IP system doesn't reward wins enough

GoldenMean··30 votes·2,515 views

Forgive me if I'm wrong about the exact numbers but what I'm saying holds true.

20-minute losses net 150 IP/hr. 20-minute win nets 210/hr 55-minute wins net ~150/hr 55-minute loss nets ~110/hr?

The values might be off but what I'm saying holds true.

I don't think you get paid enough for long wins or long losses. Alternatively, I think you get paid too much for short losses. Currently I still need a lot of IP and I find myself in situations where it's 20-minutes into a game and my team might have like a 40% chance or even 20% chance of winning the game. My team wants to continue the game, but when they do, my IP per hour drops below the 150/hr from the quick loss.

If we made longer game duration wins pay out more IP, then the risk of losing your IP/hr (when you have a set number of hours per day / per human lifetime that you can play) would be more balanced by the reward when you did win.

I think the person that designed this at riot is paying the minimum IP to keep people in the game, as I suppose they should, but damn this sucks. It would be better to get together with a group of friends and play 20-minute losses unless you were crushing (70%+ likely to win).

21 Comments

Laviosah7 votes

I have no job or personal life right now do to personal reasons and play litterally 10-12 hours a day, and still dont get nearly enough ip to even consider getting 6300 or even 4800 champs with ip, let alone runes. I feel it needs a medium sized increase in order to keep people with actually lives able to still buy and use champions and give them more incentive to play the game. Half the fun is trying out new things.

Serevas4 votes

To be completely honest I think the system is in place in this form to try and encourage you to pick up more RP and buy more champions with RP saving your IP for runes as they're only able to be bought with IP, and not cheaply for that matter either. 820 IP for a simple hybrid pen mark that's like 6 wins in order to buy a single rune when you need 9 of them for a proper page. The win of the day helps, but in all honesty that's still really steep. Not to mention half the meta picks in the game for champions are all 6300 champions.

I don't blame riot, people have to make money, but still.

SelflessTeammate1 votes

Well...Maybe. I mean, When it comes down to it, the difference between a tier 2 and 3 rune isn't really that fantastic, stacked or not. If you've got one player with tier 2 runes and they're just better, and another with tier 3 runes who plays even the slightest bit worse, the difference is irrelevant.

Runes provide only the smallest difference compared to just how well you know your stuff. Masteries, which happen to be free and fully and infinitely refundable, are far more important.

I would never recommend to anyone to purchase more than one champion with RP, if any. It's just not worth it unless you've really got your eye on one in particular. If you stick with the game long enough, you'll have more IP than you'll really know what to do with.

Maybe new players don't know that and intrinsically believe that the expensive ones are better without knowing ahead of time that they really aren't at their level. At a starter level with little to no knowledge of how this hopelessly complex game works, it doesn't matter whom you pick. At all.

All I'm saying is that you can put off Runes all you want. Tier 2's are cheap and frankly, when it comes down to rune power versus knowledge of the game, almost as good as Tier 3's anyway. By the time you want to move up in Ranked, you'll have way more than enough IP for all the Tier 3's to decide upon. Until then, it's just up to how well you're learning the game, not how good your runes are.

WolfBV1 votes

I recommend T1 runes over T3 runes if you want some cheap stats.

Old Man Teeto4 votes

Hi, I own every single champion, 20 rune pages, and more runes than can be put onto said rune pages.

Only champion I've bought with RP was Taric, with the free "Christmas" RP back in... I think it was 2011.


If you're playing the game enough to need more champions than you have available, you'll have the IP.

If you're impatient, spend some money.

The model aint broke. Go check out Heroes of the Storm if you want to see how bad a free to play currency system can be.

Gorbache1 votes

The model aint broke. Go check out Heroes of the Storm if you want to see how bad a free to play currency system can be.

I think it's time to pull the cheesy Heroes of the $torm!

Seriously I was in the early alpha of this game and the leveling / currency system is incredibly terrible. So much that it overshadows the good this game has.

Laviosah2 votes

And it only took you FOUR YEARS of straight playing.

I would hope you dont think this is a good thing for players.

