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Riot Pls

Riot··27 votes·238,297 views

TL;DR: Riot Pls is a new experimental blog to talk about the priorities and values that influence what we’re doing, what we’re not doing, and why.

That’s a pretty good TL;DR for something this long and it definitely doesn’t encapsulate all the content within, but we still hope you’ll read it. Just do it!


But first, a foreword…

Through the years, we’ve been consistently surprised - sometimes overwhelmed - by the passion of the community around us, and this is one of those times. You’d think we’d have acclimatized by now.

So here’s where we’re at: rather than just running around putting out fires with our engineers, we’ve started working on things that set us up for cool, sustainable (hopefully fire-proof) projects in the future. But as we made this shift, we also became anxious that you wouldn’t understand how much behind-the-scenes work we had (and have) to do to get there, so we slowed our conversations. We convinced ourselves we needed to get things ‘right’ before we could have a conversation, or that you didn’t want to hear about progress that you couldn’t see or touch, only results.

Up front: this won’t be a dev blog about results. In fact, for anyone hoping to get a pile of new content promises, that’s not the plan. What we’re experimenting with here is a quarterly blog update - Riot Pls - on what we’re prioritizing, what we’re not prioritizing, and the why behind both. This first one might come off as a bit fluffy because we’re trying to recalibrate how we talk; we’ll be highlighting our current realities and priorities while also establishing our commitment to share updates more frequently - even if they might be disappointing - because you care and because we built League of Legends together.

So between this and some newly ramped efforts on ongoing updates like behind-the-scenes stories, dev blogs, patch notes, live streams, Q&As, and Rioters themselves on the boards and social media, our commitment is to keep you more informed. This should be the start of that.


Let’s kick things off with a landscape

For a game like League, we’re not delivering on features at a fast enough rate. We agree. No excuse intended - and we’ve said this before - but we’re deep, deep in the weeds with all of our developers (engineers, designers, artists, etc) cleaning up the ‘tech debt’ we’ve picked up over the past six years. When we first started working on League, our optimistic target was to support 20,000 players and, in the years before launch, we built a scrappy platform to do just that. It goes without saying that now we need a very, very different architecture to support 67+ million players, and the act of revamping that work without tipping everything over is what we’re talking about when we say we’re paying off our tech debt.

The way we see it, there are two ‘pipelines’ of stuff we can get done: our foundational stuff and… well, everything else. When it comes to our foundations, we’re tackling an extensive, focused plan to pay off our tech debt, with groups of teams working on our back end service stack, our global deployment tools, our build pipeline and our server network infrastructure. We have another group taking on automated testing systems and our internal developer tool kits. These things take time - imagine rebuilding the foundations of a house while everyone’s still living inside - but this is necessary work to renovate for the future. Still, we’re going to get better at highlighting what’s behind the curtain: the joys of removing spaghetti code interdependencies, the times when we’re buying so many servers it takes days just to break down the shipping boxes, or the challenge that comes when a single block of code goes into the wild (despite normal behavior internally and on the PBE), gets hit by millions of players, and behaves in a way that... well... let’s just say nature never intended.

Our other pipeline - the ‘everything else’ - is the stuff we know as players. Whether it’s the new Summoner’s Rift, seasonal changes every year (often to the jungle…), Champion Mastery, Friend Finder, URF mode, the Harrowing, Shurima and Ascension, new champs, more champion updates more often, more esports, new HUD improvements, upgrades to player reform and rewards, or the new Bilgewater: Burning Tides event, the above are the areas we can develop new things in, and we haven’t stopped trying to grow here.

We have passionate teams working hard on both sides of the fence; one just happens to be delivering high-visibility content while the other has to tackle much, much larger challenges - like building dedicated ISP networks for League players - under the hood. We need to be proactive about communicating both.


So what's this mean?

