@RiotGhostcrawler

Greg Street

As a developer, how do you handle design "issues" that the community calls out as problems, but are still good designs? (Three-hit mechanics, every champion has a minigame etc)?

CraftyTurnip
The best thing you can do as a developer is provide context. If even some players understand your logic, then they can explain it to other players, and maybe you won't see the same comments over and over again.
On the other hand, if players can offer good arguments for why your designs are in fact problematic, then you should really listen to them, keeping in mind that "players" are not some kind of homogenous entity that is always going to speak with some kind of unified voice. (Players themselves forget this with some frequency.)
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Latest answers from Greg Street

The way you tag answers with so many different categories on tumblr is so cute.

I know they are wildly inconsistent and that sometimes it's #leagueoflegends and sometimes it's #league of legends. Maybe I should just give up. Clearly I don't know what I'm doing. But I have this dream that at some point the site has 10,000 answers and people might only want to read the ones about squids, or high-level D&D or maya pyramids.

You going to be on radio silence until Jan? Xmas and all that

I have been answering more questions on http://askghostcrawler.tumblr.com/
I move some of these questions over to there. For this particular answer, I'll probably post some over the break since I'll have plenty of free time for once. It won't be as easy to ask other Rioters when I don't know an answer, which will reduce my ability to address those topics.

Just because someone is "playing to win" when they want to duo mid or roaming Singed counterjungle support shouldn't put *any* burden of proof/flexibility on the rest of the team. If the rest of the team doesn't think it is acceptable most games, the community has spoken.

I answered this on askghostcrawler.tumblr.com

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