Dynamic queue matchmaking working as intended.....

A Bad Nasus··7 votes·438 views

So I queued solo in ranked and get matched with a 4 man premade; when the loading screen came up I noticed the enemy team had a 4 man group as well. So I thought to myself cool this doesn't happen that often, looks like I'll be playing a game that has matched players fairly.

Apparently I was wrong, as the game progressed I noticed that the enemy team consistently got outplayed with little breathing room to make a comeback. They eventually surrendered as we pushed down mid, they didn't even try to teamfight. Now I know that queueing as a 3-5 man is going to inflate your mmr, but this is ridiculous.

After looking up my teamates vs theirs I see....

My team - 4 Plat and a Gold Their team - 4 Gold and a Silver

Just ...... really?

Here is the link to the game

7 Comments

jaymc11302 votes

You do realize that the league system rankings are complete bull crap and utterly meaning less, right?

You have to ignore the league system entirely and only look at the MMR of each of the players and the collective MMR of the teams. The league system is literally, and I do mean LITERALLY, useless in its entirety.

Most people know this and probably didn't even bother to look at your link to the game because your post is misleading since it doesn't present any valid skill indicators (not that the MMR system is any good at this either, but that's a whole other discussion).

Give me a moment and I'll see what info really applies to that match. (Although no matter what I find its a well known fact at this point Dynamic queue consistently makes for awful match pairings, players as far apart as 1000 MMR can participate on the same team, the most significant flaw with the system that has completely invalidated what little competitive integrity this game still had.)

Edit: Me thinks your link is also busted. Try linking the op.gg match history from your own account for said game.

A Bad Nasus1 votes

Yea its just that it never was so glaringly bad as it is now. The link works for me, but here is the op.gg link. It should be the most recent game on the list lasting 27m 11s.

http://na.op.gg/summoner/userName=stunningpotato

jaymc11303 votes

[{quoted}](name=Stunning Potato,realm=NA,application-id=3ErqAdtq,discussion-id=EpJiBegO,comment-id=00000000,timestamp=2016-06-05T18:15:31.994+0000)

Yea its just that it never was so glaringly bad as it is now. The link works for me, but here is the op.gg link. It should be the most recent game on the list lasting 27m 11s.

http://na.op.gg/summoner/userName=stunningpotato

Ok, here's what I found after looking into this whole deal. Your MMR is roughly 100 points higher than the collective MMR's of each team. Each other player on your team has an MMR closer to 1650 than your 1778. This means each of the plat players on your team is actually less skilled than your average plat 5 player and should not be ranked as highly as they are as they are merely high gold level talent. The opposing team has a quad man team with one random, with all the quad man members having an MMR rating of roughly 1650 themselves, and the silver player is included as part of their group. The one random member of the opposing team had an MMR of roughly 1550. It appears the reason this match was made was because Dynamic queue is indeed working as intended: Your team had a quad man with a collective MMR of 1650 and so did the opposing team, a random solo player was added to the game for each team that was within the queue match making parameters and the match went off. This is the way dynamic queue is intended to function. The problem is that there is a 200 MMR difference between the two solo players, 1550 for the opposing team random and 1778 for yourself.

This is a terrific example of why Dynamic queue is so incredibly flawed, its not the worst discrepancy in rank between the lowest and highest rated player in a match (I have seen differences regularly of 500 or more and the occasional 1000 MMR difference while this match is a mere 225ish MMR) but it is a very significant skill gap that contributed to the poor quality of that particular game. Dynamic queue functioned exactly as intended and again provided a very poor pairing for the players involved. In solo queue in the past the highest difference between the lowest player and highest ranked player in a match that I ever saw was a 300 MMR difference over 5 years of playing and this I only ever saw once (the game included a master tier player duoing with a diamond 4, and the discrepancy was this particular duo). On average in the past with solo q the difference in rank between the highest ranked player in a match and the lowest ranked player was about 75-100 MMR. With Dynamic queue this is actually closer to 250-300 MMR after all the data I've collected this season from various experiments for the boards. Your game fits in that exact range and basically amounts to the average game experience since Dynamic queue launched.

I would recommend you continue to document these discrepancies yourself for the next month or so to get a better feel for how often this occurs, but it is indeed the intended function of Dynamic queue. Which is a shame. The system is now designed to produce a lower quality gaming experience for all players but it is solo players who will see this happen most often, I can tell you that now. All my data is heavily skewed toward solo players experiencing this type of poor pairing dramatically more often than premade players because solo players are in far greater demand to fill the remaining positions on a team while simultaneously being in shorter supply. You will experience more consistent quality pairings if you choose to play as part of a premade (not that the pairings will be amazingly better, just slightly better slightly more often) as opposed to playing as a solo. For all intents and purposes you can no longer play ranked as a solo player without experiencing this phenomenon in roughly 90% of your matches. I would therefore also recommend that if you wish to experience a better quality gaming experience day in and day out that you find a play group to play with.

Riot broke the game this season. First with the changes in the preseason to gameplay (masteries, bounties, minions, removal of vision) and then compounded the error by introducing Dynamic queue to further muck up the game. Sorry to hear your gaming experience has been significantly less enjoyable since these changes. Everyone is in the same boat. No one likes the way things are changing and how Riot refuses to listen to the players in regard to the horrible quality of the gaming experience this season. You can only do one thing about it: Never spend a dime on this company. It is your only form of protest to how Riot is continuing to ruin the game season after season.

A Bad Nasus1 votes

I mainly queued solo in ranked in the past to climb, but this season seemed to be far more difficult than usual. Now I have a clearer picture of just how flawed Dynamic queue is. Thanks for taking the time to write this.

jaymc11301 votes

[{quoted}](name=Stunning Potato,realm=NA,application-id=3ErqAdtq,discussion-id=EpJiBegO,comment-id=0000000000000000,timestamp=2016-06-06T06:09:56.056+0000)

I mainly queued solo in ranked in the past to climb, but this season seemed to be far more difficult than usual. Now I have a clearer picture of just how flawed Dynamic queue is. Thanks for taking the time to write this.

Happy to help mate. Its sad that the game you describe here has become the average normal game in league. The ladder was never great, but its much worse this season than any previous season and sacrificing the quality of the gaming experience is apparently Riots primary concern. Even though they claim the opposite... That company has been this way for more than half a decade and will continue to be counterproductive in almost everything regarding this game when they make changes to it. Sad story.

BluePolarizer2 votes

200 mmr difference is gigantic. Every 100 mmr is, I believe, a +/- 10% win rate (for nearby mmr values).

jaymc11301 votes

{quoted}

200 mmr difference is gigantic. Every 100 mmr is, I believe, a +/- 10% win rate (for nearby mmr values).

Its slightly less than 10%, closer to 7-8, but it is significant.

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