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An experiment to reduce queue times in Team Builder, starting today! (3/28/2014) Riot Baconhawk
2 Weeks Ago 03:19 PM
General Discussion

Riot Baconhawk

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2 Weeks Ago
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Lands, folds wings

I like this idea. Time to queue up a Baquinnivia lane... WHO'S WITH ME.

sizzles excitedly


An experiment to reduce queue times in Team Builder, starting today! (3/28/2014) Lyte
2 Weeks Ago 02:58 PM
General Discussion

Lyte

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2 Weeks Ago
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Quote:
Originally Posted by Firestorme View Post
So let me get this straight. The point of the system is to find other players willing to run a nonmeta team comp. In order to use the system, you have to, on your own, find one other player willing to run your nonmeta team comp.
WHAT
IS
THE
POINT
Right now, we're seeing way too many Captains--there are already too many trying to find other players to run a non-meta team comp.

This is an experiment to see if we can greatly improve queue times and the experience, and if it doesn't work it's a simple switch off and we'll try something else.


An experiment to reduce queue times in Team Builder, starting today! (3/28/2014) Lyte
2 Weeks Ago 02:39 PM
General Discussion

Lyte

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Hey everyone,

TLDR: Trying a new experiment to reduce Team Builder queue times. Starting today, players will have to invite at least 1 friend to their group to become a Captain.

---

We hope everyone has been enjoying Team Builder so far; we’ve been closely monitoring the system and are currently seeing that there are too many Captains, and not enough Solo players available. Although about 95% of players are having queue times of 5-10 minutes or less (even doing unorthodox or creative comps!), this means that 5% of players are having unacceptable queue times. Players who are high MMR or low MMR tend to see these problems more frequently, and players who play during off-peak hours see this problem as well.

In light of this data, we’re going to try an experiment in Team Builder. Starting today, players have to invite at least 1 friend to their group to become a Captain. This should greatly improve the Captain-to-Solo ratio, and reduce queue times overall in Team Builder.

While this experiment is running, we’ll be working on a feature to show Solo players what teams are currently looking for to fill their teams.

As a reminder, we'll be doing our due diligence here. We'll be assessing match quality, queue times, and overall player experience. If there are any red flags whatsoever, we can revert the change and stop the experiment.

See you in Team Builder,


Team Builder is live! Lyte
2 Weeks Ago 09:19 PM
General Discussion

Lyte

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2 Weeks Ago
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Quote:
Originally Posted by SeraphisBey View Post
Hey Lyte, I know it might sound harsh (for the game) but wouln´t you consider to test disabling blind pick for a couple days to see if queue times improve, since we are having problems finding supports in team builder.
I posted this in another thread but:

Right now, about 95% of players in Team Builder have queues of only a few minutes--even for the weirdest of combinations like Alistar-Top-Fighter. However, for about 5% of players we're seeing unacceptable queue times that can take 10+ minutes.

We're going to continue making optimizations to the matchmaking system in Team Builder to cut the queue times down for that 5%, but the problems these players are experiencing doesn't have to do with the number of players playing Team Builder so shutting down Blind Pick wouldn't solve the problems.


Team Builder is live! Lyte
2 Weeks Ago 09:18 PM
General Discussion

Lyte

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2 Weeks Ago
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Quote:
Originally Posted by Icarus Breathes View Post
I don't know if you guys will see this, I've never posted on the forums before.

I've been playing League for a year or so, sometimes casually and sometimes as a way to stay home and chill out instead of going out or something. I love your game, and I don't really care for most online games since Asheron's Call Darktide (PvP server) ~99-02.

Honestly, Teambuilder breathes new life into your game. It is a MUST HAVE. It lures you away from ranked just for the sake of the organization and competition you can find there, and let's you find the champs that gel with you and hone them. I don't remember the last time I had this much fun. And honestly, it's going to encourage champ sales!

Not to mention, it also lets people experiment with the meta. In 2014, for better or worse, the world wants things interactive, customizable. You've allowed your engine, your care for balance, your awesome design, to shine through in letting us have the experience we want. You've given us a fun path to improve, to experiment... you've honestly opened up a new world in this game.

And we all know the worst and best part of a team game is that it's a team game. As Jean Paul Sartre once said, "Hell is other people." You've removed SO much conflict and unhappiness from that aspect that these Teambuilt games actually FEEL like a team effort, because everyone got what they wanted going in.

Please don't delay in making this permanent, because you've done an amazing thing. We beg you.

And it's ****ing free. Bravo, Riot. Bravo.

~ <3,
Icarus Breathes
We hope to make it even better. I'll forward your comments to the team, they appreciate it!


Maps Skin Ideas RiotForScience
2 Weeks Ago 05:44 PM
Art Feedback

RiotForScience

Senior Environment Artist

2 Weeks Ago
14 of 16 Riot Posts

Quote:
Originally Posted by Hellioning View Post
Release a Magma Chamber skin for SR, entirely so you can make the joke 'Magma Chamber is finally here!' when you announce it.

that isn't a bad idea.... I would like a lava map of SR and we already have some good assets for it.


Summoner's Rift Map Design feedback RiotForScience
2 Weeks Ago 05:00 PM
Summoner's Rift

RiotForScience

Senior Environment Artist

2 Weeks Ago
2 of 6 Riot Posts

Quote:
Originally Posted by Noctes setcoN View Post
I think a lot of people here are confusing "map design" with "art design". Pretty sure they want to discuss matters such as brush placements, general geometry placements and sizes, etc etc, not how things actually look (that would go into the "detailed art feedback" thread).

Let's hope @RiotForScience hasnt forgotten this thread already.

I am checking in very frequenty, but not always commenting. You are right about the intent of the thread. I am mostly looking for game-design feedback related to the map. There is another thread dedicated to art concerns. http://forums.na.leagueoflegends.com...1#post46100280 but I am not too stressed about it if an art critique makes it into this thread. If it is something unique I will probably copy the feedback and paste it into the other thread.

"I think it would be cool if lightning flashes when someone gets a pentakill."

I think additional "Juiciness" on a pentakill is a brilliant idea. There are a lot of ways to do that. I will relay the feedback.


