A Fatal Flaw in the /Remake System

R31W1NG·6/23/2017, 10:36:46 PM·4 votes·409 views

Currently, as explained by Rioter Corndog in reply to a recent ranked game where /remake could not be used, a missing player attempting and failing to reconnect actually prevents /remake from being used.

"Greetings R31W1NG,

I am Corndog, part of the tech team, and I am here to help!

After examining the get footage, and the logs we have from the game, here's what I can gather about the issue:

  1. The Sona didn't connect at first, which you can tell because she spawns in the middle of the fountain at the start.

  2. Sona tries to constantly reconnect, so the window for the Remake extends to allow for the player to return.

  3. By the 3:00 mark, the Sona fails to reconnect, but the server shows that she's stuck trying to load in. Unfortunately, this would keep the Remake from happening.

I know this doesn't replace the lost LP, but hopefully you won't have to see any more of these situations while in Ranked game play going forward. If you run into any further issues, please let me know and I'd be happy to help.

Corndog Riot Games Player Support Thresh Main"

This means there is an implemented feature which screws over 4 people for a chance to partially mitigate the damages to one. Leaverbuster flags a person if they are not in a match for 90 seconds continuously so them getting in just decides how bad the punishment is(could be a flag or an actual punishment). So we're now in the territory of 4 people being in match they have no reason to be in beside being forced by the last person whom likely doesn't know that they prevented the /remake and likely still failed to ever get into said match. In the odd occurrence in which they did reconnect, which is likely impossible because if they knew they needed to close league and then delete the *.yaml files(these files are automatically generated and the most likely cause) located in *Riot Games\League of Legends\Config they would have done so and quite probably joined the match before the jungle camps have even spawned making a /remake unnecessary,(though in some cases it takes multiple attempts before the *.yaml files are generated properly which means a /remake is still necessary) they would be in a match with a very high probability of being a loss as they are behind or even worse they and their ADC are behind.

If they aren't in by 3:00 they aren't in, it's really that simple and /remake should work, not have an implemented "feature" which stops it. Hell if they aren't in by the time of the first CS /remake should still work if the team feels it so necessary.

The good of the many is on /remake working not on the slight probability of the one being able to reconnect and then have a tilted team somehow exhaustively win.

P.S. For those it may concern, if you feel this doesn't belong in gameplay, please explain how /remake is not a part of gameplay and where you feel this belongs instead.

2 Comments

Nahui6/23/2017, 10:52:48 PM2 votes

Eh, let's be real and not heartless for a second. Losing some LP is not as bad as having someone receive disciplinary action for something relatively out of their control. You can easily recover LP, you can't just wipe off a DC from your account for a long time.

Now yes, the common rebuttal is "Don't play when your connection is bad/know when your connection is bad." But I think we can all attest to the fact that random connection flaws occur. I usually have great ping but once in a while I'll just get stuck loading in whether it's the client or my connection somehow randomly faltered, or those random ping spikes we get in game.

Not saying it's fair to lose LP because of a DC and it'd be nice if they somehow could implement a system against that, but I, at least speaking for myself, would rather lose some LP that is essentially worthless over having someone have to take a real penalty to something not always under their control.