SmokingPuffin2 votes

I think you are forgetting the downtime between games. Queue, champ select, and load easily give you 10 minutes that generate 0 IP, and shorter games mean more downtime.

Llanite2 votes

It's low because you want to move at faster pace

Typically you have 150 win of the day, plus 150 for the match = 300 a day, 6300 per 21 days, with a new champ coming out every 2 months, you should have reasonable surplus. It is only a problem when you have many interests and need IP at faster pace.

I don't think Riot will ever do anything about it, as said, the IP rate right now is reasonable for most players, Riot mostly target those with higher demand but less patience. If you are one of those but lack money, I can see how it sucks but nothing we can do about it.

SelflessTeammate1 votes

This is just going by a feeling, but it seems ARAM grants a little more over a longer period of time, significant enough that I can get 6300 relatively quickly.

Ranked also just feels faster, even if the numbers don't seem to say it is. Not sure about that one, unless the numbers it states aren't right. Even in Ranked losses, you seem to just have a bigger total on that upper-right bar in the client. Pretty strange.

Hilltop Sunset2 votes

That's just becauser ARAMs are more fun than normals so the time flies. :D

Iittala1 votes

+150 ip for first win of the day.

so yea 150 ip from just playing a win might seem low... but that first win of the day doubles your ip for an extra 150ip.

so you play league for one win a day.... when you get that win its about 200 ip(low estimate). in 2 weeks of playing one win a game. that gives you 2800ip, in a month thats 5600 ip.(minumum) Thats easily a 4800 champ in a month, or if you play a few extra games a 6300 champ in a month.

And this slowing the rate you have to buy champs at rate Im grateful full as it creates a type of Ranked Gate since you do need to own 16 champs to play ranked on top of being level 30. So youve been playing a few months before your 1st ranked game which is something I`m grateful for.

iamthegoatofwar1 votes

Unless you pump 100 dollars into the game like some people

asktiks1 votes

they want to sell ip boosts, they have to get revenue somehow for what is essentially a free game

I get that, if the surrender vote were change to majority instead of having to get 4 yes , this owuldnt be a problem but they wouldn't give you much incentive to buy ip boosts now would they?

meh , we just gotta deal with it pretty much its not so bad

Ragingfangs1 votes

Maybe rito should give us a allowance of 500 free ip a month? ech idk i just want more ip

The Ecdysiast1 votes

I agree but it won't happen. They're all greedy over at Riot, and want you to spend money if you don't have the time to earn IP for champs. Or spend money on IP boosts. They don't really care that we're customers.

junglerboy161 votes

They should give bonus IP for consecutive wins, sort of like a win streak reward. Just saying.

Marmota Monax1 votes

There's strong points to both sides. There's no denying that Riot is a business first. However if one does insist on doing everything with ip then they will be needing a lot of time. But can I just point out that there is no reason to own all the champs.

There are those champs who a person will never want to play and therefore have no reason to buy him. Also if you're seeking to try out a champ freeweek is a much more logical choice to test someone instead of buying them blind. Also regardless of what our skill level is there are some champs we just don't do well with.

The only counter argument that I can foresee is for the purpose of trading in ranked and draft. Granted it is useful to trade champs in select in order to avoid first picking a vital choice. But between four other people there is great chance that between the five there will be a way to make a trade work out.

If you disagree with this I welcome the opportunity to discuss it with anyone. That said please keep in mind that I would intend to keep said discussion civil.

Big Bang Bob1 votes

This means that if I surrender at 20, even if I can win but it will just take ~35 more minutes will boost the rate Ip I get?

An by allowing the game to drag on for that long, we risk ending up with 40 less Ip to gain the same amount of Ip we would have gotten if we just ff'd at 20.

That means there is no reason for a game to last longer than ~20 minutes and whenever the Ip/hr begins to decrease, a losing team, even if its possible to win with the game just lasting much longer, should always ff around 20.

No wonder so many people just surrender. O_O

GoldenMean1 votes

ok so the first 5 or so replies to this thread ... I don't even know what you guys were reading. I was talking about the balance between IP gain per win and IP gain per loss...

???

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