FPS Issues on Death Using Mac Client Brentmeister
2 Weeks Ago 10:56 AM
Mac Client

Brentmeister

Associate Software Engineer

2 Weeks Ago
13 of 14 Riot Posts

Hey Mike,

Are you able to reproduce this for any gameplay impacting champions: Karthus/Kog/Yoric/etc? I'm not able to any longer.

There is a bug on Windows as well that has been around for ages where there is a hitch on your first death. It's been on our performance backlog as low priority as it's non-gameplay impacting. I think it has to do with us loading the grayscale shaders for the first time.


Gotta hug 'em all! Riot Sargonas
2 Weeks Ago 09:56 AM
General Discussion

Riot Sargonas

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2 Weeks Ago
23 of 24 Riot Posts

*does a few stretches to prep his back and arms*

BRACE YOURSELF!

*super-awesome-massive-bear-hug*



(By the way, if you are at any events/conventions this year I'll give you one in person too!)

Oh yeah one last thing... *shoots off a Baconhawk flare*


Team Builder is live! Lyte
2 Weeks Ago 09:00 AM
General Discussion

Lyte

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2 Weeks Ago
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Quote:
Originally Posted by AntiSkillshot View Post
Where the part where Team Builder wins actually matter to a player's normal win count?

If it never happens. I see no point in the queue. Literally.
This will be fixed in a future patch.


@Xelnath What's up with Skarner? Xelnath
2 Weeks Ago 04:54 PM
General Discussion

Xelnath

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2 Weeks Ago
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Quote:
Originally Posted by FyreNinja View Post
@Xelnath

I think it is fantastic that you formed some good first impressions with the new skarner and had a good game, and I am sad to hear people personally attacking you for describing it, I guess it comes with the job description....

Just looking at things that I thought people wrote and you never answered:

1) Far back, someone replied to your post about a 51% win rate and countered that Skarners 1.14% pick rate did not give the impression of a healthy champion even after a rework. I feel like the entire conception about Skarner needs to be changed and popularized. Pay Meteos to carry a C9 game with him or something (idk) The public conception about skarner is that he is a scorpian with a slow and an ultimate that can suppress a target and drag him around. He has no identity
FyreNinja
As a question:

With 113 champions, whats a perfect "fair" play rate on all champions?


@Xelnath What's up with Skarner? Xelnath
2 Weeks Ago 04:53 PM
General Discussion

Xelnath

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2 Weeks Ago
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Quote:
Originally Posted by Narsicus View Post
Come on people, you get Xelnath, who admits that he is not overly well acquainted with Skarner, to try him out himself to get first hand experience with the champion and then after doing so berate him for basing his current thoughts off that one game?

Of course he is going to take that one game into account. And of course he also knows that one game is not enough to get a true grasp of Skarner which is likely why once again he reached out the community of people who care about Skarner to once again get their feedback.

If you really care about the champion you should work with Xelnath and try to express the current issues you have with Skarner's kit and current place in League. Demonizing him for the fact that Skarner has been changed is not going to help anyone involved.
You know, you're probably right. I am putting a lot of effort into understanding this, perhaps too much right now.

Thank you for taking the time to consider what I've been going through trying to understand you guys too.


@Xelnath What's up with Skarner? Xelnath
2 Weeks Ago 04:36 PM
General Discussion

Xelnath

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2 Weeks Ago
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Quote:
Originally Posted by Super Explosion View Post
Nautilus, Thresh, even Lulu perhaps do Skarner's concept better than Skarner.

"You are fused to the item: Iceborn Gauntlet" is perhaps not a good way of creating a champions which 'stands out' on its own-- pretty much everyone can buy it.
I think the conversation here is a tension between two viewpoints:

1) I see skarner as a light/medium fighter
2) I see skarner as a slow-spamming heavy/tanky guy

Skarner fits #1 really well - the W keeps him moving fast, Q does loads of damage. E lets him slow a guy just long enough to pull them into an ally.

That's very medium fighterish. (Light even?) There's clearly been an identity shift on the character from immortal tank to medium damage dealer.

Is that accurate to you guys?


Team Builder is live! Lyte
2 Weeks Ago 04:33 PM
General Discussion

Lyte

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2 Weeks Ago
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Quote:
Originally Posted by Proximus D View Post
I'm absolutely loving it. Had some pretty enjoyable games as a support already with instant invites and people seemed to be generally quite relaxed and happy that the TB is back.

I'd like to see some feedback on what is missing at the moment like "We need more captains!" "We need more solos, especially jungler, ADC and support!".
Some feedback is already there, but it is unreliable. The system says: "Support? Estimated waiting time: long", but I never had to wait longer than 5 seconds.
But it's no big deal... I'm so happy you brought the TB back already.
Estimated Wait Times and more feedback about what is currently in demand is something we're actively working on. Right now, we're collecting a lot of data every day to determine what the baselines are for the various champion-position-role combinations.


@Xelnath What's up with Skarner? Xelnath
2 Weeks Ago 03:58 PM
General Discussion

Xelnath

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2 Weeks Ago
20 of 26 Riot Posts

Quote:
Originally Posted by Shiroikiri View Post
you didn't say how you built him.
Oh sorry.

Lizard Elder, Mobility Boots, Iceborn, Sunfire, then pickaxe into fro mallet


Mac client crashing Dannamoth
2 Weeks Ago 03:21 PM
Mac Client

Dannamoth

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2 Weeks Ago
4 of 5 Riot Posts

Could those of you having an issue with Maestro try running this command in the terminal window then copy/paste the output into your post?

'scutil --dns'


Team Builder is live! Lyte
2 Weeks Ago 03:20 PM
General Discussion

Lyte

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2 Weeks Ago
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Quote:
Originally Posted by ChaoticFool View Post
Really loving team builder, but pretty consistently getting long queue times while waiting for a jungler. Any chance you guys could implement something to encourage people to jungle?
We're definitely looking into this as one of our priorities.


Team Builder is live! Lyte
2 Weeks Ago 03:13 PM
General Discussion

Lyte

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Hey everyone,

Going over the data from the recent Live Beta, the vast majority of players had a lot of fun and provided invaluable feedback. In light of this, we’re going to turn Team Builder back on (and keep it on!) and just continue working on additions to the system through patches.