Ultimately the above ‘state of the game’ feeds into our current prioritization for League of Legends. How we choose our work can be fairly straightforward:


Pay off our tech debt

League is a constantly evolving experience that we’re committed to improving and supporting. That means building out systems that can be worked on by hundreds of developers at a time; creating tech and processes so that we can efficiently roll out updates to thousands of servers in 12 different regions; and creating a hardware and software architecture that can support millions of players at once. This isn’t an easy task, nor will it be accomplished quickly, so in the meantime...


Pick the right projects that we hope players love

Just because we have a lot of fundamentals to rebuild doesn’t mean we should shut down everything else. With things like the new HUD, new skins at a higher quality bar, new champions and champion updates, and an ever-growing esports scene to support, we’re going to keep delivering – and improving on delivering - where we can, unless it comes at the cost of our first priority (if animators could build better developer tools, we’d be first in line!).


Here's what we're not working on

We always have to make tough decisions when it comes to picking features that players (including us!) want and expect. Below are a couple of your big asks that we’ve put to the side – and why:


Replays (for now)

Well, this one was our bad. Not only did we promise replays at the launch of League of Legends because we thought it was needed to get esports off the ground (maybe not), but by showing them on the PBE we set the expectation that they’d be on the way Soon™. We backed off replays because the technical demands (server loads, backward compatibility, network stability) were so high that we knew it would be hard to do them ‘right.’ These days we also know that with our above priorities, replays just can’t be a consideration until we clean up a lot of those systems. In the meantime, we're huge fans of the alternatives that the passionate community of developers outside of Riot have created, and we're looking into ways to highlight (and support) those good folks.


Sandbox Mode

We’ve heard a number of player requests for a Sandbox Mode, with two main reasons: the first is trying out new content – which is something we value too. We want players to know what they’re getting and to be happy with the things they’re unlocking (we may investigate other ways to do this). The second is that players want to practice very specific skills without the constraints of a regular game. For this point, our stance is that sandbox mode is not the way to go. We want to make sure we’re clear: playing games of League of Legends should be the unequivocal best way for a player to improve. While there are very real skills one can develop in a hyperbolic time chamber, we never want that to be an expectation added onto an already high barrier to entry. On an individual level, we know this isn’t always true – some just want a space to practice flashing over walls without having to wait at least 3.6 minutes in between – but when that benefit is weighed against the risk of Sandbox mode ‘grinding’ becoming an expectation, we just can’t accept the tradeoff. We never want to see a day when a player wants to improve at League and their first obligation is to hop into a Sandbox. We do want to support your ability to grow in mastery, and there may be other avenues to do so, but not this.


Here's what we are focused on

While we continue to improve the global network, eradicate spaghetti code, build better tools for League developers, and polish other parts of the League experience (and figure out ways to tell you stories about those things), we’ve got a few teams and projects we’ll tell you about now:


Updating the client

Almost a year ago, we launched an updated patcher and client landing page. With those, we wrote a short post. At the bottom of that post, it read:

“We have a vision for what the future could hold for the client and we’re looking forward to sharing our plans with you a bit further down the road!”

Then a bit further down the road came and went and… radio silence.

We didn’t forget about our promise and we have been working on a large update for the existing client - we expect to begin player testing during the Season 2016 launch. After this, once it's ready to launch, you can expect more reliability, more responsiveness, and less buggy experiences (that’s our big focus and we’re making absolutely sure we can deliver here before moving forward). Ultimately, we want you to fight the player, not the game, so the updated client is oriented around getting you and your friends into League with minimal friction. We’re also building it in a new tech framework and architecture so Riot teams around the world can develop, deliver, and support more client features more effectively.


Scratching that competitive itch

We’ve been working on some improvements to competitive system that we want to roll out for the 2016 season. Front and center to these changes, however, is getting all of ranked play onto the teambuilder mode. You’ll be able to pick 2 positions - including ‘fill’ - to ensure you’re playing in the position you can contribute the most in. ‘Feed’ will probably not be an option, (sorry!).


