VALORANT Bug Megathread and Updates to the Spam Rule |
- Bug Megathread and Updates to the Spam Rule
- FaZe Clan Invitational / Day 1 / Groups
- Deathmatch made me realize how bad the sound is in Valorant
- My journey getting to IMMORTAL
- The State of Hit Registration
- The Real Problem With the Battlepass (Math included) (Not clickbait)
- Killjoy on Bind is truly something to behold
- Immortal Jett Fragmovie (ft. csgo rank S players, Cavern, Ninja, and more)
- Phoenix from Valorant but he's lost his marbles [SFM]
- I think I invented a new omen strat, and it works almost every time for now lol
- As Someone Who's Physically Mute, I Have Some Suggestions For The Ping And Communication Wheel System.
- How to make FFA DM viable
- Friend of mine made a rly cool Killjoy fanart! :3
- Does anyone else think that surrender in unrated is overused?
- If you set detail quality to low, you won't see the radius of Killjoy's Q ability before deploying.
- Deathmatch is a great addition to the game.
- Killjoys voice acting is really bad.
- Went from winning 11-1 to almost throwing the match. This is how it ended
- I Think someone in my friend list is scripting.
- Deathmatch feels too much like "prefiring practice" with the radar pings
- Killjoy placemants Haven
- Spraying/Gunplay is terrible in Valorant
Bug Megathread and Updates to the Spam Rule Posted: 06 Aug 2020 10:22 AM PDT Hi all, to save sticky space (We only get two), we're combining links to the bug mega and the update to the spam rule. Adding slightly more context to our spam rule! Please note, this thread is locked, please click on the links to take you to the conversation, no conversation is had here. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
FaZe Clan Invitational / Day 1 / Groups Posted: 06 Aug 2020 11:21 AM PDT FaZe Clan InvitationalValorant Esports Gamepedia | vlr.gg | thespike.gg | Juked.gg Today's Matches
GROUPSGROUPS
StreamsOn-Air Team
Format Group Stage
VoDs[link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Deathmatch made me realize how bad the sound is in Valorant Posted: 06 Aug 2020 03:14 AM PDT Compared to CSGO when playing deathmatch, here most of the time i just gotta use the sound of the floor to realize where the enemies are and even if i do that it's still pretty bad. For example on Bind i heard the metallic floor and i was hearing the footsteps like he was up in heaven but he was to my left on connector. Also i wanna point out 2 things about Deathmatch, that minimap update every 5 secs or so was really not necessary, maybe show players who stay in the same spot for too long. Here i'm not sure but, is it just me or way too many people spawn behind you? Especially with this sound i don't even realize that they are behind me. I'm not gonna talk about the xp though.....OOF [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
My journey getting to IMMORTAL Posted: 06 Aug 2020 04:45 AM PDT
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The Real Problem With the Battlepass (Math included) (Not clickbait) Posted: 06 Aug 2020 05:15 AM PDT TLDR: Too much emphasis is put on daily / weekly missions to gain exp. About half of the exp needed to complete your Battlepass comes from missions. People inherently feel like the Battlepass is too much a grind, yet people are still able to complete their passes somehow. Why is this the case? It's the big boost that missions give you. You wouldn't be able to complete your pass without them. And missions feel largely outside of your control. They just kind of happen automatically, or result in sub-par game strategy if you're focused on completing them. Valorant forces players to keep coming back every day if they hope to complete their Battlepass. From a product standpoint this is pretty genius. It makes the game habitual for people. But the downside is that it offers no reward to players who prefer longer, less frequent sessions. And it punishes players for taking a day off. Daily mission exp: 4,000 per day x 7 days a week x 10 weeks = 280,000 Weekly mission exp: The math is too complicated for me and I'm lazy. But each week last season was somewhere between 28,350 and 60,750 exp. Let's say conservatively you get 350,000 exp from weeklies. (I think it might actually be less this season, if someone has an exact number I can edit my post) Edit: Weekly mission exp for the first 5 weeks of Act 2 is 141,750 in total. Not sure what the rest of the weeks will be yet. (Thanks /u/bobmore11 for the numbers here) That means that 630,000 exp for the season comes from daily/weekly missions. You need 1,372,000 exp to hit level 50. So that's 45% of your total exp. Half your battlepass comes from bonuses. The most extreme example of where this is a problem: Someone who can't play during the week because of school/work, but plays 6-8 hours per day on weekends. They will miss out on 5/7ths of their daily mission exp as a result, aka 200,000 exp. To compensate for that, they'd need to play an extra 200 spike rush games (~34 hours) over the season compared to someone who can play for a couple hours daily. What would Valorant look like if you didn't complete your missions: Deathmatch - 2,744 games needed to complete the Battlepass. That's 39 deathmatch games every day for 10 weeks. Even if you could manage to do 10 DM games per hour, that's still 4 hours every single day. For people who will primarily play DM now, the fact that it doesn't contribute to missions could be a real issue. Spike Rush - 1,372 games needed to complete the Battlepass. That's 20 spike rush games every day for 10 weeks. Assuming 10 minute games, that's 3.33 hours every single day. Unrated/Comp is a bit more variable depending on how much you win/lose, but probably comparable to Spike Rush. If you want to complete your Battlepass effortlessly, you need to consistently play for 1-2 hours every day and never miss a daily. But this just isn't feasible for most people. Sometimes you're busy and can't log in for a day, or you want to take a break and play something else. Also it fails to reward long-session players. After you complete your missions for the day, the exp a match gives you feels like it's moving you toward completing your Battlepass. But really it's a drop in the ocean compared to what you get from weekly/daily missions and playing a little bit each day. There's no real incentive to keep playing once your daily missions are done. In my opinion, this results in burnout for most players. I finished my Act 1 Battlepass a week early. But once I was done, I was sick of grinding Valorant and took the remaining week off from the game. Knowing that I'd have to commit to another 2 months straight of only playing Valorant for the next Act. I've heard similar stories from several friends. This isn't sustainable... I can commit to playing Valorant for 6-8 hours a week long-term, but I can't play every single day forever. Proposed solutions: Increase exp for all game modes - Make the Battlepass about actually playing the game, not completing arbitrary missions. That way your progress scales based on the amount of games you play, not whether you've got missions left for the day. Allow renewing weekly missions (less optimal) - In some other games, you simply get new missions once you complete your existing ones. I think this could be another way to reward players who skip days but then play for 6 hours at a time when they do play. Missions could get progressively more difficult throughout the week, or limit it to 1 refresh of weekly missions per day to still have some sort of a cap. Premium Battlepass XP Boost - From a business perspective, it makes sense that the Premium Battlepass should give a 10-15% global XP boost. Right now there is no incentive to buy the pass at the start of the season. More and more people are saying "I'll wait and see how far I get before I decide to buy." [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Killjoy on Bind is truly something to behold Posted: 05 Aug 2020 03:28 PM PDT
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Immortal Jett Fragmovie (ft. csgo rank S players, Cavern, Ninja, and more) Posted: 06 Aug 2020 01:50 AM PDT
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Phoenix from Valorant but he's lost his marbles [SFM] Posted: 06 Aug 2020 07:43 AM PDT
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I think I invented a new omen strat, and it works almost every time for now lol Posted: 06 Aug 2020 03:16 AM PDT
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Posted: 06 Aug 2020 03:50 AM PDT I don't have a TL:DR version of this. First off, yes, I know, there are people out there who are using the comm and ping system to annoy people on purpose, and I'm annoyed by it, too, as I use it when necessary. Second, lets be real, there are also legitimately deaf people playing the game, but I think the bigger concern as far as I've been told about deaf players is about them giving comms to people who aren't deaf rather than people who aren't deaf relaying comms to them, though I could be wrong about this, but my main focus is more on giving comms, and also I do not want to leave out the selectively mute players, as they may just want to relay comms but have their own personal reasons for not using their voice and would want a better way of relaying comms. Third, I've been physically mute for several years now... I am not comfortable sharing the details as to how I became physically mute and I hate recalling it because it brings back bad memories, so all I can say is that there were a few accidents that happened to me that caused me to be in this situation, and the doctors have told me it will take a few more years for me to be safe (emphasis on the word: safe) to take speech therapy. Fourth, if it even matters in this regard, I am Diamond 3, and no... I don't blame my teammates except when I get the ones obviously hard throwing and playing to lose on purpose, which rarely happens (but still happens... just had a match a few hours ago as I'm typing this where an Immortal 2 player was even screaming in the mic he wants to lose because someone stole his ace... which is a first for me to hear). Fifth, English isn't my native language, and I wasn't good in my English classes anyways (just barely passed all of them... but its 100% still my fault, so, ooops), so I am sorry for the grammatical errors as I am depending on the spellchecker on this one. Now, lets begin. No comm and ping system is perfect, and I doubt there ever will be, lets get that out of the way, and that's fine. Having played other online multiplayer games that have an existing ping and comm wheel system, as much as I like the ping and comm wheel system in Valorant, I have to say... Apex did it better, as its more streamlined, granted I find it relatively unfair in comparison because Valorant is more demanding in comms compared to Apex Legends or just tactical shooters being more demanding with