In this version of Team Builder, we’ve added the following:

  • You can now change summoner spells in a Team Builder Lobby
  • Some buttons now have new sound effects!
  • There’s now a “Match Found” ceremony so that players know they are entering a match

We’ve also heard your feedback regarding matchmaking in Team Builder, and have done the following:
  • Team Builder will use a separate, Team Builder-specific MMR (but, we’ll use Normal MMR values to start off the queue)
  • A fix has been made to matchmaking to weight Summoner Levels more heavily
  • Captains that select “Any Role” will now find potential teammates more quickly
  • A bundle of optimizations to improve match quality overall

Based on your feedback, we’re working on some features for Team Builder that I’ll be happy to discuss in the future; but for now, see you in Team Builder and have fun!


Team Builder stats not adding to profile RiotTantram
2 Weeks Ago 01:57 PM
General Discussion

RiotTantram

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2 Weeks Ago
1 of 1 Riot Posts

We are aware of this bug, and it's on our list of things to address.

Thanks!


@Xelnath What's up with Skarner? Xelnath
2 Weeks Ago 01:52 PM
General Discussion

Xelnath

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2 Weeks Ago
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Quote:
Originally Posted by Bikohoness View Post
Isn't this exactly the decision that was made about Lee Sin's ward-jumping?
Are you advocating for completely removing ward hopping?


@Xelnath What's up with Skarner? Xelnath
2 Weeks Ago 10:44 AM
General Discussion

Xelnath

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2 Weeks Ago
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Good points.

The win rates indicate he's winning games at about the level he should be for the mechanics + tuning he has now.

His old tuning as a permaslow tank being a frustrating mistake on our part is fair, but just because people liked a bad thing doesn't mean you should go back to serving it.

If you wanted Skarner to gain more power, it would need to come in the form of trade-offs. Where do you think he deserves to be weaker to gain power elsewhere?

P.S. Not making promises here, but I do want to see where you think he should suffer to gain an advantage elsewhere.


@Xelnath What's up with Skarner? Xelnath
3 Weeks Ago 05:21 AM
General Discussion

Xelnath

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3 Weeks Ago
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Quote:
Originally Posted by Lestaki View Post
So if Skarner is a 'kidnapper' because of his (hugely powerful) R, just what is he supposed to be doing before 6 and when his ult is on CD?
That's a great question. It seems like he wants to run up, slow someone and "chop-chop" somebody in the face.


@Xelnath What's up with Skarner? Xelnath
3 Weeks Ago 05:20 AM
General Discussion

Xelnath

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3 Weeks Ago
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Quote:
Originally Posted by thumbnail9 View Post
How'd you come to this conclusion?
I should clarify. Most players who are complaining heavily about Skarner seem to keep pointing to this nature as the OP factor that drove them to this character.

That's not a great thing for Skarner. Skarner's unique factor is his kidnapping - that feels like it should be the appeal of his kit.

You disagree?


@Xelnath What's up with Skarner? Xelnath
3 Weeks Ago 05:07 AM
General Discussion

Xelnath

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3 Weeks Ago
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Also, idk why, but Skarner's win rate in Brazil is dramatically higher than any other region right now.

Maybe you should ask them what they're building?


@Xelnath What's up with Skarner? Xelnath
3 Weeks Ago 05:05 AM
General Discussion

Xelnath

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I dunno who the 2000ish people playing him yesterday were, but they had just shy of a 51% win rate overall.

Skarner's problem is multifold:

* His permaslow tank style wasn't a great one
* Most players picked him only for this aspect of his character
* Players who were hooked on that unfair power won't like it being fixed
* What Skarner's role is now hasn't been made clear

It seems like Skarner should be a kidnapper - rush into the enemy, snag someone, forcing his allies to lock the target into place, or the enemy team to rush in to save the champion.

This is what his play pattern should encourage - snag someone with E, run into range with "W", Grab with "R", run back to team before shield breaks, Q to deal damage while allies hold enemy in place.

In some ways, that function was self-sustained due to the impossible-to-save-yourself permaslow he had before. Now he requires allies to lock the enemy down. This is a much better in terms of coop play - it makes sense. However, its a big shift from the memories players had before.

It's also kind of a reverse bruiser pattern - "I don't run into you and **** someone up, I run them into me and my team". So that means he's probably a bruiser now, who are the least clearly defined class.


The Lack of Communication Regarding the Kassadin Rework... Statikk
3 Weeks Ago 06:27 PM
General Discussion

Statikk

Live Balance Designer

3 Weeks Ago
5 of 5 Riot Posts

Quote:
Originally Posted by Crys3s View Post
If the ban rate doesn't reduce will you guys be looking at his ult specifically? The silence is strong but I think the high mobility (TF's tele/Panth's jump/Nocturne's Darkness) is the primary trait players are worried about.

As an old champ I think its possible to give him something in terms of mobility without having it equate to flashing across the map. He hasn't been played in ranked for almost an entire season - could be an opportunity to make a solid change.
I agree the insane mobility is what players playing against him are worried about, at the same time it's largely the reason why players that play him do so. We have to constantly weigh both of these experiences when we make changes to the game.

With the recent changes, we made Kassadin have to give up a lot of things in order to retain his throne as the king of mobility. Hopefully we've put in enough tradeoffs there such that Kassadin (when balanced appropriately) won't just dominate every game he's in.


The Lack of Communication Regarding the Kassadin Rework... Statikk
3 Weeks Ago 06:16 PM
General Discussion

Statikk

Live Balance Designer

3 Weeks Ago
4 of 5 Riot Posts

Hey guys,

Definitely apologize for our poor communication on the recent Kassadin changes. We actually had to really buckle down and focus to get him out in the last patch and we were really committed to changing him given the state he was in previous to the patch. It was really unfortunate that I also spent the majority of last week attending GDC which also made this worse.

Anyway, let's get to talking about Kassadin and our perspective on where we're at.

Overall, we're actually very happy with the direction we've established with Kassadin. Enemies now have a lot more room to respond to him (now that they're not silenced) and he still has a unique feel to his kit (Mana Mobility Void Mage).

