Let Us Discuss How to Fix Dynamic Que

Endrai·6/25/2016, 5:52:23 PM·2 votes·614 views

Let us pretend that Solo Que is lost forever, eaten by the spaghetti code monster and never to return. Riot has already implemented "Some number changes" but this is clearly not enough. If we want to make the system the best possible for all players, what would it take to fix some of the fundamental flaws (because changing numbers alone will not fix these) DQ has?

I propose five further steps toward making Dynamic Que viable for competitive gaming once again.

  1. A pre-made team should always play against the exact some composition of pre-made players on the opposite team. Not even just the same number of pre-made players on the team is fair as a 5 man team is far more capable than a 3+2, ect. Even if larger teams have to wait longer, there should never be such wildly varying pre-made teams as to ruin games.

  2. The gap between the highest and lowest ranking members on a pre-made team should be tighter, especially as the team increases in rank. Having such drastically differently skilled pre-made teams in the same game is both game-ruining levels of unfair and impossible to balance around.

  3. A Solo player should NEVER be judged against people on pre-made teams. There needs to be a Solo rank system or something along this line. This also includes champion mastery scores. Solo players should be judged separately from pre-made team players as no amount of skill, luck, ect. can replace having an organized and planned group.

  4. Solo players should not have any less power out of the game for being solo. If a solo player reports members of a 4 man pre-made, that report should be just as critical as if the entire pre-made reports the solo player. If All-for-one is up, pre-made team votes should not be able to instantly guarantee a 100% 'lottery pick'. Loosing essential functionality for being solo is not fair and feels awful.

  5. Solo players in games with a large number of people in pre-made teams (3+ people) should be rewarded to show that they are appreciated for helping make the system run smoothly. Especially when paired with a 4 man pre-made, as these games almost always make the solo player feel isolated and impotent (no matter how it actually influences the game.)

These changes, while neither perfect nor all-inclusive, would help make Dynamic Que a better place for all players. Do you think these changes would make enough of a difference? Is there anything I missed that would further make Dynamic Que better?

2 Comments

Quepha6/25/2016, 6:12:54 PM2 votes

Suggestions 1 & 2 are about sacrificing queue times for better matchmaking and achieving that better matchmaking through very strict requirements. I don't think your definition of a fair match should be more strict or the system will have to make bigger sacrifices in terms of MMR disparity. Consider this situation:

3+1+1 team. average skill level: Silver 3. Current time in queue: 11 minutes. At this point they are extremely high priority to get into a game because they have been waiting for a very long time.

Possible opponents: 3+2 team. average skill level: Silver 2. 3+1+1 team. average skill level: Gold 4.

The 3+2 team would be considered an impossible match under your rules and the 3+1+1 team would be the only option even though I'm almost certain that the 3+1+1 silvers would have much better odds against the 3+2 team despite having a disadvantage in both average skill level and team composition.

Suggestion 3: I don't really see an issue with this. The only downside seems to be that partying when you usually solo doesn't really do anything for your rank but that seems like an acceptable tradeoff.

Suggestion 4: That is already how it works, that's how it has worked for a long time.

Suggestion 5: I'm not really sure what you want here. Do you want a special pop-up text that goes "hey, you queued up as a solo, good job!"? Do you want a better "honor" system that lets you rate whether or not the premade you played with were communicating with you enough? Do you want higher IP or key droprates?

The thing about giving IP or other tangible rewards for solo is that Riot doesn't really want to incentivize solo play over group play, because they don't really ever want a player to think "I COULD play with my friends right now because that's more fun, but with all the time it takes to organize a game with them plus the fact that I'd actually get more stuff by queuing up solo, I might as well just do that so I can get my next champion faster even if I have less fun." They know that players have a better time overall when they go through the effort to play with friends and when they incentivize it they see more people bothering to sync up schedules and have a better time.