How do tier one esports teams analyse competitive, scrim, and SoloQ data to make informed decisions about the game?
Now I've left FlyQuest, I've put together a long form article showing screenshots of the application we built, and some of my thoughts alongside it.
Link below.
@Dom_Sacco@RLewisReports Did make me laugh when @TheUKETC was established to prevent this kind of behaviour. Then one of the founding members was accused of not paying players 6 months later and disappeared into the ether.
Kind of sums up the entire UK scene to be honest.
@Dragdar_ Also - champ unlocks used to take AGES and nobody really had an issue.
Think I was playing for 3 or so years before I caught up and could consistently afford new champs - then they introduced shards and it was incredibly easy (too easy).
@Dragdar_ Honestly I don't think the people complaining played the game before it was any different.
Hextech chests to me seemed crazy - I definitely avoided spending money since I would eventually end up with a skin on any given champ.
As a result I haven't bought RP since...
this was mostly just to flex my frontend muscles (and get used to next.js, since I've only used base react so far).
this is actually my first time making a user facing application based on the riot API
likely to be some teething issues still, but happy with how it turned out
Remember guys if someone ever asks you whether you can assign a single numbered score to a team/player based on in-game stats..
Your answer should be no.