Currently, we agree that he may be a bit undertuned, but we're still a little wary that the optimal way to play / build him hasn't been completely figured out yet so we want to give it a little bit more time to sit on the Live servers. Kassadin is honestly a very volatile champion when it comes to fine-tuning him. We have to make sure that he makes meaningful tradeoffs between (burst) damage and tankiness which can be tricky with champions who synergize / rely heavily on Mana itemization.

On a side note, I don't necessarily agree with statements that say Kassadin brings nothing to the table outside of mobility and damage because frankly, Force Pulse is an extremely powerful (and fairly repeatable) AoE slow that he brings to the table.

In terms of balance, current thoughts lead me to believe his laning phase can be bolstered a bit (especially against champions who he should be good against) and that he takes a bit too long to ramp into his power spike. He may also not be being rewarded enough for closing the distance and actually getting into melee with his Nether Blade, but this is all a bit speculative at the moment. We definitely won't be doing anything in the next upcoming patch, but hopefully we'll have enough data and feedback to assess him for the patch after.

Want to really give shout outs to the Kassadin players that have stuck with him through the change. Hopefully the rework has managed to keep his uniqueness and we will definitely be following up to ensure we are delivering on the best Kassadin experience possible. Really appreciate the support from you guys even when we have to do crazy / tough changes like this.

Thanks!


The Lack of Communication Regarding the Kassadin Rework... Riot JxE
3 Weeks Ago 02:02 PM
General Discussion

Riot JxE

Technical Artist

3 Weeks Ago
3 of 5 Riot Posts

Quote:
Originally Posted by Renegade Talon View Post
Well since JXE is here what is your build? What do you max? I have no clue what he is supposed to be doing now and would like some insight
I've been experimenting with different things, but lately I've been doing Tear > RoA > Deathcap/Zhonyas /Seraphs depending on what I need > Lich/Void depending on how much MR they have and Magic boots somewhere in between. Usually you can use your Flash/zhonyas/Seraphs to live long enough to rift walk out of fights again. You can play a lot of mind games with kass, I think that's why I like the short cooldown on rift-walk so much.


The Lack of Communication Regarding the Kassadin Rework... Riot JxE
3 Weeks Ago 01:46 PM
General Discussion

Riot JxE

Technical Artist

3 Weeks Ago
2 of 5 Riot Posts

Quote:
Originally Posted by LVNsNASmurf View Post
Thanks man. It'd be really good if you could quiz JXE on how the hell they manage to do it. My forays with my main have left me with a weaker lane phase than before, a lower power potential, and complete inability to trade at all.

I have little to no contribution in a teamfight, no incentive to commit to fights, and obscene mana costs which deter using what little fun there is left in this kit.
I've basically been using kass as an extremely mobile champ, jump in deal damage, jump out and wait for cooldowns to come back up. For instance we had a fight around dragon, I came in from midlane, jumped in, threw all my damage onto their adc, then flashed over the wall to safety while waiting for my cooldowns. My team dealt some more damage and once I could I went back in and finished their team off. You have to kite a lot and use walls to your advantage, rift-walk has a higher range now so it's easier to make it over walls.

You're not really the super sticky burst damage assassin anymore and you have to stay mobile with him. This new kassadin fits my playstyle really well, because I'm good at that, but I can see how it might be frustrating to someone who was used to the bursty assassin he used to be. I'll see if I can find out who the designer on the rework was and see if he can jump in on this thread and give some context to the changes.


The Lack of Communication Regarding the Kassadin Rework... RiotForScience
3 Weeks Ago 12:50 PM
General Discussion

RiotForScience

Senior Environment Artist

3 Weeks Ago
1 of 5 Riot Posts

As you mentioned I can't really comment on the design ideas that wen't into the rework since I genuinely have no idea. I do know some of those guys though. I will mention this thread to them the next time I see them. I know JXE has been kicking our butts with Kass internally. I will ask him to look into this too.


FPS Issues on Death Using Mac Client Brentmeister
3 Weeks Ago 12:42 PM
Mac Client

Brentmeister

Associate Software Engineer

3 Weeks Ago
12 of 14 Riot Posts

Quote:
Originally Posted by Mike4Real View Post
I feel like you did make a small impact, because when I do a custom 1v1 game on summoners rift versus a bot for example there are times where I won't freeze. I've done this with Kog'Maw without freezing, and Nasus. I haven't found anyone else yet who freeze more consistently or longer than others other than Nocturne. For me this issue has always been for just my first death, but there have been some rarer cases where it would happen on my second or random sequential deaths.

Maybe a custom game is no longer the best place to test this issue. I don't feel like what's going on around me has a big effect on the problem because I've definitely died to an ignite just sitting at my tower alone and the issue happened. Which isn't really a lot going on, but then again I've had it happen on ARAM a lot, which would be the map where the most stuff is going on.


If I play some normal games later tonight I'll post about each of my games. I'll keep track of who I was playing, if I froze or not, what was going on around me, and If it was only on the first death.
Can you post your game.cfg file as well? I'd like to make sure we're testing with the exact same settings. It'd be weird but may it only happens on a very specific combination of settings.


Summoner's Rift Map Design feedback RiotForScience
3 Weeks Ago 12:38 PM
Summoner's Rift

RiotForScience

Senior Environment Artist

3 Weeks Ago
1 of 6 Riot Posts

I have been monitoring a thread over in the Art Forum where people have been posting feedback and critique for SR http://forums.na.leagueoflegends.com....php?t=3717689 . I thought it would be great to create a sister thread to that one over here to focus on Map design features that you like or hate in SR. I would love to hear your ideas.


FPS Issues on Death Using Mac Client Brentmeister
3 Weeks Ago 11:13 AM
Mac Client

Brentmeister

Associate Software Engineer

3 Weeks Ago
11 of 14 Riot Posts

Quote:
Originally Posted by Mike4Real View Post
Yea, I can confirm now that after playing for a few days on this patch, the issue is definitely not gone on 4.4.
Dang. This bug continues to be elusive. I do know for a FACT that we cut off ~80ms off of death for Mac (when working on this, I have the game log how long each frame takes). Are there any specific champions (other than nocturne) where you notice this is more of an issue? Is it every time you die or does a lot have to be happening?


