AFK LP loss in Ranked matches

Reisenwulf··53 votes·2,991 views

I would like to formally request that if a team loses a ranked match because of an AFK, that match should not result in the loss of LP, especially when the offending party is so blatantly absent from the game that their name appears in red in the after match screen.

Its hard enough to climb the ranks when you gain less LP than you lose, but it is incredibly frustrating to be set back so much for something completely out of your control that makes a match completely unwinnable.

The last two matches I won, I gained 12 LP, putting me at 24. Then in my third match for the day, our Midlaner is AFK from the beginning of the match and never left fountain. We lose, royally, and I get knocked back down to 0 LP. This does not seem balanced or fair.

30 Comments

T RexHasTinyArms3 votes

It isn't balanced. LP gains aren't intended to be balanced bc rank and mmr numbers aren't balanced to be the same. They used to be in season 1 and 2 I think where you would just have had a lower rank currently rather than losing so much more than you gain. I think I'm getting close to even now bc I'm not really better than most of the people I play with (25ish gains, 20ish losses) but when I was doing really well and really climbing I earned 25-30 LP per win and lost 10-15 LP loss. Removing games that involve an afk would change stuff but I don't know that it would fix much. You don't win LP for being on a 5v4 team, you don't lose it being on a 4v5. It works fine but what does it change?

Reisenwulf2 votes

It changes the feeling of playing the game. Even if on the MMR end of things its net zero, it would be a more positive experience for the player, since they aren't being punished because of someone else. Losing the match because of an AFK sucks, but falling so far down in the ranks sucks much more. The ranking is supposed to be a reflection of how good YOU are, it shouldn't be negatively impacted by something that can't be overcome, like having an AFK.

T RexHasTinyArms1 votes

Except I wasn't referring to MMR being net zero. In fact what I was referring to isn't a net zero anyway if you think about it, I was just trying to be polite and not say that almost any system I have seen proposed to solve this issue either A) can be replaced by just giving players free LP points after they play a certain number of total games regardless of win or loss (I can explain this if you need but that's what happens if you don't lose LP but the winning team still wins it), or B) rewards less skilled players more than it does more skilled players, and is actually just a handicap system for bad players rather than a solution to a sucky situation.

TLDR; If no one wins or loses the game then players who are climbing lose more LP per game they don't win and save less LP per game they don't lose then players who are falling or staying even, so bad players are rewarded more. If no one loses LP, but the winning team gains LP then you don't need to have the system, just give players free LP every X number of games played regardless of win/loss. Either way the solutions I've seen are bad for ranked.

Laisenberg3 votes

it would be abused blah blah blah riot will never do it

Captainn Ginyu1 votes

{quoted}

it would be abused blah blah blah riot will never do it

it could be abused sure but if riot cant tell when someones net just cuts out all game and when someones abusing it then idk what to tel yea

Peakes1 votes

People say this all the time. "It can be abused by someone taking one for the team and leaving so no one else loses points." Why not make that person who AFK'd lose the LP for his whole team. I don't think there's a single person who would want to lose 60+ LP for 1 match. This would make someone reconsider joining in queue when they have work in 20 minutes. And honestly, if the afk left because of a power outage or ISP sucking, just tough luck.

Great Muta1 votes

The system is already abused with people leaving games. I'd rather have 1 person be affected than 9 people be affected.

5512023 votes

And that's why there is so many toxic players, its because of this trash ranked system.

zmmby2 votes

AFK Kick Vote System:

Players that havent been active for more then 5 minutes can be kicked if the vote is 3/4 or more. The player that has been afk will lose regular LP while the others in the team will get reduced loss / improved win LP. LP raises even more depending on how many people are playing vs. (3vs5 etc.) (4vs4 would be equal then.)

People avoiding afk timer with mouse clicker = Ban for using bots People avoiding afk timer by using spells/mouse in the last minutes = Report for avoiding AFK.

BuyMeSkinsPls2 votes

I've been getting shafted so hard lately with AFKs it isn't even funny. Losing 20+ LP for a game that started off as a 4v5 is unacceptable. Like Riot basically saying "Oh, you have a leaver and you're not fed enough to carry 4v5? That sucks. Too fucking bad! Here's minus 20 LP!"

AGain, can't wait for ranked team builder

Great Muta2 votes

I keep a stat-sheet of every game I play. You can see it here: https://docs.google.com/spreadsheets/d/1DXfqiP4cR_mF1ajdlmRmqMtyZLrE_lsGwCvvjO0uRp8/edit#gid=1180632855 . I started this in retaliation to people saying "I haven't had a troll/afk/dc in _____ games". and to hopefully present my findings to someone at Riot someday.

So far, I've had 6 out of 14 completed promo games affected by AFK's or Significant DC's on my team or the other team. That's 42% of all promo games affected since 9/15.

In total through all of my games, 66 of 234 games were affected by DC's/AFK's, which is 28% since 9/15. I've also recorded 73 different instances of DC's/AFK's in 234 games, which is 31% of all games since 9/15.

This is a big problem. Aside from carrying my team, not fighting with my team, not losing, making the right picks, being able to play every lane and dealing with low MMR, I also have to somehow win games where 28% of the time, it will be 4 on 5.

fééd l0rd1 votes

I agree with you. The whole afk thing is really frustrating. In my Opinion the afk player should lose a whole division or something and all others should just lose like 12lp (loss prevented). So it would also kinda hard to abuse.

The other thing is clear. Your winrate is really really low. Thats why the system things you belong BELOW your current elo which is why you lose more lp than you gain*. If you keep on playing this will vanish.

Decimús1 votes

{quoted}

In my Opinion the afk player should lose a whole division or something and all others should just lose like 12lp (loss prevented).

