Don't let others bring you down. Getting to Masters is not a coin flip and is an amazing accomplishment. In 1.3k games, you really earned that.
Congratulations are in order! Cheers!
Don't let others bring you down. Getting to Masters is not a coin flip and is an amazing accomplishment. In 1.3k games, you really earned that.
Congratulations are in order! Cheers!
i'll just tell you what happened in my case (don't want to make a ticket)
- client was very slow.
- i traded with friend n1.
- shortly after or at about the same time friend n5 traded with me
- i declined his trade since i had traded with friend n1.
- friend n5 tried to trade with friend n1, however friend n1 was unable to accept. nothing showed on his screen, and he was locked in doing anything. he couldn't choose his summoner spells either.
that's all i got, hope you guys will manage to fix it.
Thanks for the details. Let's see if we can reproduce with those instructions.
Hey, this is no doubt one of the worst feelings in League. If you're able, can you send in a support ticket with your logs attached. You can just zip up the whole folder I'll make sure they get to the right people.
Issues like this are hard to track down, and logging won't always tell us what happened, but any little piece of information helps.
Best info to provide: * this video * pc specs * log folder zipped * network provider info and if you're wired or wirelessly connected
I couldn't figure out how to get the scouting phase from the API endpoints. I saw the new Clash APIs but I didn't see one for brackets. Is it part of the "Current Game Info by summoner" endpoint that it counts?
Bracket api isnt out yet unfortunately. You can likely use roster to pull it out.
IGN: Riot Codebear
Rank and Tier: Gold I and Tier II
Looking for One More: Mid Laner for Tier II lock-inChamp Pool: Pref control mages and teamfight champs
Filled. Thanks all!
IGN: Riot Codebear
Rank and Tier: Gold I and Tier II
Looking for One More: Mid Laner for Tier II lock-in
Champ Pool: Pref control mages and teamfight champs
This is great! Really excited to see how this evolves. Will definitely be using this tonight with my team to enhance the experience. Well done!
IGN: Riot CodebearTeam Ranks: BII --> G1 (We have 4)Tier: IIILF Role: Bot, Support, or TopWe need: 1 Player
EDIT: All set! Bears going to be dancing to DinosaurMusic tonight :)
are you looking at the thing where person A will go e.g. mid/adc and person B will go top/fill and person A gets assigned support and B gets mid?
Yes, were currently testing this. Just waiting for our first round of changes to soak a bit before rolling this out next.
Does it take into account that a duo bot is stronger than say a support and top who duo. Because playing solo bot into a duo bot it's the worst feeling ever
Unfortunately, not yet. We're exploring ways to be able to bring in position related info here, but we have to keep a close eye on the trade-offs between additional matchmaking limitations and the overall quality and queue times in matchmaking.
I'll believe the second half of 2020 section when I see it. Remove promo series between divisions and tell me my MMR.
Right now I'm cautiously optimistic.
We'll take "cautiously optimistic". I think the strongest strategy here is to be upfront with the problems we're trying to solve, and very deliberate about how we solve them. Making meaningful changes continuously and communicating with you all every step of the way will help us land in a hopefully better place in the long term.
Some of these things are definitely difficult to solve in totality, but that doesn't mean we can't make measurable improvements in the short term.
I'm personally excited for duo balance, feels atrocious playing with a team of solos against a duo bot or top and jungle duo
We've been seeing good test data on duo balance and are excited to roll it out to everyone. We're being cautious on rolling out too much too fast to avoid crushing matchmaking times and sacrificing match quality.
Tentatively, though, the results look good so far.
I think the goal is auto fill top vs auto fill top, etc. I know they mentioned having equal number of autofilled players on each team, so my guess is this means they'll try to match position of autofilled on each.
This is pretty much where we're looking. We're being cautious with how fast we tune the autofill knobs, because there are some pretty clear trade-offs in match quality and matchmaking queue times if we go too big too fast.
Is the lag connected directly to clash? Otherwise its an odd circumstance, since they always work otherwise.
The issues are not directly tied to Clash. That said, it's important that we considered the additional impact Clash would have had on everyone's experience if we had launched without total confidence we had fixed the problem.
What is it that causes these issues on the EU servers and not on the NA?
I'm not a network engineer so I cannot speak directly to the specifics, but different load patterns and traffic dependency management services can cause issues in some areas and not others.
Hey everyone, we have a more visible update coming out in more formal channels, but I wanted to jump in here and provide as much context as I can surrounding the decision. It was definitely a tough one to make, but I think ultimately the right one.
Given the game start and network issues that EUW and EUN were seeing over the past two days, there was a significant amount of risk tied to launching Clash on top of that. When it came down to it, we didnt have a hard confidence value that we could hang our hats on that the issues with the servers would be fixed by launch.
In order to protect the experience for both the players who had signed up for Clash and those that wanted to play in other League queues we decided to make the hard decision to postpone to next weekend instead of adding a significantly larger load to an unsolved problem.
I know this isn't the best news late on a Friday, but we hope it results in a more positive experience when it's live.
Read moreAbuse of the system is definitely something that we take very seriously. Behavioral volatility in games takes away the agency at which you can perform and progress to the best of your ability. Any attempt to undermine the validity of your hard work by circumventing the system is just not ok.
We're actively taking a look at ways we can better protect all players from negative behaviors out of their control so you have a fair and even playing field as much as possible.
This is so amazing. Love to see the competitive scene grow naturally and sustainably.
We'll be taking this down this afternoon. In the meantime we changed it so it shouldn't pop up anymore. Hope that fixed it for you. :)
Hey Everyone!
We're actively monitoring all regions currently participating in our weekend Clash Global Beta.
So far, EUW and KR have undergone separate, but painful issues that caused Clash to get in a bad state in both regions. We've submitted fixes for these regions and those tournaments for tomorrow should be good to go.
In addition, tournaments tomorrow (12/8) in EUW and KR will not have an entry fee and tickets that were purchased for Saturday will be returned later this week.
We also saw an issue with our game map in OCE that has since been resolved.
Overall, our Oceania, EUN, TR, JP, RU, BR, LAS regions are performing admirably and we're excited for tomorrow's matches. NA and LAN tournaments will be starting shortly.
The team will continue to actively monitor ongoing tournaments this weekend are working diligently to support every region.
EDIT: We've made some changes to EUW and players who were stuck should be able to start games in other queues normally again.
Read more