"Plot is Highly Overrated" - Riot Narrative Lead Morello
3 Weeks Ago 02:11 AM
General Discussion

Morello

Lead Designer

3 Weeks Ago
6 of 6 Riot Posts

Did you guy read the article? The arguments here are "ROIT HATES LORE" when Tom's talk and article about how classic plot and narrative "three-act" storytelling are tired ways of storytelling.

It's about how storytelling isn't using the right methods to tell a story, and is instead using a one-size-fits-all storytelling method that isn't always apllicable. No where is it that "stories, lore and worlds are bad." This is pre-pitchforked.

Gonna skulk back to getting yelled at about balance instead of lore now :P


IP: what is NOT a problem and what IS a problem BuboBubo
3 Weeks Ago 10:03 PM
General Discussion

BuboBubo

Business Analyst

3 Weeks Ago
4 of 4 Riot Posts

Quote:
Originally Posted by Solatoral View Post
People that already have over 50k IP won't mind (in my opinion).
I think a lot of people would expect full refunds. Even for the limited rune balance changes we made this was a sentiment among a decent chunk of players. This has big implications - not saying its a good or bad call, just not one that can/should be made without very very careful consideration.

(OFFICIAL DISCLAIMER: I AM NOT SAYING RIOT WOULD /WOULD NOT GIVE FULL REFUNDS - I AM NOT MAKING ANY OFFICIAL STATEMENTS - PLEASE DON'T QUOTE THIS IN SOME FAR AWAY FUTURE DATE AND HOLD EVERYONE RESPONSIBLE). I hope its somewhat telling that I feel compelled to make this disclaimer.


IP: what is NOT a problem and what IS a problem BuboBubo
3 Weeks Ago 09:57 PM
General Discussion

BuboBubo

Business Analyst

3 Weeks Ago
3 of 4 Riot Posts

Quote:
Originally Posted by helios the red View Post
read it all and you make very valid points, but you only focus on the lower levels. what about the lvl 25-30s that have to farm ip for a week to buy a 6300 champion?
Good point - the problems around IP aren't static, they do change depending on your level/how much you have already unlocked

Quote:
Originally Posted by KiyoSpirit View Post
I'm fine with that as long as new player get to choose whether they want the 450 champs or not. There are some champions I got for free that I really don't like having in my roster, and there are probably a number of people that feel the same.
While people may agree/disagree with this particular statement, it is a good example of people wanting choice. We have a lot of players with a ton of view points so even something that seems super obviously correct to a group of players may seem obviously incorrect to another. This doesn't mean no changes will be made, but its a good example of even if we do right by a majority, large numbers (hundreds of thousands if not millions) may be unhappier as a result. Just wanted to call this out.

Quote:
Originally Posted by Schtiffles View Post
I think that's actually an issue for some people already.
Definitely. Right now it is still a small minority but it will become an increasingly common issue. And since these are most likely some very dedicated players it's definitely a player pain we should try and get ahead of.

Quote:
Originally Posted by TinyBaffler View Post
Is it possible to make free week champions come with a default rune page that you can use? This'll further help new players with learning the champ's optimal capacity.
I think this would be difficult to do in our current setup. I am sure its technically possible but there are probably easier approaches that achieve something "close enough". But please keep the suggestions coming!


Skarner Rework Follow Through RiotScruffy
3 Weeks Ago 09:20 PM
General Discussion

RiotScruffy

Game Designer

3 Weeks Ago
27 of 28 Riot Posts

Quote:
Originally Posted by P Chro View Post
First off: Thank you for coming back to comment in this thread.

Second: Did you, by any chance, look at this rework I came up with while trying to take a similar approach to the rework as it (appeared) that you did? I wouldn't call it perfect but I believe it would play more like the old Skarner for those of us that really miss that style of play.
Ya, interesting stuff in your rework. One issue I could see happening with your suggested changes are that his slow is totally dependent on the shield holding, which can lead to him getting a really long really powerful slow or almost no slow at all.


Skarner Rework Follow Through RiotScruffy
3 Weeks Ago 07:38 PM
General Discussion

RiotScruffy

Game Designer

3 Weeks Ago
26 of 28 Riot Posts

Quote:
Originally Posted by CamoClad View Post
Wait, is Morello trying to say that perhaps Riot made a mistake or two on the Skarner rework and that they are using it as a learning experience so as not to make those same mistakes again? Hmmmm, perhaps progress is being made in this thread :-)If so I say well played Morello.
To speak to what we have learned from the work so far on Skarner, we targeted making changes that would positively affect the gameplay and interactions on the character but didn't go far enough on improving him in ways that make him an exciting and unique character. We tried to keep the scope of the changes smaller to preserve as much of Skarner's current gameplay as we could but we think that in the end he will need some more upgrades to be a character that we can all be excited about.

In the present and immediate future, we will keep balancing Skarner and make sure he's a viable pick. You should definitely expect to be able to play Skarner and be successful. In the long term Skarner could go for some changes that bring some more excitement and uniqueness to his kit.


IP: what is NOT a problem and what IS a problem BuboBubo
3 Weeks Ago 07:08 PM
General Discussion

BuboBubo

Business Analyst

3 Weeks Ago
2 of 4 Riot Posts

Quote:
Originally Posted by Spreek View Post
I'd rather just remove runes altogether (or make them free)
Say we wanted to make runes free going forward, what would you do with all the IP people have accrued? What about future IP earning rates? Keep in mind that players have different amounts of champions/runes/outstanding IP and we'd prefer not to greatly upset them if we can help it/unless its really really worth it.


IP: what is NOT a problem and what IS a problem BuboBubo
3 Weeks Ago 07:03 PM
General Discussion

BuboBubo

Business Analyst

3 Weeks Ago
1 of 4 Riot Posts

Thank you for a great post. Well written, well thought out, acknowledges pros and cons while giving clear suggestions on things that could be better.

