Riot forgot something "crucial" - Screentime Crucial

Recenty Riot announced that they won't be reworking champions as much, or it's not a priority for them to say the least. And overall the game has a much more modern look now (playing since end of S1). But there is one thing that takes up a large portion of the screentime in-game, one thing, that has not been touched in years. This one thing that is displayed in every game sometimes for some, sometimes for all players. The Death Recap. This grayscaled, buggy, inaccurate, old looking mess. I don't want a full blown video, like I get it, it's just some info. But I freaking hate it when I sit down and watch as League tells me that someone who was not in the fight at all, who didn't even get an assist, dealt 73 true damage to me, with an ability that has no description, no icon and a name that is simply called "[insert summoner name here]_1w2t3%%%5t6f7o" (And this happens s%%%idly often.) And tbf, the death recaps looks old and ugly in comparison to every other aspect in this game so far. So yeah, I'd highly appreciate one last bit of **focussing on reworks** if it means the death recap gets a facelift. Cheers. Edit: **This is a bit important and it would be cool if Riot could make a statement** The assumption came up that the Death Recap is indeed working fine, but that the things it shows us are the precise things the Server calculated before our death. In other words, the Death Recap is like a debug snapshot of what happened before we died, what the **Server sees** that we **do not see**, the numbers in the background, if you wanna call it that. If this assumption is true, that means a massive metric f%%k ton of damage is being handed out by the games servers every day throughout many different games, damage that **should not be handed out**. In short terms, the games **MAY** be rigged unintentionally, simply cuz of spaghetti code. Lets walk this through an example. Player A dies and get's displayed that the raptors dealt X amount of damage using blade of the ruined king against the player additionally with receiving X amount of true damage from an unknown source + the X amount of damage player B dealt to them. Assuming death recap works just fine, this would mean that for what reason it might be, players are being dealt damage during fights that should not occur. (Careful, this example might **seem** unrelated to the Death Recap issue, please keep reading.) And we know these kind of things happen, technically speaking, a flash for example is an **instant** change of position. If we manage to for example dodge Karmas empowered Q by flashing away but still receive the on impact damage and DIE as a consequence of that Q, then this is a bug. The Flash is a blink after all. >A blink is a type of champion ability in League of Legends that causes the caster to move to a target location or unit >with no travel time required. Taken from the League of Legends Wikia It is damage that should not be applied. Why? Because if the damage was applied that means, our champions should not have been able to flash out, as it was supposed to die immediately as a result of said damage, no further actions that have **no animation** should be perfomed. Since flash is an instant change of position, or that is what it is supposed to be at least in the back-end, we know that it is possible that damage which should not be applied to players sometimes tends to apply anyway. Now as one might have noticed, this example is absolutely besides the point and not related to the beforehand mentioned issue, so why am I mentioning this? Well because it is an issue that happens fairly often in the game, that people have by now accepted as perfectly normal. However it displays just how badly the server might **handle damage calculation** something that, if our theory is true, the death recap **shows** to us the player displaying data 1/1. It doesn't proof the assumption but makes it more likely that similar wrong damage calculations might happen that we simply do not know off. If that is the case, games are slightly, by a tiny margin, rigged/bugged damage-wise. What are your thoughts on this? To save you the agony of scrolling down and looking for good comments and inputs, here is some interesting extra info on this **so it might not be as bad as it was first assumed** > [{quoted}](name=Snoozel Chu,realm=NA,application-id=3ErqAdtq,discussion-id=RRhEQf8n,comment-id=000c,timestamp=2019-04-27T23:03:37.066+0000) > > I don't remember where I read this, but as a guy with rudimentary programming skills, I believe I remember hearing about DR being bugged due to what amounts to a "fetch error." And this is more plausible than ghost damage sources. > > In essence, the way DR most likely works is by fetching values at death to fill categories. "Killer" and "Assist" work as you expect. This data is relatively straight forward. One shows who killed you, and the other is filled with 1 or 2 players that got assist credit. This portion of the fetch program works as intended, usually. But the rest of the values are, most likely, unaligned. > > "Damage source", "Icon", "Spell name", "damage type", "Quantity of damage" are likely values the DR needs to call for display. These values are likely stored in [box] for each one. For anyone who had to take computer science in high school, a good surrogate example would be cell algorithms in Excel. A group of cells would hold values that other cells with equations would call from to fill new cells with display data. In an advanced system, the cells having the base values are filled by other cells of values. If the cells feeding values to the cells feeding the end equation have the wrong info, you get bad end cells that display the wrong numbers. > > In terms of game programming, the values would likely be filled into brackets, to then be displayed into the death recap. We've all seen {}'s and such in recap, and that would be caused by bad value fetching. However, based on how the values are 'shaped', one value could be falsely extrapolated into the wrong end result. An ability could display as a summoner spell. The damage and type could be falsely portrayed, even as the server casts the right info, if the fetch program is calling things the wrong way. > > An example: Garen uses his Q as part of the damage that kills you. The value for that specific ability might be {GQ1}. Physical damage might be {1} for physical. Magic as {2}, true as {0}. Again, all examples. In a perfect system, when filling the value tables for the fetch, this damage would display like this: {GQ1, 1, 250} in actually, based on the age of the system and how small riot was at conception, this would actually be more likely to display as {GQ11250}, parsed into different categories based on digit placement. It's quick and messy, but as long as the data fed to the value tables remains consistent, it works. Except it doesn't. > > Riot has massively overhauled the game since launch, making a lot of changes to how things display in game. Damage pop ups, ability pop ups, lots of random things given clarity for ease of play. But if the the base data is changing to suit this new means of in game display, yet is the same data used by the old DR system, then that Garen Q could be completely misread as, say, Janna throwing her Q instead. With the addition of so many sources of of effects and damage, like from runes, and the lack of change to the old system of read the data, then the data would be read incorrectly. But as long as it matches something in the original table used by DR, something will be displayed. And it will be the wrong thing. > > In order to fix this, Riot would have to find a system of data feeding from server to client that consolidates all the information needed that matches a new table programmed into DR. But, that table would need to be updated with every new content addition, with major updates taking longer to fix. This is why simply "fixing" death recall won't stick. After a couple patches, the data feeding would change enough to render the DR obsolete. The solution would be to change how the data is fed in a way that more precise and provides more that just raw values. The server would need to provide everything so that DR needs no table. But in doing so, this would increase the load on the data pipeline and cause other issues, like client latency. So this creates a lose lose situation for Riot. They either set aside man power to manually update the DR data table so that it always accurately extrapolates the raw data, and update it with every single patch; or they reprogram the sever to client data feed to provide lossless information on every detail of an ability, which will inevitably introduce lag. > > Tl;Dr Riot can't fix the death recall system without either a dedicated update team with each patch, or updating server-to-client data feed for the DR to be so specific as to increase latency due to the volume of extra data being sent, should the above theory of design hold true. In order to avoid both of these problems would require a lot of technical engineering to create an "as needed" framework with a suitable load time that displays killer info a second or two after dying. Which is not an easy task, and could lead to problems and crashes if done improperly. This is a rework of a scale that would require beta testing as it affects how the server sends data and how the client reads it. And Riot would rather spend those Dev hours on new content, as the death recall is a relatively useless tool. > > But again, it's just a theory, but it is more plausible than the game rigging extra damage, which is something that would effect the integrity of competitive play at high levels and would be noticed much sooner.
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