Replacement for the MMR System (Suggestion)

What Is Smite··2 votes·274 views

Hello everyone my name is What Is Smite, I have been a League player for 4 seasons now starting in Season 3 and beginning ranked play at the end of Season 3 going into Pre-Season 4. Generally the Matchmaking rating system for Ranked determines where you as a player places on the ladder according to the amount of wins and losses you have applied to a hidden MMR number which is usually 1200 when you first play ranked.

The MMR of an account goes up or down depending if you win your game or lose it, the amount is not specific as usually the system will pit two teams of similar MMR scores. The scores of the two teams is give or take 50-75 MMR and this dictates whether your MMR increases/drops significantly, the team with high MMR is usually considered to have the better chances of winning while the team with lower overall MMR is considered more likely to lose. In games where teams with higher MMR lose to a team with lower MMR the players on the higher MMR team are like to lose anywhere from 17-22 LP, depending on how large the gap in overall MMR was between the two teams.

This presents a large flaw in how players should be placed and climb on the Ranked Ladder, my proposal to alleviate the flaw in the system is as such: Replace the MMR system with an API (Average Performance Index) System. With an API system it will not just focus on the wins and losses of the team playing but it will also evaluate each player and their contribution to the win or loss. Obviously wins will help you climb the ladder but for those players who lose yet preform to their API rating they won't lose as much LP as someone who does not meet their API.

Now I can understand that people will think along the lines of: "Oh let me just pad my KDA," however the way each API will be determined is by Champion Class and Role and the stats associated with said roles/champions. For example: A Top Lane Nautilus might go 1/4/0 in laning but come around teamfights his score becomes 3/7/10 and the game ends with a win, rather than a flat amount of LP received the client will analyze his contribution to the team by: how much CC he put out, how much damage he tanked, and the amount of damage mitigation he did. In essence an API system would effectively kill off boosting much quicker than the current system by identifying irregularities in accounts, at the same time it also eases climbing the ranked ladder as you as a player consistently meet your API at higher and higher elo's it can correctly and accurately place players in the divisions they belong in.

TL;DR The MMR System should be removed for an API system in order to reduce the current issue's plaguing the Ranked Play Ladder.

MMR = Matchmaking Rating

API = Average Performance Index

6 Comments

ChargeItDownMid1 votes

[deleted]

What Is Smite1 votes

I understand what you mean and yes those are valid issues I can see coming forth, my idea was that your performance on a specific champion/role would not be matched against other players but against yourself to see if you preform consistently. Of course when a new patch is applied, I believe, the best way to account for changes that are measured would be to compile the data of those changes for the first 2-3 days of the new patch. During that downtime the system would apply the current MMR system to grant and deduct LP from the games played in that time frame. Also I would like to point out that the API formula I had in mind would omit certain stats which are negligible to certain roles and champions, the most primary examples would be the support likes Janna and Soraka. Their API would omit things like CS and Kills in favor of what those champions specialize in: Healing for Soraka and Peel/Damage Mitigation for Janna.

5050BS1 votes

Problem is that flat win/loses MMR leads to what I was in for a few MONTHS.

I would go 4/0/2 in top lane while my bot lane would go 0/8/2, 0/6/2

When it came to mid game it was over. The bot lane could not do ANYTING right and Jungle and mid were not much better.

So even tho I did well and even assisted someone 1-3 of my team did VERY bad and the match could not be won.

I soloQ only.

I ran a 18 game losing streak where there was a TON and I mean a TON of AFKers or out right troll feeders.

This lead to me gain only 14 LP on a win and losing 20-22 LP on a lose.

Win 3 lose 2 and I would gain no LP or even lose LP.

I got out of this shadow of the MMR system by changing the TIME of DAY I played Ranked. Freaking 6 am and I started getting less afkers and feeders so my good game play actually mattered. But thats a Problem with the system. Why should I have to GUESS what time of day to play to advance.

LP gain and losses should dynamically look at the health of games in the last hour and keep track of AFKers high death feeders ect and adjust LP gains and loses with handy caps. Also the system is broken as it forces you down or up if you have streaks. This mechanic needs to go. Who cares if you are a Plat player in Bronze and win 20 games in a row. You should gain the same LP as someone who only has a 2-3 game wining streak. Same with the 20 game loser.

FioraWillCarry1 votes

Sorry to be rude. But this idea is pure bullshit. Win/Lose is the best way of determining someone's rating on the ladder. Going 15-2 with 400 CS and losing is still a fucking loss and you should lose LP accordingly. This Average Performance Index idea of yours is only good for feeding the egos of noobs like me that believe they are stuck in their current elo because of bad teammates. If that were true, there wouldn't be people in Challenger, Diamond, Platinum etc.

I complain as much as anyone about shit teams and feeders but at the end of the day, even I know the real reason I have trouble climbing sometimes is because I'm not as good as I think I am. I'm sensible enough to know that. Yea, I make threads and comments about getting trolls, afks, feeders and shit teams on these very boards but I'm just venting. I know I'm full of shit because people prove it all the time, that with enough skill, the majority of games can be carried. It's just easier to complain that I get shit teams instead of owning up to the fact that I'm not the hotshot I think I am.

TLDR; The only correct metric for player performance is how much you win. That's it. Anything else is just ego assuaging bullshit.

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