Quote:
Originally Posted by Menea6587 View Post
meaningful decision making
I strongly agree with your emphasis on meaningful decision making. While I am not on the design team personally, a lot of their changes suggest that this is a goal that is important to them. Some examples: constant references to counterplay, rebalancing runes and champions that they believe are crowding out other champions. Regardless of what you think about the specific changes, this seems like a plausible underlying rationale.
Quote:
Originally Posted by Menea6587 View Post
drastically reduces the number of choices you have as a new player... These design decisions are not wrong or right. they either agree with the designers' philosophies or they don'
New players are definitely a special category. For me personally, learning league WAS overwhelming. But other players may be better with the high amount of choices and feel that slowly opening up the set of choices is frustratingly restricting. I agree with you that both sides have a valid point. There is likely room for improvement here but the current state isn't horrendous.
Quote:
Originally Posted by Menea6587 View Post
Additionally, knowing that there is no "wrong" choice but only "better" choices helps tremendously.
This one is tricky because League is primarily played competitively and so a lot of players are going to min-max. There is good reasoning here (make the highest expected value choices) but sometimes it gets incorrectly applied (eg: When people play a champ considered OP even when though it might be a sub optimal choice for THEM). The problem with runes is that even when you can earn an edge through rune choices the delta is small (intentional) and subtle. Its also made worse because unlocking runes takes a lot of time and isn't rewarding in the same way a champion is.

Quote:
Originally Posted by Menea6587 View Post
Here are some ideas to address these shortcomings:
These seem like solid suggestions but it is not my area of expertise so I can't dive deep but some quick notes:

Suggestion 4: The idea of batch unlocking of runes slots and masteries is interesting - most games I have played do it incrementally but there is some value here. It probably won't be a game changer either, but certainly worth considering.

Suggestion 5: I also like the idea of just granting some basic runes as you level up.

Quote:
Originally Posted by Menea6587 View Post
[*]I like warm hugs.
Me too man, me too. /Hug


Rengar Rework Strikes Back RiotScruffy
3 Weeks Ago 06:16 PM
General Discussion

RiotScruffy

Game Designer

3 Weeks Ago
48 of 48 Riot Posts

Quote:
Originally Posted by RadiantWings View Post
The idea I have for Q is to make it more than a glorified auto-attack from ranking up. Instead of giving Empowered Q the aspd steroid, how about making the aspd steroid for Empowered abilities period and then boost its effect with ranks in Q?
We are actually specifically decoupling the empowered abilities from the base ability rank ups so that all 3 empowered abilities are a possible choice regardless of what skills you are leveling.


Rengar Rework Strikes Back RiotScruffy
3 Weeks Ago 05:57 PM
General Discussion

RiotScruffy

Game Designer

3 Weeks Ago
47 of 48 Riot Posts

Quote:
Originally Posted by Rauron View Post
It feels like Rengar is, through Bonetooth, just getting a bunch of free scaling whose only counterplay is "don't die". What is the actual benefit from continuing to have Bonetooth as his trinket-slot passive? Why does Rengar get this sort of power there when no other champion does? Consider Viktor, whose item requires a gold sink and a strategic choice AND an item slot. Rengar just gets trinket utility anyway and then also ends up with free extra power.
It's true that the bonetooth itself isn't providing amazingly compelling gameplay but it's just another small thing that makes Rengar unique as a character. We think that there are a lot of other interesting things going on in Rengar's abilities, so it's ok in a case like this that we aren't adding a ton of additional complexity.


Rengar Rework Strikes Back RiotScruffy
3 Weeks Ago 05:40 PM
General Discussion

RiotScruffy

Game Designer

3 Weeks Ago
46 of 48 Riot Posts

Quote:
Originally Posted by SKT T1 Dissonant View Post
Hey scruffy, I love rengar, i breath rengar, i live rengar

I recently tried him out on the PBE over the weekend (13-2 hell yeah) and had a few things i'd like to ask/let you look it

sorry if it's been repeeated but you know, 152 pages

even if you don't reply, thanks for taking a look
I'll answer what I can:

-Q AD bonus is there so that it creates a really powerful buff for Rengar that doesn't just affect his basic attacks but his abilities too

-Adding vision to E is a lot of power but we can take a look at it if its only for a brief moment (no guarantees here).

-E ferocity refund is still an ongoing discussion. I'm assuming that you liked it?

-The R vision was bugged on PBE that should be fixed.

-The bonetooth active with the trap was pretty cool but almost everyone just wanted a ward or sweeper so we went back to those versions. The trap is a great ability though that could be used at some point on another champ.


Rengar Rework Strikes Back RiotScruffy
3 Weeks Ago 05:33 PM
General Discussion

RiotScruffy

Game Designer

3 Weeks Ago
45 of 48 Riot Posts

Quote:
Originally Posted by Wolveronin View Post
Scruffy,

I think you're probably right that his Q works well at higher ranks, but doesn't the AS removal hurt jungle rengar quite a bit? I don't have access to the PBE but I assume you guys are testing internally as well as monitoring how things are going on PBE. The overwhelming reaction that I've seen has been that he can't trade in lane effectively against many of the top lane champions, mostly due to how his Q has changed. This also somewhat makes sense since, as you've pointed out, his Q needs levels to become a ferocity-generating machine, which essentially means that his early laning is comparatively poor. Have you found him to be competitive? I don't think anyone wants (or expects) an OP champion after the rework, but getting constantly bullied out of lane would be a disappointment.
From what we've seen, jungle Rengar's clear is nearly the same as it is on live. We will do a bunch of number crunching and testing to make sure that it isn't affected. He gains a lot more ferocity at early levels, which makes up for the attack speed loss on Q. Also empowered Q's attack speed and attack damage is pretty heavily buffed.


Rengar Rework Strikes Back RiotScruffy
3 Weeks Ago 05:15 PM
General Discussion

RiotScruffy

Game Designer

3 Weeks Ago
44 of 48 Riot Posts

Quote:
Originally Posted by Talohmiir View Post
Scruffy, I've red alot in the PBE forums, do you guys have any plans for Q? I keep hearing that it feels lackluster and where you guys had wanted people to feel they could level one ability depending on situation, everyone has been saying they level Q last because it just seems weak. I love the Cooldown time on it, but without any AS boost at all, it seems to weak, and that the level 2 power spike is gone. Just wondering what your opinions and reasoning are on this skill. Thanks.
We put in some changes over the weekend that will make the base Q feel better (faster next attack after base q by 40%). It was definitely feeling a bit sluggish.