Making League better with friends

We’re exploring a whole bunch of features to help you connect and play with new and existing friends online, even when your skill levels are pretty different. We also know that you can’t play with only your friends every game and, in those cases, we’ll continue working with you to build a better community.


Getting on that content train

Like we mentioned above, where we can sprint we want to keep going:


Seasonal seasons of seasons

We couldn’t think of a better title. Anyway, we want the season start to be an exciting time for game changes, but we’re also hoping to follow that up with some meaningful midseason changes as well. Instead of just focusing on a chaotic preseason, in a few months you’ll hear the plan for Season 2016, which is the collaborative work of a lot of teams working on League.


Events

We just wrapped up Bilgewater: Burning Tides so it’s pretty easy to convey our intent here. Not all events will be this big, but from Bilgewater to Worlds to April Fools, we want to deliver content that keeps League fresh and gives you new ways to engage.


Storytelling

Lore means different things to different players, but we know many of you are looking for a story that has Runeterra actually changing over time. Again, we want to do this more frequently. Events like Bilgewater will help us tap into our potential, and we’re experimenting with other ways to bring you story, like comics, videos, novellas, and other things not comics or videos or novellas (did you like the Amumu music video?).


Higher quality updates

We’re still trying to push the envelope with each new champion we release and not only are we improving with each skin we put out but we’re exploring other ways for you to customize your League experience in Season 2016.


What's next?

From now on, you shouldn’t be surprised by our work - you should know what areas we’re prioritizing and why we’re doing it. This also means we’ll be experimenting with different forms of communication and transparency. Communicating more about the bigger picture also means you’ll be hearing about stuff before it’s fully baked - so expect some details missing and some differences along the way. We’ll repeat again – this dev blog isn’t about ‘results’ or new content, it’s about resetting our conversations so we can talk, and develop, iteratively.

Thanks for reading this epically long post. We’re excited about all of the things and we hope you are too.

Banksy & ScuttleChris

1,607 Comments

Old Jack Burton1007 votes

You guys spelled "Rito" wrong

Pave The Way16 votes

LOL

Doctor Lee72 votes

rito pls

Tryndameres Son63 votes

?

RiotPWYFF810 votes

We... considered this.

Blood Reaper157 votes

Have you also consider using firemen to put out that fire instead of engineers

JohnJonesy124 votes

While a fireman would put out the fire, an engineer would design an automated, self-repairing system that would identify the fire when it is a minimal flame, and extinguish it before it becomes an infernosummoner 14 . Interpret this analogy as you please.

I Am Supp Diff154 votes

wait! an engineer can design an automated, self-repairing system that would identify the fire when it is a minimal flame, and extinguish it?? but Graves cant have a cigar???

steelblacksky84 votes

the automated self repairing system identified the smolder of the cigar and got rid of it before it could become an inferno, obviously.

BruceThaBeast325 votes

RITO I WAS JUST TALKING ABOUT HOW A TEAM BUILDER MODE IN RANKED WOULD BE HEAVEN!!! NOW. . . .I have another Idea. . . . Make a satan Teemo skin and donate 1/5 of the earnings to end world hunger. BAM YOUR WELCOME 3RD WORLD COUNTRIES.item 2054

Sergeant Stephen53 votes

They've been talking about ranked team builder forever.

nightwolf92139 votes

If you just setup Team Builder where you select the role you want, but not the champion you still go through banning and draft selection except there is no confusion about who goes where and eliminate the trolling for not getting your role.

Tickle Time 6935 votes

Best idea yet! It would make playing ranked a lot more fun :)

JohnJonesy26 votes

Of course, there would still be the master trolls Trundle who would go a different lane despite what is chosen int the teambuilder. I still think there should be far more punitive measures, and a new Tribunal to apply these measures.

Defied Death27 votes

I agree, while it may be hard to enforce it, Riot should definitely consider adding "trolling" to the report list. This may include people auto locking without calling (Especially if its a champion such as Kayle/Jayce).

