5 seasons later, Rito still hasn't done anything about Ranked AFKs

Zombiephil··2 votes·684 views

So I'm in Bronze 3, climbed from Bronze 5 a couple of days ago, and I gain around 12-18 lp a game while losing 21-24. Therefore it is completely stupid and utterly retarded why I should lose up all my work in 2 games (12 lp x 2 - 24 lp) because some dude decides to rage quit or just has an internet problem. We barely lost a ranked game today in a 4v5, and had our AFK been there, we would've won. Rito please, why should we lose the same amount of LP if we have an AFK?

I think if someone leaves a game, everyone's LP loss should be decreased by half and then leaver has to pay for it in addition to the LP loss he is already getting.

Example:

Player 1: -22 lp/2 =** -11** Player 2: -26 lp/2 = -13 Player 3: -19 lp/2 = -9 (leaver will pay the 10) Player 4: -16 lp/2 = **-8 ** Leaver: -21 lp + -11 + -13 + -10 + -8 = -63 lp

Now that is a big hit, and I don't believe it is fair if someone's internet goes out and they have to pay 63 lp. Maybe the first time someone does it, all his teammates get their LP loss reduced by 50% but the leaver won't have to pay for their teammates, he will just get a regular loss. Also, if in promos, it should be a Loss Prevented UNLESS it is your duo.

And also, just AFKs in general, we need a detection for if someone is clicking to avoid the kick. Otherwise, people will just stand in the fountain spamming wards or whatever to avoid losing 60 lp.

8 Comments

acidxrain2 votes

I think it's a better idea to punish players who leave the game for longer than 5 minutes in a ranked game. That said, leaverbuster gets them, and they get an LP loss. There's not a whole lot more that should be done in those situations. However, I discussed this idea with a friend of mine:

Imagine an option in the play menu designed to play games already in progress that have a leaver. Imagine getting an IP boost for taking a leaving player's place.

Let's say you join a game, doesn't matter if it's ranked or not. You never connect to the game to play. If you never connect, instead of getting a leaver penalty, you get a replacement player after five minutes, of the same elo/mmr, to take your place with your lane and your champion and current gold/levels. You still lose LP. Players who opt in to take other players' places are given an IP boost for playing that game. The player who couldn't connect gets timed out for "X time" until their next game (no magic numbers). Remember, that's if they never connected in the first place.

If a player connects and then leaves a game, after five minutes, the player gets half a day timeout, an LP loss and leaverbusted. The player also gets replaced with another player who will get an IP boost for taking their place (of the same mmr/elo).

What does this system do?

Punishes players who deliberately leave games, or connected to a game, played then left and never came back. Puts less of a punishment on players who cannot connect to the game at all. Gives every team a fair chance to play the game with five players of equal skill level. Awards players for taking a chance on a potentially lost game by giving them a reward, regardless if they win or lose. Allows the community to repair the track record of leavers and afk'ers.

What does it not do?

Detect people sitting in the well moving every once in a while. Detect trolls who run around feeding mid.

How do we fix what it cannot do?

Since this system can't distinguish between a player sitting in the well and a player trolling to leaverbust them, I am recommending a system called "Community Warden". A Community Warden is a title given to players who have shown great behaviour and teamwork and have not been reported in "X time". A player who becomes a Community Warden will have the opportunity to earn IP by watching demos of players who have been reported for showing toxic behaviour in-game. Names are removed and replaced with generic names, ranks are removed, and the offending player is highlighted on a locked camera. To combat large demos on Riot servers, an in-game reporting option is implemented, and the first report given will go back ten minutes from the time a player has been reported to allow spectating. Once a verdict has been reached a copy of the demo is sent to the offending player along with the verdict and punishment. The punishment is handed out by Riot in all cases. Community Wardens only watch demos and reach a verdict together with other Wardens.

What Riot's automatic punishment system does not catch, Wardens will. Community Wardens who have participated and punished "X amount" of cases get a special icon to display, on top of a small banner with a Piltover Sheriff Star on their character portraits on loading screens. This lets other players know that you are part of a team that combat toxic behaviour and deters players from deliberately making games feel like a punishment. For every case the Warden identifies as toxic or not toxic, the Warden gets awarded IP when the same verdict is reached.

Zombiephil1 votes

{quoted}

I think it's a better idea to punish players who leave the game for longer than 5 minutes in a ranked game. That said, leaverbuster gets them, and they get an LP loss. There's not a whole lot more that should be done in those situations. However, I discussed this idea with a friend of mine:

Imagine an option in the play menu designed to play games already in progress that have a leaver. Imagine getting an IP boost for taking a leaving player's place.

Let's say you join a game, doesn't matter if it's ranked or not. You never connect to the game to play. If you never connect, instead of getting a leaver penalty, you get a replacement player after five minutes, of the same elo/mmr, to take your place with your lane and your champion and current gold/levels. You still lose LP. Players who opt in to take other players' places are given an IP boost for playing that game. The player who couldn't connect gets timed out for "X time" until their next game (no magic numbers). Remember, that's if they never connected in the first place.

