Suggestion for Ranked System

red panda z·3/25/2015, 9:50:15 PM·1 votes·1,606 views

So I posted this in another thread, but I received a comment saying I should make a new one all about this suggestion since it might get more recognition, so here it is.

The basic concept is that, yes, there is a base LP gain or loss depending on if your team wins or losses a match. Beyond a win or a loss though, you could also receive a gain or loss on your LP depending on a system of complex objectives that identify your personal skill as a player in that particular match. Here is a list of some different points I thought about that can really help indicate how well someone actually played:

CS total: Bonus LP is awarded to players that have X amount of CS by XX:XX (The time that your game ended). The amount of CS required would raise the longer the match goes.

Kill/Death Ratio: LP is awarded to players for having a positive Kill/Death Ratio. A minimum of 2:1 is required to receive any boost, and the amount of LP scales the higher the ratio is.

Kill Streak: An LP bonus is awarded to players based on their highest Kill Streak title they have received during the match. The smallest bonus starts at "Rampage" and the highest received is "Legendary"

Multi-Kill Bonus: An LP bonus is awarded to players based on their highest Multi-Kill they performed during the match. The smallest bonus starts at "Triple Kill" and could go as high as "Pentakill" (technically you CAN surpass Pentakill but its such a situational scenario and doesn't have an actual registered voice effect outside of the Hexakill game mode)

Unkillable Bonus: An LP bonus is awarded to a player who's death count is 0.

Assist/Death Ratio: Functions just like Kill/Death Ratio but with lower bonuses per ratio since its easier to accumulate large Assist/Death ratios.

Combat Participation: LP is awarded to players who's combined Kills and Assists is equal to a minimum 40% of the team's total amount of kills. LP received would scale with higher percentages.

Objective Participation: LP is awarded to players who have taken or assisted with a minimum 40% of objectives. This includes towers, inhibitors, dragons and barons.

Ward Bonus: LP is awarded to players that have placed X amount of wards by XX:XX. Like CS Total, the amount of wards needed raises with the time of the match. (Note: revealing enemy champions with the blue trinket when they currently are not visible would also go towards your ward total as far as this LP boost is concerned)

Ward Destroyer: LP is awarded to players that have destroyed X amount of wards by XX:XX. Basically the invention of Ward Bonus.

There could definitely be other bonuses too, but I also want to bring to attention that you could lose more LP through poor performance situations. Here are a few examples of those:

Excessive Dying: LP is lost for having X amount of Deaths by XX:XX. Having more Deaths does cost you more LP. (Note: I specifically avoided ratios with this as not all players might have kills. Specifically Supports can go an entire game without a single kill, even if they have 5 Deaths.)

AFK: LP is lost for having left the game. Leaving and returning is a small penalty, whereas an abandoned game would have a much larger LP loss.

Verbal Harassment: LP is lost when a minimum of three players have muted you by the end of the match. The amount of LP lost scales if more players have left you muted. (Note: This does not apply if a player has un-muted you during the match. It also encourages players to mute players who are

Having enough bonus LP could actually allow you to gain LP even when your team has lost. The value of the LP gained or lost would be small for individual algorithms, so this doesn't mean that just because you placed a ton of wards, you won't lose LP. It would take a combination of bonuses for you to negate the LP penalty for a lost game.

Being able to keep your KDA positive, ward properly, maintain a healthy CS, and actively participate in combat and objective taking when some of your team (and sometimes all of your team) are failing is immensely challenging. In my opinion, you can tell someone is a good player even more when their team lost and they've still managed to maintain many of these points.

It's important to understand that having not met the standards for a specific algorithm such as Kill/Death Ratio will not penalize you. There should be enough algorithms for LP gains and losses to offer opportunities for all roles to showcase they have the skills, even in defeat, to earn LP. If you play support, you might not aim for CS total, but aim for Ward Bonus, Assist/Death ratio, Combat Participation and Objective Participation. If you do enough, lets say that grants you 5 LP for each bonus: That's 20 LP you gain, and if the lost cost you 15, then you still gain 5.

Does this mean a player could potentially get another 20 LP on top of their victory LP when they win? Absolutely. If someone's hitting all those points, then they may very well deserve to be higher in ranked. If it's a fluke match then their true score will still shine over time.

Phew, that sums up what I had before. And yeah, I'm aware that programming all that could take time. When you start to think about how much LP should be awarded, what the values of CS or Wards should be and what times correlate what the values say about how a player is managing their time it would likely be in testing and the PBE for a significant amount of time. But I really hope some reds get a glimpse of this. I'd love to hear their thoughts on a system like this. Now all that's left is to cross my fingers and wish for the best.

8 Comments

Kazaashi4/1/2015, 5:24:31 PM1 votes

That is really well thought out and you hit a lot of things that are important to winning a game. My biggest question is, What problem are you trying to solve? Doesn't a win mean that you were successful in some, if not, all of the points above?

Do you deserve to climb in Ranking if you have the highest CS, KDA, and Objective Participation, but lose games due to pushing too hard, losing a teamfight, and the enemy team pushed for a last minute comeback. Do you deserve to climb if, in getting that awesome KDA and CS, you starved the rest of your team? There are a million things in this game that affects weather you win or lose other than your KDA, CS, and objective participation.