404DeathNotFound59 votes

You're*

I cry. summoner 3

404WaifuNotFound19 votes

I'm only replying because of your name.

Best Valor NA15 votes

the only reason i dont like the idea of teambuilder in ranked is because it puts you into blind match ups, you should have to be able to counter pick, and deal with counts through blind pick, and you need to learn other roles and Draft makes you do that.

I have a Bard on37 votes

I'm pretty sure you only choose your 2 positions you're willing to play and go into a draft afterwards when players have been gathered for the teams. I just hope it tells you what position you were picked for in that team.

Edit:Front and center to these changes, however, is getting all of ranked play onto the teambuilder mode. You’ll be able to pick 2 positions - including ‘fill’ - to ensure you’re playing in the position you can contribute the most in.

-right from the "Scratching that competitive itch" section

KappaSamnick20 votes

They should make the satan teemo and donate 6/66 of the profits to ending world hunger

WindScorpion250 votes

The reasoning for no sandbox mode is wrong. I don't even care about sandbox mode, but your argument makes no sense. If someone wants to practice fundamental skills to the game to get better, you should allow them to do that. No sport requires people to play full games in order to practice. 2 hours in a sandbox practicing a specific skill, combo, or whatever, will be worth 100 hours of game time in terms of getting it right. If you want to play casually, nobody's forcing you to practice these fundamentals.

Think about soccer. If I want to play soccer with my buddies down the block, I'll go play a game. If I want to be a professional soccer player, I'm going to be in my back yard practicing ball control, passing, shooting, and other skills. Playing a game does not afford me enough chances to practice these skills, so I create an isolated environment in which to do it. Sure, it's not the same as playing a game, but it's a lot better way to improve the skills I need.

If I want to get better at early game last hitting, I'm going to need dozens of games to practice it. If "playing a game is the unequivocal best way for me to improve," it's going to take me dozens of hours to practice just this skill, where I could do it in an hour or two in a sandbox.

As much as you want playing the game to be the best way to get better at the game, it's just simply not.

Insert quarters39 votes

I think the other thing is pressure. You go into a game, and be honest here, the lower level games and normals where you would put time into practicing these skills is filled with so many toxic players. They think they are bound for the LCS and everyone around them should be just as good.

Forcing people to have to play with some really toxic people is not a good way to get people past the "already high barrier".

I do understand that choices need to be made with staff, money and time and it's not all easy to chose. But your post as to why you are not working on a sandbox version is actually the reason why we need it.

JZuCuadra25 votes

Completely Agree with you on this, but they also raise a good point. The implementation of a sandbox WILL raise the standards in an already technically difficult game. People will expect each other to go into sandbox multiple times before even going into the game, and as such it will make people that just play the game casually, feel more pressured into the hours of practice to just play the game. I think there's probably a good middle ground somewhere, the trouble is just finding it.

Perhaps an idea would be to do specific simulators for certain things, some things like last hitting with a champion, or flashing over walls would be great for this. But others, such as learning new items, or spell rotations with champions, should be something you learn while in game, in a competitive environment.

I'm not saying a sandbox is a bad idea, I'm saying that it might not be the solution you think it is.

Fenrisulfr190 votes

Honestly I just have to say - Thank you for this.

This provides a lot more clarity and a look in on everything and I could practically feel the struggles that you guys are going through every single day. I've been here since the game's Launch and every single player since then knew and still knows now that with the massive serge of players, you guys were over your head. But you've worked super hard every single season, and it shows.

Thank you for providing all of this information and actually sitting down and talking with your players. I can't wait to see more of these blog posts.

RiotPWYFF127 votes

We do appreciate that. What's important here though is that we can follow up on this - that we can commit to communicating more frequently, more often. Hope you can stick by and keep giving us feedback, even if you do get frustrated.

The Purifier93 votes

So... what about East Coast servers?