If a player connects and then leaves a game, after five minutes, the player gets half a day timeout, an LP loss and leaverbusted. The player also gets replaced with another player who will get an IP boost for taking their place (of the same mmr/elo).

What does this system do?

Punishes players who deliberately leave games, or connected to a game, played then left and never came back. Puts less of a punishment on players who cannot connect to the game at all. Gives every team a fair chance to play the game with five players of equal skill level. Awards players for taking a chance on a potentially lost game by giving them a reward, regardless if they win or lose. Allows the community to repair the track record of leavers and afk'ers.

What does it not do?

Detect people sitting in the well moving every once in a while. Detect trolls who run around feeding mid.

How do we fix what it cannot do?

Since this system can't distinguish between a player sitting in the well and a player trolling to leaverbust them, I am recommending a system called "Community Warden". A Community Warden is a title given to players who have shown great behaviour and teamwork and have not been reported in "X time". A player who becomes a Community Warden will have the opportunity to earn IP by watching demos of players who have been reported for showing toxic behaviour in-game. Names are removed and replaced with generic names, ranks are removed, and the offending player is highlighted on a locked camera. To combat large demos on Riot servers, an in-game reporting option is implemented, and the first report given will go back ten minutes from the time a player has been reported to allow spectating. Once a verdict has been reached a copy of the demo is sent to the offending player along with the verdict and punishment. The punishment is handed out by Riot in all cases. Community Wardens only watch demos and reach a verdict together with other Wardens.

What Riot's automatic punishment system does not catch, Wardens will. Community Wardens who have participated and punished "X amount" of cases get a special icon to display, on top of a small banner with a Piltover Sheriff Star on their character portraits on loading screens. This lets other players know that you are part of a team that combat toxic behaviour and deters players from deliberately making games feel like a punishment. For every case the Warden identifies as toxic or not toxic, the Warden gets awarded IP when the same verdict is reached.

This is a suggestion I've never seen before. Great idea. Maybe send this to Riot?

imonly4noobcakes1 votes

They need to have a replacement system so if a player afks, which so many of my lost games that were nto from trolls are from afks who never connected. They need a thing where team votes to kick the afk and then a new player joins the team.

Manwalrus1 votes

If so, does the player play the same champ as the leaver? What about gold and items, do they get to refund items they think are bad on a champ, what if someone left a game the team refused to surrender down by something like 40 kills and you join that game, you're basically screwed and will lose the game, so you lose the game, do you still lose LP like normal? Because that would be terribly unfair and no one would do this, and if you were to remove LP loss for people who replace leavers you give people a chance of gaining free LP and losing none if you're lucky enough to get a good team. That is why I don't see this as doable.

acidxrain1 votes

The player plays the same champion as the offending leaver does. The gold refunds full price for the items that were bought, and any gold accumulated since that time is awarded to the new player. Think of it like spawning in ARAM with 1300+ gold. The incentive here is that players earn IP and other rewards for stepping in when another player chose to step out.

Below is my own personal opinion, but I'm sure Riot can find many better ways to implement better math than I.

I can understand there are some issues with ranked and LP gains and losses. Personally, I think removing the LP gain and loss + giving IP + other rewards for players who step in when another steps out is enough payment and incentive to not care about whether it's ranked or not. Every player should be trying to win, regardless if it's ranked or not. If you remove the LP gain and loss all together for that one player, there's still incentive to try, as that player isn't being judged harshly for their performance.

imonly4noobcakes1 votes

No because they would play a champ they select. There has to be a reason Riot created Team Builder, and I think it should be utilized in ranked...this would prevent lane/role stealing, and also cut down on some trolling. Team Builder is a great sysytem plus with a vote kick afks = win for all.

MigYalle1 votes

I believe someone told me if you lose more LP then you win, then you belong in a lower elo and this applies to anywhere below Platinum? But other then that, It's just ONE match, You'll be fine buddy, Just keep climbing. I've failed my silver promos 8 times xD

Kazaashi1 votes

If you are losing that much LP per loss and gaining that little, then your MMR is lower than the ranking that your are in. My guess is that you went on a good streak of wins and rose up in the rankings really quick; however, MMR doesn't adjust that fast, so it still thinks you belong in a lower bracket. All you have to do is keep up the wins and the system will adjust your MMR up and the LP gains/losses will even out or even reverse. I currently get 20LP for a win and lose 10-15 for a loss.

The ONLY reason the AFK/Troll/Feeder pisses you off so much is because of the LP hit you take. If you look at the problem statistically, you will see that those people will, in the long run, will cause you win more games because of them than lose. Basically, if you are not the AFK/Troll/Feeder, your team only has 4 slots open for an undesierable player, as opposed to the enemy team, which has 5 slots open for one. After some math, that gives you a 45% chance of getting a AFK/Troll/Feeder on your team and a 55% chance the other team will get one. In a series of 100 games with trolls in them, that is 11 more wins than losses.

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