Hell no ,not the whole division ,its better to make that person lose double (or even triple) the LP and rest of the team losses nothing (or at least 5 LP ) Why not whole division ,well ,answer is simple : Most of the time you go AFK because of the connection problems ,so you cant fully control it as oppose to "rage quiting" where you are in full control and its your decision to go AFK or stay and fight :D Winning team gains normal amounts of LP (according to MMR and stuff)

Apocyliptic1 votes

I know the feeling of getting an afk, in fact, I just recently went on a streak for 6 games in which 4 out of the 6 fed then rage quit, one had a family emergency, and the other just didn't load in. I went from mid gold 4 all the way back down to mid gold 5.

A problem I can see with doing this is that, let's say you have a duo que. You're both really good friends playing some ranked, one of you usually doesn't lose games, but the other is at 0 lp and in danger of getting demoted. Your friend could then afk, making the loss not count and thus avoiding your possible demotion.

Reisenwulf1 votes

The AFKing player themselves should still lose LP, since they're the ones at fault for the loss. They could also weigh the loss of LP depending on when the AFK happens. If someone is absent from the beginning of the match, 0 LP loss. If they bail out at the halfway mark, maybe you lose half the normal amount, because you still played half a game. If they AFK right before you lose trying to prevent LP loss, you still lose the normal amount of LP, since the AFK didn't affect the outcome.

Baunjo1 votes

Why would them afking at the beginning be a 0 LP loss?

Thats just stupid :/

Reisenwulf2 votes

If they AFK at the beginning, they get full LP loss, but their team gets 0 loss. It's nearly impossible to win a 4v5 match, unless the other team is just significantly worse at the game. It's not fair to their team to suffer LP loss when one of their team members never even leaves fountain.

Baunjo1 votes

My bad I thought you meant the AFK doesn't suffer an LP loss... xD

Awkward Couch1 votes

While I like this idea, I think it would be near impossible to balance. This could be a potential problem with people smurfing, if the lower ranked person is doing poorly, their higher tear player could afk giving reduced LP loss to their friend. Since it's a smurf it would not affect their main account. Does that make sense? I read a post earlier who brought up the idea that for every person who goes AFK, the surrender time would be reduced by about 5 minutes. That way the game could end quicker. I believe that if you end the game quicker you lose less LP, at least that is how it would work in the past.

Captainn Ginyu1 votes

i lose more game to an afk then i do to just bad team play iv also lost games to teams that just seem like....well for lack of better words just waaaaaaaaaaaaaaay better like waaaaaaaaaaaay way better i could have sworn i was in plat with how bad we got rekt

firsttimerop6661 votes

i like the idea. ffk auck

Kapppaccino1 votes

If you lost more lp than you win doesn't that mean the game doesn't think you belong in that elo?

But Im Nunu1 votes

I think the LP system could be made a more sophisticated one where it takes in account how well you do not just if you win or lose. So how many wards you've placed and where (so you can't just spam ward in fountain for instance), how much damage you dealt, how much damage you've taken, how much you've healed/shielded, etc.. This way, even if people on your team's feeding and doing badly and you lose the game, you may not necessarily lose much LP if at all if you're playing exceptionally well.

Sneakos1 votes

You new to the boards?

TotalJerk1 votes

I'd like to request that AFKs lose triple LP and they along with trolls should have their entire rank reset as part of their punishment when they fuck up enough to get punished.

zmmby1 votes

That's abit harsh. I'd love to really punish these trolls but i think the main problem here is the other people remaining in the team. I would rather prefer that people that lose with AFK people would get reduced LP instead.

TotalJerk1 votes

I think anybody responsible for ruining the integrity of the ranking system has it coming. Maybe not as a one time thing, but if you fuck up enough to get a ban, you deserve it.

Ignis01 votes

"We're working a feature that allows players to restart a game if a player fails to connect. No penalties for players except for the leaver/AFKer.

No ETA on when it's done, we're working on it along with the new Champ Select project." - Riot Lyte

hgrva1 votes

your rank shows how well you play not how well you behave , consistent AFKers should and will be banned.

Beht1 votes

I actually like the idea of making a competitive aspect in the AFK. I believe that the LP loss/gain should be based on -how long- the player has been gone. This allows you to make some pretty competitive and interesting mechanics into the game.

For example:

If your ally is gone from the beginning of the game, you can make it to where from the moment of his DC will effect the LP Loss.

0 - 20:00 1/3 Reduced LP Loss starts if someone is DC'd by 20:00 and has been gone for 5 minutes+. 25:00 1/2 Reduced LP Loss upgrade. 30:00 2/3 Reduced LP Loss final upgrade.

  • Any DC lasting 5 Minutes after 20:00 would require 10 minutes of gameplay from the moment of DC to get to the next tier of reduction. DC 21:00 - 1/3 31:00 - 1/2 41:00 - 2/3
  • The offender would be exempt from this reduction.
  • The reduction would equally be removed if the ally reconnects and plays for at least 5 minutes+ at intervals of 10 from the moment of re-connection. DC 21:00 - 1/3 31:00 - 1/2 RC 32:00 - 1/2 42:00 - 1/3
  • Every reduction of LP loss is also a reduction to the enemy team's LP gain. Instead of 1/3, 1/2, 2/3 it would be 1/4, 3/8, 1/2.

Just throwing out ideas. Makes it more competitive for the enemy team to figure out if there -is- a DC and instead of murdering everybody for KDA and prolonging the game, it makes them want to finish faster while the enemy team wants to defend it longer. This also weeds out the accounts that try to abuse leaving and would potentially risk their account of being banned for repeated abuse.

Thoughts guys?

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