ELO/MMR/LP System Reality
So I mulled over my games the past week. After duo'ing with a Bronze 3 coworker and had a series of wins I got to Bronze 4, 5LP from series. And then it was a roller coaster of wins and losses, but I would lose 22 - 25 LP a loss and 12 - 15LP a win. Given the "average rate" was 10 - 15 either way this meant the system felt my MMR was lower for my place, and was attempting to "compensate" by pulling me down. I was well aware of this, but at the time my current winrate was 48% and last 20 game winrate was 75%. Statistically it shouldn't be, and yet it is. But where is the cause? Some argue you need to have played X number of games to get a good "baseline" but while I believe that a bit the numbers combined with what the system was doing didn't add up.
So I was with another friend comparing notes about recent solo-queue games, using OP.GGs website to look at stats and I looked at the tier graph. It said I only played seven ranked games in seven days. I of course called bull, I KNOW I played more than that. I counted up the match history and in that time I played over 30 games. So why is it saying I only played 7 games when I played so much more? Then I spotted the pattern.
It was not counting my duo-queue games, only my solo-queue games.
Now you can argue of course that ELO/MMR is independent of the LP system and in some cases it is. But the LP system, as shown by my progress, actively uses the ELO/MMR system to determines how much LP you gain/lose. So that is the reality of the system, but here's a point... If the ELO/MMR system only counts solo-queue games then that is an active deterrant to boosters right?
The problem is the primary intent of boosters are to get to gold for that end-of-season skin. And since it seems there is no tier/division decay unless you are in diamond it keeps boosters incentivized. Boost to gold 5, and play nothing but normals rest of the season. Collect your skin, and then you have a "past season" standing to base next season's placements on. A quick solution to S6s "hard reset" standing which caused a lot of rage when previously boosted people were put back "where they belong" by the system.
But this stands to reason, Rito's system is broken and certainly not promoting fair and competitive play. Your system has bugs that need ironing out, we get it. But this system has been in place for how many seasons? And it seems to have gone ultimately unchanged. So stop trying to make dynamic queue "more viable" and actually fix what it REALLY broken. Then maybe the fixes on the dynamic queue will actually be easier.