Overall Player Score AND Win Percentage based Ranked System

KeenKraken·7/20/2018, 5:05:34 PM·1 votes·936 views

So let's address an issue that seems to be affecting our ranked system, shall we? While a lot of people don't believe in getting stuck in low elo because of the play of others, it can seem quite the opposite for some players when they have game after game with intentional feeders or players just at something much higher than their skill level. Being demoted can be tilting, especially when you're in an environment when it seems to be the fault of the players choosing toxicity over improving their play style. From what I can see, this causes bronze to be a mix of players of all skill types and completely unbalanced in match ups.

The solution I am here to pitch today is a theoretical ranked system based on overall player score (kda, vision score, farm, objectives, dmg, etc) AND win-loss ratio similar to how CS:GO ranks players to eliminate that pesky issue. For example, if you lose, but your OPS is average or above average you still gain a few points towards your next rank instead of losing points. However, if your OPS is bad and your team loses you lose points towards your next rank.

winning teams would still receive the same points at end game, the system would take the data from the losing team and run it through an algorithm based on average player skill for their tier, if they are performing higher than the average in a majority of every detail even down to how many times they click and whether or not they're focusing the right champions or roaming just right so that they can assist their jg or fellow laners, they wont lose points. (whether or not they deserve a couple points for it could be reflective of honor level to promote healthy team-play)

Freelance Developer by the Summoner Name of Darqstar is willing to develop the code for this style of system for Riot just to see it happen.

What are the thoughts of the community?

21 Comments

Malix Farwin7/20/2018, 5:57:18 PM3 votes

You do not want to go down the rabbit hole of rewarding based off ingame stats because there eventually becomes a point where you are no longer trying to win games but instead try to pad your numbers like Call of Duty.

Unker1397/20/2018, 5:46:41 PM3 votes

First, if you can gain progress toward a rank even when losing then improving your personal score becomes more important than winning. You will see stealing kills and farm become a viable strategy for boosting your rank.

Second, all these stats have different importance depending on champion, lane, strategy, etc. How many wards placed is the same as a kill? What happens when a someone comes up with a strategy to win that doesn't fit the current formula? You end up punishing creativity.

Player score also can't measure the game situation. Last night i watched a streamer go 1/15/5 in mid lane in a game they won. He was 1v2 or 1v3 most of the game, but he kept the other team busy while his teammates dominated.

Malix Farwin7/20/2018, 5:54:06 PM2 votes

Its not that black and white. If they did a system purely like that then people would exploit it to increase their gains.

Your question is also misleading to the rest of your post. While the substance of your post is promoting a system where you are rewarded based on ingame stats and your question is rewarded for both ingame stats and win rates.

ChargeItDownMid7/20/2018, 8:15:03 PM2 votes

They tried a pre-cursor to that with the grading system and it was an absolute failure. Even with all of the data that riot had access to, it was impossible to create a formula with stuff like cs, kda, vision that accurately represented how well a player did. This is mainly due to the fact that the game is constantly getting patched and what is important on one patch for a specific champion is not the same as what is important on the next patch.

For reference, hots tried a system like that earlier this year and it crashed their entire ranked ladder in like 6 days. They actually had to resort to having players send support tickets so that an employee could go in and individually change a player's mmr as part of the clean up process.

KeenKraken7/20/2018, 6:15:28 PM1 votes

all of those worries about players going out for themselves could possibly be fixed by only rewarding a few points or just not demoting instead of offering those few points to begin with. something that would also help is to take into consideration the players engagement with the team, which really isn't all that hard to measure, we already have apps that pull the data straight from the code of the match instantaneously to show you how well you're playing with your team. these are all just small semantics that could be solved given enough thought

Veshti7/20/2018, 8:07:52 PM1 votes

This would also be helpful to those of us stuck at much higher ranks than what we should be at. I should have been placed in Bronze, but I had to around 20 games at Silver before I was finally placed in the correct division. I don't know what exactly should go into the score, since I'm clearly new to this game and rather unskilled. However, something in my stats should show that I'm not just having bad games or getting unlucky. It could even just incorporate how your lane was doing at different points in the game and give more points for maintaining objectives and not giving up kills as opposed to rewarding CS and kills, so that support isn't penalized. Also, a KDA of under 1 should result in faster demotion, much like how a consistently high KDA should likely speed it up.

Colton1477/21/2018, 2:28:04 AM1 votes

I mainly want Ranked where Corki isn't considered an auto-loss. item 3070

I want my main climbing champion (and one of my favorites) back.