Changes to rank system

Crispykills·4/1/2015, 3:11:28 PM·3 votes·1,737 views

I believe the solo que rank system is complete non sense. There are many ways to make the climb more rewarding and fun for those climbing to master tier for the 5th time and those (filthy) casuals just trying to play and see progress. I find the rank system solely based on win/loss doesnt help at all. In a solo que match it should be based more on solo stats, its completely ludicrous for a player to have stats like 17/4/3 with 350 cs in 35 mins to win a game and gain 13 points. And on the opposing side if they lose to lose 20lp. Where as a clearly lesser player who went 3/15/3 with 112 cs in 35 mins to win and get 18lp and get promoted. IT should be based more on your personal in game stats. If someone is keeping up in lcs stat farm game and kills consistently, how do they be penalized for a lesser skilled team or a 4v5.

Speaking of 4v5 those games should always be terminated or just give loss prevented to all players except the rage quitter or troll. I would find and im sure many others could agree that even if you lose with stats like 17/3/4 you should gain LP because you clearly are higher skill level and dont belong in what ever rank you are currently at. This will stop most rage and boosters. also makes for a more rewarding time playing because you will see progress in your status as opposed to winning 4 games and losing 2 to equal 0 LP. It makes people not want to play because its essentially a waste of time. You update stuff all the time, why not alter the way rankings work as well? Its the biggest part of LoL.

Ps. Also give my fav champ fiora a new skin, like a pool party skin where she beats you with a pool noodle in a swim suit, or a zorro outfit where she ults and leaves her initial, or even a steampunk fence team fiora. Thanks

27 Comments

COWmanLord4/3/2015, 5:08:59 PM3 votes

The main problems with your system stem from how easy it is to abuse. If you can gain lp without winning then suddenly the focus becomes "What can I do to increase my stats" rather than "what can I do to win the game". This would be terrible and would only worsen a community that already struggles with toxic people.

Now here is the essay I ended up writing on why judging individual players would be very very difficult.

Creating an accurate system to score each player individually would be nearly impossible and saying that isn't nearly as much of an exaggeration as you might think it is. Riot would have to create what would most likely be the longest and most complicated piece of code ever written in order to make it accurately measure every play

For example you place a ward in dragon pit. Do you get points or lose points?

This seems obvious. Why would it be bad to have dragon warded? Well, here are a list of questions you have to ask to truly know if that was a good ward.

1. Where in the pit is the ward. You may have placed the ward in the back of dragon pit, meaning it gets you less vision of the river, but it is also less likely to get swept or found by a pink depending on where it is.

2. Was the ward just to check over the wall to see if they are getting Dragon? If the ward is just to avoid facechecking, is it worth any less than a regular ward, placed for vision? It may keep you from walking into a bad situation, or let you get the timer, but it could also just end up being a waste of a ward.

3. Will Dragon spawn within the time the ward is placed? Clearly placing a sight ward that will just fade away because dragon doesn't spawn for 3 mins is a waste, but if you didn't have the timer you may not have known that.

4. What role are you playing? Typically it's either the support or junger who keeps dragon warded. However is your ward worth any less if you are the mid laner or adc? What if you are the top laner and you walked all the way down from top lane just to place a ward?

5. What was your team doing while you warded? For example your team was grouping top and pushing for the inhib while you were warding, and loses a teamfight because you were not there. Or what if your team was grouping for drag? Maybe a teamfight had just ended and you were placing the ward before you backed.

6. Did anyone find your ward? If someone got extra gold because the found and killed your ward that helps their team, but how does it affect your score? Maybe you placed it in a rarely swept spot and they just got lucky or misclicked. Maybe your ward was in the obvious place, but your team needed that spot warded.

7. What happened while you warded? You could have missed farm or gotten killed while warding. Maybe you went to ward as a support and your adc got hit by a blitz hook and died.

This is a quick list of different things to take into account even when all you did was place a ward in a specific spot. As you can see each of these questions also generated several more specific questions to go along with it. Now imagine you multiply this for every spot on the map you can ward. Some of those spots would have more questions to ask, some would have less. In the end though there would be a huge amount of programming to be done, simply to cover warding. You would have to do even more do calculate every aspect of a teamfight.

Now you should clearly see that creating an accurate system that can thoroughly evaluate every aspect of a game would be ridiculous to attempt. Not only because of the incredible amount of time and resources that would need to be spent to develop this program, but also because of the godlike computer system needed to maintain it. Riot would need to have a system of servers running an unimaginably complex piece of code for every single player playing a ranked game all at the same time, for every single action they make. The data storage needed would also have to be gigantic.

You may be asking, "Why can't they just do something simpler than this piece of god-code?" The answer to that: expoitability. If the code isn't this complex then it would be too easy to exploit. For example if every ward a player placed gave that player 0.01 points, then people would just buy sightstone and sit in base for 20 minutes spamming wards. Even if you make it so that only well placed wards give you those points, then people will just race to the areas which give more points to try and place wards before anyone else can. It needs to be this complex to get rid of the potential for exploitation.

TLDR:

  1. Riot needs to make the most complex piece of code in the world to accurately judge everyone's individual performance.

  2. If they don't people can just exploit it.

  3. They would also need a god-computer to run that code.

Kazaashi4/1/2015, 3:45:58 PM1 votes

What good did going 20/4/10 with 400 CS at 40 mins if you didn't win the game? That is why the Ranking system only looks at Win/Loss Ratio. The only thing that matters is if you are able to turn that awesome #LCSBigPlays KDA into a win for your team, then obviously you need to work on something.

red panda z4/1/2015, 4:58:07 PM1 votes

I made a big talk about a way to address the ranked system in a way that promoted good skills as an individual player instead of solely based on your teams' win or loss, but no one responded :/

If anyone's interested... http://boards.na.leagueoflegends.com/en/c/gameplay-balance/5QcN49Ue-suggestion-for-ranked-system

pastagay4/2/2015, 12:34:27 AM1 votes

Winning the game is WINNING THE GAME, not doing well and then losing.

masterdragon4814/3/2015, 5:22:11 AM1 votes

Changing the ranked system in this way would be toxic as all hell; people wouldn't act as a cohesive team and would compete with each other so they moved up the most at the end of the game. It doesn't promote teamwork in what is a TEAM game. It's just going to make all of the self entitled jerks yell and blame team mates even more. Also by this logic, supports and tank junglers (who die more times in games than adc's might) will by definition move up more slowly than an adc, which is completely unfair.

What the ranked system needs is a loss forgiven and no lp loss for a dodge (maybe with some limit as to how many of these you can do). It is completely unfair to lose lp when you are playing a 4v5 for the entire game. Those that disconnected from the game would not get this benefit and would lose their lp the same as now. The second reason is if you just lost a game dude to a toxic player, queue up again, and get the same person on your team a second time, it is ludicrous to be forced to play another game with them.