Cígar17 votes

its not like the ping is bad:/ only 90-110

An Aes Sedai2 votes

most people get 40 max ping.

baljasweg900118 votes

Average 956 spikes to 10,000+ atleast once a game and I have "high speed internet" I think its my internet rito pleas free internet item 3070 item 3070 item 3070 item 3070 item 3070 item 3070 item 3070 item 3070 item 3070 item 3070 item 3070 item 3070

TrapinProgress13 votes

I live in Florida and during the summer (but occasionally during the rest of the year) I will get massive spikes of 800-24k ping from my average 96 ping in less than a minute

DarkAngel1347 votes

u kidding me..? my ping avg is about 450-600 and it spikes to like 1200 for a few sec... -____- my fps is in the 20's maybe 30's if im lucky. and i have high speed internet. item 3070

Volgaria41 votes

That is definitely a problem with your internet, not riot. I live on the east coast and my ping is about 85-95. But even then, that is bad. Its not unplayable, but it is a huge disadvantage over someone on the west coast with 20 ping.

Antimattrpenguin34 votes

I find this entire post rather funny. My max ping on league was 18,564.

Shadow Strider18 votes

Sure, 85-120 ping isn't technically that bad, but keep in mind that at 100 ping you're looking at a 1/10 (0.1) second delay, which doesn't sound like a lot, but when you consider that human reaction time, on average, is ~0.25 second for visual stimuli, and 0.17 second, it becomes pretty clear how big of a disadvantage this becomes. You're basically adding on an extra 1/3 your normal visual reaction time, and adding more than an extra 1/2 to your auditory reaction time.

Ask just about any pro player out there, and they'll say anything above ~40 is pretty awful for them. Mind you, your average League player isn't a pro, and I'd be willing to bet most people don't notice a significant dip in performance until you hit ~120 ping, especially if they're used to ~90, but the point still stands.

Sorry, this ended up being way longer than I wanted it to be.

MrBigstuph164580 votes

FPS has to do with your computer specs, ping is internet.

RiotScuttleChris62 votes

We're working on lowering the ping for players on the East Coast. We're doing this by building an internet backbone for our players and considering locations for servers (but they may not be on the East Coast). Here's a lot more: http://boards.na.leagueoflegends.com/en/c/help-support/WH8doH76-na-servers-and-the-future

Tigersight17 votes

Why would you leave a reply linking to a -183 point article written last year where you said you'd fix it last November? That's just not smart...

Even so, here's hoping you actually do it this time.

Jolan66 votes

No replays No sandbox but Scratching that competitive itch

So, what IS the truth? If you want to support competitive, why aren't you introducing Practice mode? Why won't you let me practice Flashing over walls more often than every 3 minutes in a custom game? That's essentially wasting my time if I want to get competitive.

MasterVidallis37 votes

They literally wrote why on that same post.

LeagueOfLejhins33 votes

If you read the post, they clearly explained why. With sandbox and practicing comes a "standard" to meet for anyone who wants to become better at league of legends. While it is great to practice, there's two reasons they haven't introduced it.

One: You will get better by playing in actual games. Yes, you are going to lose a lot of them if you are learning new mechanics, roles, or champions, but you will learn each game. Every missed flash is going to make the next one better. You can only do so much in a sandbox game.

Two: League doesn't want to promote this cultural trait that you need to practice to become good at league of legends. It really alienates the game from casual players, and just creates another barrier (however empty it is) that players just don't want to jump over. They will feel a need to practice if they want to be good, and many just don't have that desire. It could possibly drive them away from the game entirely.

Please actually read the post before you say stuff like this in the comments. Your exact issue was addressed.

Edit: Why is everyone down voting this? I totally disagree with the decision, however when someone asks a stupid question in the comments, they deserve to be ridiculed a little

Yall make me sad Amumu item 3070

Rampant Entity82 votes

What? You shouldn't have to practice to get better at something?