Q is actually better for leveling than people think: the lowered cooldown is a really big deal. At higher ranks Q becomes a ferocity machine which creates more opportunities for Rengar to make big moves with the ferocity abilities. I still rank Q first, but I wouldn't say W and E are bad choices but they are just more defensive.


Rengar Rework Strikes Back RiotScruffy
3 Weeks Ago 04:50 PM
General Discussion

RiotScruffy

Game Designer

3 Weeks Ago
43 of 48 Riot Posts

Quote:
Originally Posted by Longshadow213 View Post
I think he's fine now, he can still double Q at the very least, and they never said he couldn't. The only thing I don't like is that he just flat out loses ferocity. That's not really adding counterplay, just making his ganks worse for not really any good reason.
In the end we removed the ferocity decay that we had tried out at first. The preparation element of choosing when and how to enter a gank/fight was actually a really cool and strategic element that we felt Rengar lost with the changes.


Rengar Rework Strikes Back RiotScruffy
3 Weeks Ago 04:48 PM
General Discussion

RiotScruffy

Game Designer

3 Weeks Ago
42 of 48 Riot Posts

Quote:
Originally Posted by The DeathMarks View Post
cool. i dont think rengo should be reworked first over sion and some old unplayed champs.
There are a lot of champions that we want to make improvements to including Sion. We work on many projects at a time and some (like Sion) just take longer to finish. Rengar recently got a bunch of nerfs, and we wanted to follow up reasonably quickly with a rework so that he wouldn't have to stay in a nerfed state for a long time.


"Plot is Highly Overrated" - Riot Narrative Lead kitae
3 Weeks Ago 08:35 AM
General Discussion

kitae

Lead Designer

3 Weeks Ago
5 of 6 Riot Posts

Lots of good discussion here. Lots of passion for story.

I work with Tom and saw the presentation, he loves narrative. We love narrative. We want to bring you narrative and yes that includes interesting plot.

The talk was about effective narrative design which is how you implement story in games.

Many game devs approach narrative design as "hey I wrote this cool story let's stick it in game". This really doesn't work. We have all played games where the story is distracting from gameplay and isn't very good.

You have to be thoughtful about the in game experience and have the right story to tell in game. For most games Character development is a better match for gameplay than communicating plot. In LoL for example we establish character through art, animation, VoiceOver, emotes. We also do character interactions like taunts and attack lines for specific champions. This works with our gameplay. By focusing on character, we help players fall in love with champions. When players fall in love with champions, they get interested in stories involving those champions which drives passion for story. We then deliver that story outside of the game experience.

We do selectively do integrate story with gameplay but we tend to do that as a bookend (before or after the game). Examples include login screen VO and Lissandra's VoiceOver at endgame in the howling abyss. We also do put in plot related Easter eggs when we see a good fit like some of the shopkeeper ambient VoiceOver in the howling abyss. Isnt't integrated into gameplay but it is available for those who look for it,

So if you are a player who loves story, and wants to see more stories told outside of game, you should be happy Tom is advocating this position. It shows he values in game character development, and understands that for LoL the best way to tell stories is out of game. You are going to get better stories with that approach.

With all of this said - we need to do a better job of actually delivering stories for you guys outside of game. That is something both Tom and I are pushing for. I am not asking you guys to stop demanding more story, in fact I welcome it, and we will make you guys happy by delivering more out of game story not by making promises. I know you guys want more visibility as well. Also working on that.

<3 to plot


"Plot is Highly Overrated" - Riot Narrative Lead WookieeCookie
3 Weeks Ago 03:59 PM
General Discussion

WookieeCookie

Player Support Lead -
Player Behavior

3 Weeks Ago
4 of 6 Riot Posts

It's actually pretty fun to see Lore nerds get so passionate about this topic. That sounds mean. It's not. I AM a lore nerd for a lot of stuff. I love in depth back stories. Continuity? Yes please. I want it all to make sense.

Star Wars? I've read one too many Expanded Universe books on the subject. A part of me is scared for the coming movies, what will they do to the adventures post Return of the Jedi? Is Thrawn gone? Mara Jade? ARGH. I actually like the Vong!

Star Trek? I'm sad that the books are not part of the official continuity (unlike Star Wars books). What's even the point of reading glorified fan fiction at that point? I want stories to matter!
Still, there is lots of content in each season of shows. The reboot is okay, but I really like the prequel comic which connected the prime universe to the spinoff. (Although it's kind of Deus Ex machina that Data is back and Captain of the Enterprise. But Nemesis was such a crappy movie anyways, I guess it's okay that they brought him back) Does it bother anyone else that in Star Trek 2009, when we see the USS Kelvin at the beginning of the movie it doesn't look like the ships from the Original Series? TECHNICALLY, wouldn't the USS Kelvin be completely unchanged since there had been no time travel by the Romulans up to that point? All the technological and flashy upgrades should have occurred AFTERthe encounter with the Romulans, since the Federation would have time to adapt and analyze that futuristic technology on the Narada. Also, Season 4 of Enterprise? Holy ****. The best. Why did they cancel it so soon? I love that they finally explained why Klingons in the original look different from Next Gen. Although the nod in DS9 when Worf mentions it's something "they don't like to talk about" was pretty cool too.

Battlestar Galactica? Not that much to go off with the new series. The comic books are not really considered in continuity, so I have to go off of the spin off shows. Caprica was.... ehhhh. 15 episodes to get to the end which actually directly relates to BSG? It was worth it. Even if there was a lot of teenage drama inbetween. I hate how they teased us with that Season 2 preview, even though the show was cancelled. I WOULD HAVE WATCHED IT! Blood and Chrome though? That web series was surprisingly better than I thought it would be(still doesn't hold a candle to BSG though). Although the depictions of the Galactica were pretty inconsistent. Why did the CIC look so different and what the heck was up with those people movers on the ship? My theory is that since it took place in the past, technology was much more manual at the time and the ship required more crew to operate fully. By the time of the BSG series, the ship had several improvements which meant a smaller crew and perhaps reduced room to walk around. Instead of having crew quarters, that space would be taken up by machinery, weapons, or technology. Increasing the effectiveness of a Battlestar (even one as old as the Galactica) while also allowing the Crew to move to important areas in a smaller amount of time. Like during a sudden Cylon attack when alert fighters have to launch in a short amount of time.

