a more accurate, enjoyable and less-time consuming ranked system
-
A variation of elo matchmaking but taking in account invidual performance inside a team, and a more rewarding ranked, let me explain : every players would start at 1200, nothing new there with a basis k variation of 20 ( something similar to lp), a win would be ''player elo''+k(1-prediction) and a lose would be "player elo"+k(0-prediction)...
-
Prediction would be calculated like this : 1/[1+[10exp(("team a elo'' - "team b elo''))/400]], well something probably similar than the current matchmaking, but then...
-
k would vary each game depending on how well the player did compared to the playerbase in his tier for his champ in the role, 50% being the average, gaining +1 or losing -1 to his value for each 4% of variation on all variables averaged to a percent score , the variables calculated being :
-
kda(death in teamfights and executions being worth 0,5), cs score(not calculated for supports), enemy laner cs deficit, contribution to objectives (calculating damages from the lanes minions to the enemy turret), cc effects applied, vision placed, vision denied, win or lose of the lane according to matchup ( for example, if 80% win lane, count 70% if you win and 20% if you lose), here some additional rules :
-
A teamfight is counted if at least 3 players of a team gather in the same spot and fighters and tanks gain an additional variable for damage done vs taken by the team when there is a teamfight going on. Also a minimal ping would be needed for ranked. Now here's an additional variation on k:
-
Win and lose streaks would change the value of k but this would be easily movable to prevent tanking, here some examples of k increase and decreases according to match history, max values being +11/-29 or -11/+29 :
+20 +21 +22 -18 +22 -18 +22 -18 -19 +21 +22 +23
+11 -29 +11 -29 -29 +11 +12 -28 +12 -28 +12 +13 -27
- In placements k would be different and win streak/lose streaks wouldn't have an impact, i would also do season start placements and mid-season placements, the second having less impact (oh also, it would go with the elo you had when you last played ranked, no resets), here's the k values for each 10 games in order season start placements : 300 150 145 130 115 100 85 70 55 40 mid-season placements : 150 75 70 65 60 55 50 45 40 35
and then k reset at 20 without impact of earlier win or lose streaks
- I would remove the fact that tiers are divided by 5, these would just be in higher number and a little bit smaller in elo margin, each would be worth 149 elo and this would be some kind of lp without promos and demotion shielding, each would give a different border with the percentile of the player toward the tier playerbase (even the lowest) and a different victorious skin ( highest elo would also get the skins of lowest tiers) here's how i would divide this :
wood : 1-150 stone : 151-300 copper : 301-450 bronze : 451-600 iron : 601-750 steel : 751-900 silver : 901-1050 electrum : 1051-1200 gold : 1201-1350 platinum : 1351-1500 crystal : 1501-1650 emerald : 1651-1800 sapphire : 1801-1950 ruby : 1951-2100 diamond : 2101-2250 legend : 2251+
-
oh and yeah, fuck the decay ;)
-
elo ranking accuracy simulation :
i tested win probabilities for deserved elo, rolled d100 for game outcomes assuming that matchmaking have a +0 difference and simulated until player reach his deserved tier taking in account the fact that he play to the same level as his win probability, so that's how it could go for really consistent players of different skill level, according to the results my ranking system seems really fast and accurate. I can test other things in simulation if you want:
deserved tier : wood (75)
1200 lose -312 888 lose -162 726 lose -157 569 lose -141 428 lose -124 304 lose -106 198 lose -88 110 lose -70 40 win +55 95 win +40
placed tier : wood (135)
perfect placement
deserved tier : steel (825)
1200 lose -310 890 lose -152 738 lose -142 596 win +137 733 win +118 851 lose -101 750 lose -83 667 win +75 742 win +57 799 lose -40 placed tier : iron (759)
perfect placement
deserved tier : crystal (1575)
1200 lose -291 909 win +161 1070 win +156 1226 win +139 1365 win +121 1486 win +103 1589 win +85 1674 win +67 1741 lose - 60 1681 lose -43
placed tier : crystal (1638)
perfect placement
deserved tier : legend (2325)
1200 win +312 1512 win +162 1674 win +157 1831 win +141 1972 win +127 2099 win +107 2206 lose -82 2124 win +78 2202 lose -52 2150 win +45
placed tier : diamond (2195)
2195 win +24 2219 win +24 2243 lose -17 2226 win +24 2250 win +24
legend (2274)
5 games to reach deserved tier
example of skill modifiers in action :
let's say for a silver player :
the average kda is 1,7, the player get 2 50 x2 /1,7, he's 59% better than the playerbase in silver with his champ in role so he score 59%
the average cs/min is 5, the player get 7 he get 70%
enemy laner has same cs, so the player get 50%
average damage dealt to objectives including damage dealt by lane minions is 5000, the player do 4000, he have 40%
average cc delivered in teamfights is 6, player get 4, he get 33 %
the average of wards in good spots is 5, player set 10, he get 100%, max possible
the average wards destroyed is 3, player destroy 5, he have 83%
75% of players of his tiers get tier 1 turret first in this matchup, he lose his turret first, so he score 25% cause difference between 50 and 75 is 25 and 50-25=25
let's do the average of all, it's 57,5% for each 4% you gain or lose +1 so the player would win 21 or lose -19 and then the win streaks modifier will be taken into account