One: Yes, you get better at playing the game by playing the game. But there's a reason basketball players practice dribbling, free throws, passing, etc. individually to strengthen those specific skills. It makes no sense to say that the ability to practice individual mechanics is somehow limiting or a drawback.

Two: Like I said earlier, this makes literally no sense. In a game where you have to use third party programs to learn how to play the game at a basic level because of the out of date tutorial, look up champion numbers and ability scaling because they aren't in the client already, and the confusing rune system that involves putting in a lot of IP just to have a few standard sets, the ability to practice outside of actual games is the barrier to entry? What? Players hang out in Bronze V right now and don't leave the game, the only way for them to practice is to bash their heads against normal matches until they hopefully learn enough to start climbing. Being able to just focus on last hitting or learning a champion's mechanics better would drive them away from the game?

His exact issue was addressed, but he disagrees with the point made. Is this not for open discussion of the issues players have with the game?

ExposedGenitalz17 votes

I agree with you completely.

If riot added a sandbox mode. It would mean that you would be spending less time to master a champion because you could just work out the certain kinks in your play. By having to where you would have to play tons of games just to master a certain champ/role/mechanic you play more. They don't want you playing a little and getting a lot of results. They want you playing as much as possible while making just enough progress to keep you playing. By having a sandbox you get better quicker meaning less play timeAnnie

Also side note to rito you didn't explain why having a sandbox would be bad. You just said that you didn't think was a direction that should be taken.

Sir McBaller10 votes

You've gotten a lot of hate for this post, but I do strongly agree with you.

It's one thing to foster a fun environment where people just play a game. No practice necessary, play with your friends, don't be afraid to queue up, etc. I want that too. It's another to not be ABLE to practice certain skills with any consistency. In my eyes, not allowing people to practice new champions, try out things they have not bought with their long-time-worked-for IP, or practice a skill that they are not good at yet makes a HUGE barrier for people trying to improve at the game, or spend their IP. I am a huge supporter of trying to make the game fun and removing barriers to entry. But to see riot so quickly dismiss the idea of a practice environment AND the ability to watch replays and learn from your mistakes is really unsettling. I just pray they meant it when they said they would look at other avenues to help.

Gÿato66 votes

We can have this but Graves cant have a god damn cigar...

Benjeon Universe59 votes

Why is Gangplank so ugly.. Also; Urgot + Gragas = Gangplank ??

Siigari18 votes

Hey Riot. I don't ever post here, but you guys post about how you are all about clarity and making things easy to read or easier to understand.

Well this new hud is not that. Oversimplification combined with inability to customize (you guys are a AAA company with tons of development time) any part of it is frustrating and leaves a real sour taste in my mouth.

Then you force it on us. Every two weeks it seems like sweeping changes have been made and it causes me to grate my teeth in anxiety and frustration. I cannot quickly read the new UI and things are in weird places. Bigger, bold numbers are harder to read than smaller numbers. League took on a Torchlight look with the font. While that works in a fun fantasy environment, that does not help CLARITY AND READABILITY when you are quickly trying to decipher numbers. 1 and 7 are the biggest offenders, followed by 6 and 8. If I can't read it at a glance it is not competitive and your fervor for clarity has been lost.

BruceThaBeast102 votes

I beg to differ Rito, The New HUD is amazing! People just dont like change. Remember how everyone was Bitc. . . . Complaining about the new SR Map Update. Keep doing you boo boo!summoner 21

dedpup24 votes

i really loved the new HUD ever since i saw it and what they were aiming for with it, and i was really confused when people did not like it. THEN i thought to myself, change is change and reactions come and go.

Jharod6 votes

I like the new hud. I barely noticed the font change and the size increase is fine. My only gripe is that they moved some stats back into the top right from above the minimap. It was nice having that information right next to an area of the screen I look at constantly. But I like a lot of the changes they made, especially with the most recent update.

Misplaced Faith25 votes

Change is good, Khazix

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