Changes Riot Could Implement That Would Immediately Improve The Ranked System

KSGHook·6/15/2019, 12:07:22 AM·10 votes·6,870 views
  1. Leaving/AFKing/identified inting person loses 80% of the LP loss for the match. This fixes the zero sum problem, while also leaving the responsibility of the match result on the person that determined the match result. Not only would this make matchmaking MUCH less random / unfair, it would also disincentivize trolls and AFKers, since they'd only be hurting themselves. For people that have connection issues, it's still their decision to play ranked, and a decision that their 4 other team mates didn't get to participate in, so why should their team mates take 80% of the blame for their decision?

  2. Gate the matchmaking based on people's actual rank. Regardless of whatever batshit results the MMR system is giving them, don't let games be put together where four Gold 4s are put against 1 Gold, 2 Silvers and 3 Bronzes. Regardless of what the MMR says, that game will 100% of the time be a blowout, and allowing it provides absolutely no value to anyone.

  3. Rather than requiring a majority to choose to remake in the first 3 minutes, the game should require a majority to choose to continue. The default of the game isn't a 4v5, so why should the default of the remake vote be? Also, absolutely nothing is more tilting than being forced to play a 4v5 during your promos because your teammates decided to troll during the remake vote

  4. If people win a 4v5, they should get 20% more LP (splitting the LP of their AFK teammate). I hold this truth to be self-evident.

27 Comments

Jamaree6/15/2019, 12:10:02 AM2 votes

{quoted}

  1. Leaving/AFKing/identified inting person loses 80% of the LP loss for the match. This fixes the zero sum problem, while also leaving the responsibility of the match result on the person that determined the match result. Not only would this make matchmaking MUCH less random / unfair, it would also disincentivize trolls and AFKers, since they'd only be hurting themselves. For people that have connection issues, it's still their decision to play ranked, and a decision that their 4 other team mates didn't get to participate in, so why should their team mates take 80% of the blame for their decision?

It would also incentivize having the person who is doing the worst to leave to soften the blow to their allies which would in turn mess up the matchmaking in a different way.

  1. Gate the matchmaking based on people's actual rank. Regardless of whatever batshit results the MMR system is giving them, don't let games be put together where four Gold 4s are put against 1 Gold, 2 Silvers and 3 Bronzes. Regardless of what the MMR says, that game will 100% of the time be a blowout, and allowing it provides absolutely no value to anyone.

I agree on this, either have the system based off MMR and have the rank in the back, showcasing rank by hiding MMR only pisses people off for no reason.

  1. Rather than requiring a majority to choose to remake in the first 3 minutes, the game should require a majority to choose to continue. The default of the game isn't a 4v5, so why should the default of the remake vote be? Also, absolutely nothing is more tilting than being forced to play a 4v5 during your promos because your teammates decided to troll during the remake vote

Why?

  1. If people win a 4v5, they should get 20% more LP (splitting the LP of their AFK teammate). I hold this truth to be self-evident.

Again, see part 1.

Thingamajig6/15/2019, 12:12:18 AM2 votes

zero sum is not a problem

you are going to have so much fun in your silver games when challengers start smurfing and take forever to get out of silver

50% is required to remake ie 2 votes out of 4

there was something like a 5% chance to win a 4v5 from the start although nice incentive you'd lose your shit trying every time

haaaaaaalp6/15/2019, 5:51:45 AM2 votes

Ranks are less accurate measure of current skill than mmr. Making that change will only make ranked games worse.

Kai Guy6/15/2019, 8:55:18 PM1 votes

@1 MMR systems are not ment to be made a zero sum like a 1v1 Elo can be. You need to track all 10 players Uncertainty by individuals. Not average it out to apply to teams. LP gains also don't work.. you need to use MMR. Because not all players have the same LP value... the extra LP could be lost or gained. 99 LP or 0 LP players don't see the same gains/losses as some one at 50LP for example.

@2 Ranks don't mean anything for high uncertainty accounts. Also its not 100% a blow out. Pretty clear to almost any one who ever has played a smurf that not every players rank reflects their skill for most the lader. The simple truth is any one can sink if they want. Playing to lose is very easy. Playing to win is harder because not everbody can achieve it even if they try. The effort required for wins vs losses has a high gap in difficulty.

@3. Not a good idea because Players are fucking idiots. far to many People assume that the other 4 players on their team inherently need to beat their respect role for a match to be a win. Some how their logic is a fair game is only all 5 folks on your team being better? I don't get it myself. I don't see any reason why 1 person doing badly should not just be a normal expectation for any fair match. The weakest player on your team should be expected to underperform, some one who is high uncertainty and actively sinking is basically guaranteed to underperform. You get a lot of wins in the lower to middle parts of the ladder from accounts like this.

I have no idea how many players never learned how to play from behind because They don't understand the impact of a team game very well, they don't care about their weak games because that's teammates or enemy or getting camped or just a bad game that's not representative of their skill. Any reason... but they only consider "skill" from their best games. The 29 losses they have in ranked because they played 1 champion for the first time or read its a counter pick or just got bored with their mains? Most players don't count those games as a remote indicator of their personal skill... despite the fact they make a negative impact on your rating which is the measurement for skill upsets them despite it being a decision THEY FUCKING MADE ahahahahahaha.

How many folks give up because they lose lane. Not because its a game that cant be won, but because they just don't care if they don't look good?

@4. There is no reason to add inflation to the system. It makes folks feel better but you just add a wider range of inaccuracy to your Rating ranges. Far better to let players know there is a swift punishment for afk behaviors that cost players the game. Your better off investing into player behavior systems to deal with toxic behaviors and attitudes then anything you can accomplish in MMR.