Riot prove that you can validate your in-game calculations

LastManOnEarth··1 votes·455 views

Riot,

Please prove to the community that your champions, spells, minions, etc. are doing EXACTLY as you say they should in every game. Or prove that there is some acceptable criteria that is written that the game can manifest it's generated values within. For example I take 1000 damage and I want to know what killed me down to the minion auto and armor penetration. I think we have a right to know.

8 Comments

Fondling Gems2 votes

I mean, it isn't as though those values will be fluctuating. They are set numerical values in the code. There are bugs with dmg but this is 95% of the time going to be an issue with the damage application. Math doesn't lie, if you die you are dead from every mathematical point of view. The only issue right now is death messages which are bugged out do to the difficulties in tracking damage through all the modifiers in the average league fight.

LastManOnEarth1 votes

By what proof so you say the values don't fluctuate. I've seen many instances where values are not transparent as Riot says they are. Many other's have expressed similar views. All I'm asking is that Riot provide a clear and not opaque tool or even proof that all of their variances are accounted for and they game is fair. I don't need some stochastic randomness in the game and I don't have any proof that there isn't. A statement from Riot is not enough because they could by lying to us based on some internal factors which they do not want to divulge. Basically I don't think Riot will ever let us be privy to the real math behind the scenes but I don't take their word for saying it is the same across all variables such as clients, server, game modes etc.

Fondling Gems2 votes

I work in computer programming. Programming isn't random. Sure you can use randomizers but it is a pain in the ass and there is 0 reason for riot to do it. Find a piece of footage where someone losses health to an ability. If you do the math correctly then you should always arrive with 5-6 health (differences in rounding + how programs round when throwing numbers across multiple scripts) The reason death messages are broken is because tracking and recording every number as it goes through a ton of processes across the different scripts of different champs is way way way more work than you would believe. Add on that then it would have to do this every time you take or deal dmg and you got a couple month long project even if you don't run into snags, which is 100% going to happen. Hence why Riot probably just has something on each champ that says "are you dead? What abilities hit you? Attach number of dmg taken at that moment to said ability.

I understand why you are angry but think about it like this. Write down the amount of dmg a champ takes every time they take dmg from every source including each individual minion. Then write down every modifier from auras to runes to ap/ad/other scalings to your resistances to dmg reduction to healing and health regen. Then note every single time you are effected by a good or bad status effect. Now do this for every champ in every game and make this info easily accessible and readable. Do that for one game, Riot will come back for your reply in a few weeks.

Anyways sorry for the text wall but it is difficult to explain the sheer amount of data you want tracked, recorded, and stored. Like I said, I totally get where you are coming from but you are asking for no simple thing my friend. Hope this helps explain.

LastManOnEarth1 votes

Though I agree that they should be doing this and it is hard. I've seen so many clips on youtube showing games that have obvious calculation errors. I find them too but this is an issue that goes to the very core of engineering or computer science. Can we validate this one little piece is working as expected. I don't think Riot can do that for every little piece although they should. When you start aggregating this it gets very complicated to track. I don't think that's possible given the current state of their game base. However, having them say that they tested the champ before releasing and then finding so many bugs it's unreal. That's the issue. If they had this validator for each calculation in a vacuum they would have so many fewer bugs. And fewer youtube clips of math gone wrong to boot. If I showed Riot this, they would say and I quote "It's something we're aware of, but it isn't something that's going to be fixed in the near future." They are just snowballing for time waiting to get enough money or lose enough money to remake the entire game that they know is built on a broken foundation. I just want a simple tool to say "Hey that's not right, that's not fair, let's convene to discuss what to do" rather than "Wow, I'm getting blown up by nothing at all and there's nothing I can do about it."

LastManOnEarth1 votes

http://boards.na.leagueoflegends.com/en/c/bug-report/I1GpMWX8-does-riot-read-their-boards-and-look-at-bugs?comment=0000000200000002000000020000

This is a bug I found that hits right to the heart of the matter. Their death recap sucks because they can't validate simple damage which leads into failures to aggregate damage correctly and to the crazy deathcaps. It's not just a couple of issues either. There are some major inconsistencies in the servers that lead to some really weird interactions. I get that it's very complicated but there are simple ways to do everything. One should not cover up complicated with just plain wrong.

Fondling Gems1 votes

the damage calculations are being done right the vast majority of the time, and Riot works hard to fix the bugs that pop up. Death recap is messy because there ISN'T an easy way. I have 0 idea how much programming knowledge you have so I am just going to go over with the assumption that you know nothing about programming. Programming is messy, and hard, and about 40-80% of writing a program is fixing all the issues in it because getting things to work exactly as you want them to is a horrendous pain. I was not in any way joking or over exaggerating when I said a dedicated team working on tracking all the data would spend months on the project at minimum.

Your link isn't loading for me but I am guessing that it is something along the lines of "Fiddlesticks fear - 1k dmg" (something I have happen to me) This is because trying to track all the data and permanently record it (for the rest of the game at least) would require so much ram that in estimation, I am guessing that Riot would have to set up a separate server system just to handle it. Of course then you run into the issue of having to send that data between the servers so that people can see their death messages. I am sure that there is a "simple" way, still horrendously complicated but doable without ruining the game for everyone playing, however that is the type of system that has to be built in to the central way league deals with damage from the ground up. It is basically so deeply embedded into how league works that over half of leagues code would need to be rewritten from scratch. That is not happening. As I said, I have 0 idea how much knowledge of programming you have, but as someone who works in programming on a daily basis trust me when I say that the amount of work required to do that would be... Idk, I am actually unable to find words at this point for just how big of a project that is. I would be amazed if league has less coding than skyrim and that took years to code without constantly releasing new things and bugfixing etc.

Maybe they will find a workaround and get death messages to be more accurate, but it won't be easy or fast even in the best situation. Riot isn't trying to withhold info, they just can't track the info itself after is runs through the programming.

LastManOnEarth1 votes

Not only is the death damage screen broken but their internal system is as well. It would be a lot of work to figure out what is broken and I'm sure they have some insights but I am also 100% positive, because one person who worked for Riot and left remarked that their was too much inconsistency within the code and that he was surprised that the whole thing just didn't refuse to work on their servers. granted this was 4 years ago, but the reality is much worse. PBE has been down on multiple occasions for having found inconsistencies in the execution where new patches broke old patches and the game just froze up. Though that is different from having the game working but not flawlessly, there have been other occasions where champions had bugs that were not caused by new patches, but rather the code was run with a new piece of hardware (as is the common idea with lots of parallelism) and the code ran differently leading to major flaws. This is attributable to a lack of validation with the new hardware. This is also attributable to a lack of validation of any new change. A person who writes software has a level of acceptability with issues they haven't fixed. Riot has set the bar so very low.

Fondling Gems1 votes

Keep in mind a lot of the base code for league was written very early on when league was not a massive deal. Riot didn't have massive teams of programmers. A lot of league code is spaghetti code from back then. Trying to fix old code is a massive project Riot has been working on for years now, and is something they do update us on, such as when they cleaned up projectile code. And pbe is set up to see what will break the game so that is a terrible example. Sure there are occasional bugs in league damage but if you look in every patch note there is a list of things that are being fixed. You original complaint was in wanting proof that numbers aren't being faked. Bugs are part of every and are very different from purposeful deception.

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