comms over BRs. So, pardon me for referencing and mentioning other games, but I just want to pitch in ideas. So, for the pings on the map. I suggest that when a spot in the map is pinged, say, in Ascent, you ping Boat House, not only would it help if it says in text chat "Boat House", but also be shown its name, even with a reasonable sized font on the ping itself (or better yet, make it modular where, in the settings, you can set the size and opacity at the very least so players having to read it can set it at a size that's based on their preference). Sure, we have other callouts for parts of the map that don't have an official name, and also it'd be tricky to ping players who are, say, under A-site heaven in split, or under A-site heaven in Haven, but it gives the info with slightly better accuracy than just, say, a ping. For pings without using the map, I'd say it'd be great if its the same thing. Also, I noticed that pinging the map while being on a Cypher cam or Sova drone sometimes just straight up not register at all. Is this a bug or something? Cuz sometimes say you saw someone and have an accurate read on where they'll go, but your cam or drone can't see it. Well, you have to bring up the map and ping it, and sometimes the naturally faster way is to still be on the cam or drone if you know you're safe. I just don't know why it doesn't work or register more than half the time. For the comm wheel, in DotA2, about the custom chat wheel, if it was possible to have a customizable chat wheel then its fine that it doesn't have any voice over whatsoever. Heck, you don't have to open or close and add a file in to game and just make it an option in the game where all we need to do is type what we want to put in the custom chat wheel and you're done. Now, does this matter in unrated or spike rush? I doubt it does. However, there are people like me who like the feeling of a serious sense of fun and somehow found it in this game through ranked/comp. Before anyone tells me to find another game, don't worry, I posted something about it in r/ShouldIbuythisgame asking for suggestions. But for now, Valorant's kept my attention. Also, to those saying "get your friends in", well, I tried and kept trying after my usual stack from other FPS who planned to play Valorant with me died due to Covid-19 a day after lockdown was implemented, which was early March, my other friends hate FPS' in general, and LFG hasn't been good to me, and I get why, and I don't take it against anyone. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 06 Aug 2020 12:09 AM PDT Don't get me wrong..I'm glad to have a DM now, but it could defiantly use a few changes. • Get rid of UAV. I know, it was meant to prevent campers. What ends up happening is people just sit in a corner and watch for where people are coming from. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Friend of mine made a rly cool Killjoy fanart! :3 Posted: 06 Aug 2020 07:45 AM PDT
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Does anyone else think that surrender in unrated is overused? Posted: 06 Aug 2020 06:31 AM PDT It's a common occurrence that when I play unrated and my team is losing by like 3 rounds someone starts a surrender vote and tells everyone to surrender. It seems like the surrender function in unrated encourages people to surrender when they start losing, but some of my favorite moments in Valorant have been comebacks. Today I played a game where someone tried to surrender because they wanted to play killjoy and someone else picked her. I understand that surrender is necessary, since a game isn't very fun once the entire enemy team has OPs and your team is saving, but it just seems like a lot of people surrender at the first hint of a loss. Edit: I'm not talking about when your team is getting stomped or when people go AFK, that's why the surrender option exists, I'm talking about the people I encounter all the time who think they need to surrender after losing a couple of rounds. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
If you set detail quality to low, you won't see the radius of Killjoy's Q ability before deploying. Posted: 06 Aug 2020 09:32 AM PDT Just realised that and wonder, if there are other indicators not showing up with specific graphic settings set to low. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Deathmatch is a great addition to the game. Posted: 06 Aug 2020 07:30 AM PDT Contrary to what I am seeing on the subreddit, my friends and I are loving deathmatch. The lower xp means that it does what it is supposed to, be a fun warm up game mode. If there was xp for kills everyone would sweat to get the xp and would ruin the appeal of the game mode. Loading up with 4 buddies at the end of the night and talk shit to eachother when we 1v1 them over and over is the most fun Ive had in this game in a while. I think it fills a void that spike rush didnt, and am very happy with where it is now. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Killjoys voice acting is really bad. Posted: 06 Aug 2020 06:21 AM PDT First of, I don' t mean to disrespect the voice actress, it's not her fault riot hired the wrong person. What really annoys me is that clichee German accent. I agree that some germans can't pronounce the "th" correctly, but my god man, at least keep it consistent. There's lines in which pronounces it as "z" and some in which she magically is able to speak normally. Then there is the german part. Her german does not sound like an actual german. She sound like an american trying to speak german. Since I only speak german and english, I have no idea if she's the only one. Do Razes Spanish Voicelines actually sound like she's from Mexico? I'd love to hear your opinions about it. Edit: Reyna is the mexican, not Raze. Sorry about that. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Went from winning 11-1 to almost throwing the match. This is how it ended Posted: 06 Aug 2020 03:55 AM PDT
