Progression = Consitency, Clarity, and Proper Payout

OhWanderer·7/20/2016, 4:35:16 AM·2 votes·274 views

I posted this in the comments section of another post, but I felt like it was something that needed/should be put here in its own post. I want to disclaim that i wrote this at 12:30est so if it sounds unfocused or slightly disjointed/disorienting/ranty I apologize XD.

I think the problem here is that the way league's progression system is set up its like a system that takes lots of practice and rewards you for it. Except there are multiple problems with it. It isnt that rewarding, it doesnt help you as a new player at all (in fact it misleads you), and no matter how hard you try the system is not set up to put people with anyone who is actually the same skill level. If you look at the system its a:

  1. team based game

  2. with a matchmaking system and a hidden MMR (there are info barriers in place that the devs shouldn't be holding up, frankly its unhealthy)

  3. this match making rating (MMR) is determined by a system you would think belongs in an fps, it takes KDA/win/loss/etc. and determines your "skill level" in order to categorize you for matchmaking

  4. keeping in mind #3 AND #4 your MMR is heavily influenced by your team. If they are doing badly then you are likely to get shoved into opponents that are fed and fights with odds stacked against you that will lower your KDA, if even a little almost ignorably so, while keeping in mind over time this effect stacks steadily putting you with worse and worse people. So lets say out of 100 games you lost 50 and each game you got a 1 death average more and lost out on 4 kills due to feeders/afkers/whatever [hypothetically speaking, while understanding actual values might be higher] after 50 losses that is an extra 50 deaths and 200 lost kills that under conventional circumstances wouldnt be a problem. However, in this system weather or not you progress in the ranked ladder is determind by your MMR and your MMR is affected by your in game stats. Effectively meaning that those extra 50 deaths and missing 200 kills, being caused by feeders/afkers [or being caused by the fact that, to my knowledge, the system doesnt account for the actual amount of time spent in game, so a fresh lvl 30 being put with someone who could effectively be lvl 60+ if the system went that far] are ruining your chances of progression to the point that you would have to be on a level of play equal to that of high elo players to even think about gettting through the ladder, even then when you get to a certain point (gold maybe?) it will start to turn into whoever screws up first senarios.

  5. the game misleads you and doesnt exactly encourage you to play as a team. a - a pinging system that is poorly designed and causes new or bad players to feel a deep desire to give themselves self inflicted carpal tunnel syndrome

b - multiple sub systems and "meta's" that it doesnt inform or even attempt to accurately categorize effectively for you

c - the entire prospect that you impact your team's performance so heavily is daunting for a lot of people, and this usually causes them to hesitate, avoid objectives/fights, or to main a certain champ or few set champs so that they become more familiar with situations and feel safer. This causes an anomaly of other problems like: inaccurate opinions on what champion is "OP", these people get put up against bad match ups and they dont realize it, and these people tend tend to get cocky and upset when they try to make calls off of an extreme lack of information about their team's comp or vice versa avoid good calls because they dont know what to expect.

I could keep going, but here is the TL;DR: **Riot needs to develop their current ranked/progression system so that it 1. Has clarity of information 2. gives a more consistent and 3. meaningful sense of effort-reward **

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