1

It has been 3 days and i have been trying to play a single game , when i find a game, after champ select, the screen goes black for like 3 mins and them back to client with a reconnect button. I tried the "initiate full repair" but still didn't work. Tried most of the solutions on the internet and none of them worked for me, even if i try a custom game and if i try the tutorial it goes back to client and tries to repair with a timer(about 5-6 mins) https://gofile.io/d/pTMBXf

Doesn't look like you sent any logs from matchmade games. Could you delete your Logs folder, then play a matchmade game to reproduce this crash, close the game and client, then ZIP your whole Logs folder (it should generate a new one) and share that here?

OmArB_1

I will try it now

ehh I'd wait an hour or so. I'm about to bring the server down.

OmArB_1

Sry but the servers are down i can't even login into the client, and as they said it needs 1 more hour so i will try tomorrow is it okay?

yup that's fine! I'll be bringing the servers back up in probably 20 minutes.

OmArB_1

is there any solution yet?

No solution yet. Team is back at it today following the weekend. I think we're good on Logs now. Just a matter of finding the right fix before pushing it out to PBE. Don't have an ETA though.