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I Think someone in my friend list is scripting. Posted: 06 Aug 2020 12:30 PM PDT
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Deathmatch feels too much like "prefiring practice" with the radar pings Posted: 06 Aug 2020 12:54 PM PDT Not sure if I'm in the minority, but I don't feel like I get legit aim practice with this game mode right now. People always know where you are even on huge maps like bind. I would like to see the radar pings only show up for people who are camping or standing still for maybe more than 3 seconds or so. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 06 Aug 2020 08:48 AM PDT
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Spraying/Gunplay is terrible in Valorant Posted: 06 Aug 2020 04:28 AM PDT Playing Valorant for months it always felt like something was off with the gunplay but finally getting deathmatch made everything clear being able to have gunfights constantly. The gunplay feels insanely terrible compared to CS after playing deathmatch and you can tell me the "It doesn't have to be like CS things" but it is just awful that's the problem. Spraying: Spraying/burst firing is not a viable/realiable thing over 10m in this game: random recoil kicks in after 5 shoots and if your initial shots are aimed for the head or if your target moved all your sprays are basically RNG. Adding the high recoil reset time (which with being lowered is still a very long time) you can't burst as burst are like not letting go of left-click accuracywise. If you try to hit a target from behind and they randomly zig-zag when you start to kill them, your headshot will obviously miss (like your first 2-3 initial bullets) and you will start spraying which is the IDEAL SHOOTING STYLE against moving targets but your aim is already random. And I haven't even talked about what happens if 2 players peek you one after another and you missed 1 shot or just have to shoot more then the 1-tap because you have a phantom. Movement: Movement is terrible, it doesn't have to be like CS I was all for that but you can't force stop your character not having that extra skill option you only have the built-in stop when you let go of your movement keys after some given time it stops instantly (it feels like an instant stop with a delay, I don't know it it's only the overall input delay but it feels noticably more compared to CS when you insta-stop using the other direction key). Peeking feels way off possible due to this. Peeking players appear with a high velocity which 99.99% of players (not even most FPS pros as contrary to misconception pros usually have completely average reaction time at least in CS) can't aim for the head yet it just became visible (first ~0.1-0.2 seconds). After this reaction time kicks in if the peeker short-peeked your crosshair placement is usually enough you pull the trigger they are dead, if they long-peek you will flick based on the movement-speed they are having shoot and start spraying. Now spraying is off the table and if they long-peek you only have that flick that anyone can easily miss especially if you have this "insta-stop". That's why in CS where you have to do the stop perfectly feels right because it messes up the defender's headshot potential so hard you should only have it if you do it right but even then the defender still should have the reaction advantage and kill with the spray. But it's not the case in Valorant, where I have seen multiple clips (way too many) pros getting peeked by noobs and getting owned with them having no chance with sounds as silly as it is. Peeking feels almost RNG with a little aim compared to CS where we didn't even realise how complex and interesting it was. Adding the bad spray + the movement was probably the reason why they added that heavy tagging to try to make spraying at least somewhat usable. Conclusion: I'm not saying Valorant has to be like CSGO never said, I didn't say a single thing about the map design promotes a more team coordinated play (also impossible to navigate without it). I really loved the core design, emphasising more on team coordination. The game was insanely fun at first but playing it for more time trying to master the new mechanics it feels terrible bad and I don't think I'm alone as I read many-many posts of some mechanics just being worse than CS and bad, many streamers complained and maybe the decrease in Valorant viewership(/playerbase likely) is connected too. I really just want the game to work, the Valorant team seemed like they understand what needs to be done and listen to us e.g they did reduce the recoil reset time even if not enough. I think something needs to be done even if not making it like CS, but the LOLteam's 10 years of LOL balancing where sleeping on the bigger issues and trying to fix the game by fixing other stuff like adding a fun new champ isn't the right way. [link] [comments] |
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