Is this a more efficient/ fair way to rank players?

COLDasICE GATOR·8/21/2014, 9:54:34 PM·1 votes·1,172 views

Hello, I am proposing a new way to evaluate an individual's contribution/ skill in regards to the ranked tiers and progressing. First off, I will describe the reason for my idea. I used to play football. If I wasn't number one in an athletic measurement, I would be in the top three. I was super quick, strong, powerful, mean, heavy, and wouldn't get tired. It didn't matter how awesome of a game I had while my team sucked. It was awful. I began to wrestle. In wrestling there is an individual and team score. If you sucked, everyone including you knew about it. I loved that sport. My idea is to introduce a similar system, not to increase boasting rights, but to help educate a player on how ( insert a multisyllabic word for awful here) that they are. I honestly believe that players do not know just how much they lack in skill, decisions, or contribution. This new system would address that, as well as give you an individual lethality rating. And toxicity might even decrease as a result. Here is how it would work:

  1. (Your kills divided by your deaths + .5 points for each assist ) weighed against your team average( same formula) would equal your lethality.

  2. Contributions: Here we take your((kills+(.5x the assists))- deaths) and measure it against the combined score of your team to give you a percentage that YOU CONTRIBUTED). Then we measure your percentage against the enemy team, and then another percentage of the all the players. Then we factor in the same manner for minions/ monsters framed, damage to towers and objectives dealt, damage tanked/ or healed, gold received, and etc. Each percentage that you contributed is weighed against your team, enemy team, and everyone. If you're ok, your score will be around 20%( if the match was a 5v5) of what your team contributed. Any amount higher or lower will indicate that your performance was good/ bad and in what relation to everyone else.

  3. Your win/ loss percentage.

  4. Your ranking would be decided by your lethality rating, average contribution for each game, and your win/ lose percentage.

This system will help you understand where you lacked, exceled, or remained normal. What say you? I would like to bump this every 2 days in order to get feedback/ Riot's attention

5 Comments

Pushover8/21/2014, 11:50:20 PM1 votes

Comparing League to wrestling is like saying basketball is close to wrestling. In basketball, you have 4 other teammates. It's really hard to get through a good defender (or 5) in basketball if you can't pass, don't have someone to screen for you, etc. You might be Lebron James or Jeremy Lin, but if you are playing with a bunch of random middle school kids against even a weak NBA team, you are going to lose. The same is true of League. If you are stuck with 4 terrible players, even if you are Faker, you are going to lose.

League is a game that 2 buildings matter. Your nexus, and theirs. In basketball you can measure individual contribution to the score, and it has more meaning than in League, because at the end of the game, you compare scores. At the end of a League game, you don't tally up kills and assists, you see who lost their nexus. If I play a proxy singed who dies 10 times but wastes their jungler's time, the midlaner's time, and still come out with both top towers, my team crushed bottom lane and took every dragon, my 10 deaths were worth it, because my team is much more likely to be able to kill the other team's nexus.

A player's Lethality is meaningless for most supports, and any support main would find such a stat a useless measurement of their ability.

Also, you can't just look at a player's KDA/contribution to see how good they are. InvertedComposer has an average KDA of 4.9/6.7/8.8 with Singed. I'm sure he must be an awful Singed player.

Winrate doesn't mean anything unless matchmaking is completely random, and just puts any 5 players against any other 5 random players. The moment you start putting players who all have an 80% winrate together is the moment their winrate goes back down to 50%. Would you be happy if the other team randomly got 2 platinum players and 3 silver players, and you were with 4 bronze players?

67chrome8/22/2014, 3:40:27 AM1 votes

Eh Watching the tournaments going on and playing the game leads me to think K/D/A isn't an accurate measure of player skill.

Some amazing junglers hard pretty mediocre scores in the K/D/A realm, despite making exceptional rotations, initiations, and ultimately sacrificing themselves for the greater good of their team.

There just seems like to many variables to really chalk up a solid, clean, score system that shows who's doing hot and who's not.

Also - this has maths issues as well.

For one: if you get 1 kill to put your K/D/A at 1/0/0, then leave, you'll have an amazing lethality score. Guaranteed to be equal or better than the rest of your team, despite that leave being the biggest factor in the rest of your team not having an amazing K/D/A.

Dividing by 0 is just all kinds of awkward. Obviously the contribution thing helps with this, but it's still a field rendered completely useless in fairly common circumstances.

Secondly, getting a lot of kills but dying a lot can be better than not getting kills and not dying under certain circumstances. If you're ahead you want to expand the gold lead over your opponents, so not dying is clearly optimal. However - if you're behind, any gold you get equaling the gold your opponents get will ultimately cause their lead to be a smaller percentage.


Third - not all assists are equal. Some assists mean you did 99% of the damage to a guy before they stepped on a trap. Some assists mean you shielded a guy at full health 9 seconds before hand Just In Case that spear hit. But more importantly - some assists were acquired in a 5-man attack with 4 other members assisting, some just 2 man attacks.

Also on assists - if you're in a 1v2 situation and you manage to kill both opponents (then die to Ignite), you have a worse score in this system, despite that being quite a feat to pull off under normal circumstances. You're team is already down assist bounty if, say, you're the top lanner and you're dove by 2 opponents but you ~~miraculously ~~ skillfully kill them in the process and save your tower.


Fourth - there's the issue that kill stealing will give you a much better score than assisting with kills. I mean - I don't mind if someone comes barreling into my 1v1 to land the finishing blow, it gives my team assist bounty that way (usually around ~250 more gold). But it causes real problems with the merits of both lethality and contribution fields, as someone that just hangs around specifically to land killing blows at the detrement to their team can wind up with a considerably better score than players that wind up with a lot of assists. You're not encouraging anyone ever letting Ashe land the killing blow with such a system at any rate.


Fifth - you win the game by blowing up structures, and this doesn't address objectives in any way.


Anyways - there is actually a score system in Dominion beyond the K/D/A if you're really into that kind of stuff. It has it's flaws as well, you might want to contemplate how that point system could be improved upon further for brainstorming stuff like this.

MrSc0tty8/22/2014, 11:45:49 AM1 votes

I'm a support/jungle main.

My scoring average is 2/3/15. I have over a 60% winrate on both my main champions.

Apparently this makes me a shit player XD. ADC/Mid main spotted.

If you tried to rank players skill within a football team based on running and passing yardage you'd piss off a whole lot of linebackers, linemen, quarterbacks and kickers. Different people have different roles and they aren't all playing the same game (like wrestling)

COLDasICE GATOR8/22/2014, 4:39:33 PM1 votes

Hey, thanks for the input guys. I see your points. My next edit will address them. I know there has to be an easy way to measure the actions of players in a manner that is fair. At the same time, I will clarify on my math and metaphors. I will try to be more clear and specific.