World of Warcraft? Alliance for life. We know the horde are just vicious animals anyways. Always refusing to take responsibility for their own actions. (Guys, remember when you attempted genocide on at least 5 races? I mean, I know you say you were drunk on demon blood, but... at least say sorry or something? )Repeating the same mistakes over and over again. (Garrosh? Nice pick Thrall, what did you think was going to happen? Then again, you've let Sylvannas get away with murder and torture numerous times already. Should I really be surprised you don't have much control over your "horde" as you'd like to think?) Regardless of what faction you are, I love the story. I love how both factions are given stories about how they are right, and they are encouraged to dislike the opposing force. I actually read the quest text. Even for dailies. I do raids to slay dragons and save Azeroth. Cool items are just a bonus.


Mass Effect? I love Mass Effect. Most of my time was probably spent reading the encyclopedia entries on the different aspects of the universe. It really made it come alive, even some of the things that you never actually see first hand. I really liked the tidbit about the Yahg being ignored by the Reapers during their invasion in S3. Previously the Yahg were described as extremely violent and pre-space faring. They were effectively quarantined by the Citadel after a disastrous first contact. The blurb in ME3 re-inforces the idea that the Reapers are cyclical and only interested in advanced civilizations. Perhaps the Yahg would have evolved to take dominance in the galaxy in the next cycle? Whatever, all of that is completely useless information for the average gamer, a lot of people probably didn't even realize the Yahg is the same race as the Shadow Broker from the ME2 DLC. It's cool that time was spent on something not directly related to the main plot line. ME3 - Dat ending though.

Which kind of leads into an interesting point that you brought up Ryugi.

Quote:
The article also suggests that gamers don't finish games, or have a vested interest in the plot or story of them. Yet, we have a thread here filled with people crying out in unison that they do, if fact, care about the story, the characters, their interaction, the plot, everything, and they are feeling forgotten and neglected. This feeling of neglect was present even before Mr. Abernathy made his comments, which, in turn, made the situation worse, and left a whole group of people feeling alienated and betrayed by the very people in which they placed so much faith.
As someone who is a huge lore fan I'm kind of dissapointed to say, but... this is actually true. I've seen a few studies which indicate that a lot of people don't even finish games. An interesting link I found is here from Bioware:

http://www.joystiq.com/2012/08/13/ma...agon-age-seri/

They have the completion percentages of all the different games (at the time that presentation was made). 44% of gamers did not finish ME2? That breaks my heart. 64% didn't get through all of Dragon Age Origins?

This is a real issue with video game story telling and that's the core of the GDC presentation. The presentation wasn't about the end of stories, or lore. It's about the evolution of it. How can we make it more effective? How can we engage even more players? It's obvious right now that we're not reaching everyone. How cool would it be to see more lore threads in GD?


I think we can be upfront with this: We would love for all League of Legends players to be personally invested in our characters and story as much as our actual gameplay. And you're not going to see Riot back away from story telling. I'd say if anything, over the last few years you have seen the opposite. The Twisted Treeline Remake, the Howling Abyss Map, the Jynx video, Spirit Guard Udyr Comic, and more.

It's not enough yet. I agree, and don't think for a second we're patting ourselves on the backs about it. But we're really excited for the new initiatives we'll be pushing towards. And as someone who's as excited in Lore as I am, I think you'll come to agree in time!


Mac client crashing Brentmeister
3 Weeks Ago 10:37 AM
Mac Client

Brentmeister

Associate Software Engineer

3 Weeks Ago
3 of 5 Riot Posts

Thanks for the additional logs guys! We have a few leads we have the team looking into.


[ Wall of Text WARNING ]
Addressing the support complaints. I did check with the Player Support guys before my first response to this thread to see if we'd gotten an increase in Maestro related issues on the Mac. They said it didn't seem like anymore than usual.

"Anymore than usual"?!?!?! Let me just say that given the size of our playerbase I have seen players machines break in every way possible. Maestro breaks for instance if you've disabled/broken/overloaded the loopback on your network card. I've seen it break due to viruses(botnets)/hacks to get photoshop working/people downloading corrupted/specialized network drivers/firewall configurations/etc...
I can assure you that we test Mac thoroughly before every release. We have dozens of different macs sweeped EVERYDAY, MULTIPLE TIMES. Does this mean every configuration? Of course not. It does mean however, that it doesn't really make sense to treat every ticket like it's a massive bug in the client.

Our support department is there to help you guys but you have to work with them. I went ahead and checked in this one case because this statement didn't seem like our guys.
"I cannot provide any other solutions sets because unfortunately, I am not with you to diagnose this problem." Is horribly out of context.

[Full Context]
"Past that, I cannot provide any other solutions sets because unfortunately, I am not with you to diagnose your problem. I rely heavily on your cooperation to resolve this issue!" (He's requesting logs and not getting them)

The support team is there to help you with your issues but you have to provide them with information so they can help you troubleshoot. They are hardworking guys who want to get you back into games but it's hard to help someone who isn't providing you with enough information. From their perspective,
"oh hey this guy is experiencing issues but I just played fine on my Mac last night. Let's see if we can find out what is wrong together". They ask for information to eliminate and hone in on what may be the true cause.
In the case that they see an overwhelming pattern in the information they are receiving, they walk over to my desk and they say "Hey Brent, fix your ****. No one on Mac OSX 10.9.1 with this model macbook can play". [ This is when you get told it's a known issue. Maybe they could be more clear that someone is working on it? ]

Sorry if this got ranty but I really wanted to make it clear these guys work hard and are there to help you. They need your cooperation to succeed. Thank you for the feedback though, it's already got me thinking on how we can improve communication between departments and to players for known issues.