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Valorant devs will add ability to change settings during Agent selection after "much more urgent priorities"

They also revealed how they react when abilities are not being used as intended and whether HRTF has lowered the volume of footsteps.
Valorant devs will add ability to change settings during Agent selection after "much more urgent priorities"

Riot Games' latest "Ask Valorant" blog post is live and it brings us a few interesting answers from the developers of the popular hero shooter.

One thing players have been asking for quite some time is the ability to enter settings during Agent selection and change them, which is for some reason currently unavailable.

And Riot has finally acknowledged that indeed there is no reason for settings to be unavailable during Agent selection, and Valorant's senior producer Naoise Creaven confirmed that they will "add it to our backlog" but states that they currently have a lot more of other things they are working on, which they consider "much more urgent priorities". Nonetheless, Creaven promises that they will keep players updated in regards to this.

valorant agent select screen
(Picture: Riot Games)

Some players have been wondering if the new head-related transfer function (HRTF), added with patch 2.06, is lowering the volume of footsteps, but Peter Zinda, Valorant's audio director, confirmed that this is not the case.

"HRTF does not affect attenuations (volume change over distance) or occlusion (filtering change based on objects between the emitter and the listener)," Zinda explained. "Adjusting to HRTF does take time and practice."

Finally, the most interesting question was the one in regards to how developers react when players start using abilities in some crazy ways developers didn't intend for them to be used.

valorant hrtf sound is low
(Picture: Riot Games)

Valorant's lead character designer Jay Watford explained that for them it is exciting to see the creativity of players and all the crazy combinations and unexpected implications, but that there is a fine line between creativity and unintended use which breaks the balance of the game.

Watford says that developers are learning the game alongside players and they want to "keep an open dialogue about what's discovered".

"Sage's Barrier Orb is a fantastic example—we've seen countless creative boosts, sideways tube walls, and ability combos that we wouldn't have expected," Watford explained. "On the flip side, we've seen floating walls creating one-ways, single wall segments hovering over the Split B bomb site, and more Omen teleport bug combos than I'd like to remember."

Their ultimate goal is for players to have fun with "the sandbox nature of abilities that keeps each game exciting" but without "breaking the tactical game we've promised."