So.. The forced 50% thing is pretty damm weak as a concept.
MMR wants to sink bad and raise up good. Forced wants to sink good and raise up bad. the two ideas are opposites. But you cant generate accurate MMR raitings if you use forced 50%. Ratings are built off wins and losses afterall. So the entire MMR system is unusable for "forced" Matchmaker. You cant use probability math and distribution for forced like you can with MMR/Elo.
With out data generated off Wins? You don't have a system that functions off probibilitys correctly. So you cant use probability theory to rate players. And stats are generated inaccurately when you have misskilled players.
It just makes for a broken and unwieldly system that takes massive amounts more effort to build then MMR.
But... Bad players in ranked?
That's real. It adds a lot of grind to the game in lower MMR.
Far to many idiots don't play to win in the competitive que.
This is easy to illustrate. https://www.wizards.com/dnd/dice/dice.htm. Set the D10 to 9 dice. Roll them 5-10 times. For each set of 10% you can see impact toxic players have.
For example. If I wanted to show how common 10% toxic players would show up in a RNG teammate situation. Then I would represent this with each time the dice rolled a 1. Odds of this are exactly 10% after all.
3,5,1,1,2,2,10,6,3 | Twoidiots on my team
6,3,10,7,10,10,3,9,6| Decent looking game
8,10,9,4,7,9,2,1,4, 1| idiot on enemy team.
2,4,6,9,4,7,6,4,8| Possibly carriable
7,6,6,9,3,4,1,4,1| Two idiots on enemy team.
3 out of 5 games have one toxic player.... at 10% of player toxcisity. 1 in 10 players. If its 20? 1 or 2 represent an idiot.
So... and I will keep telling you guys this thread after thread after thread. Its not MM, its not MMR. You want better quality matches then you need to start getting onto riots case for better player behavior systems. This is harsher restrictions to toxic accounts trying to play ranked.
You think its more likely that riot has a **magical **predictive system not built off probability theory that proactively tracks down individual accounts prior to each game to predetermine the matches outcome by having very solid expectations on individual skill as well as future performance?
Or
Its a pvp game and the quality of Players directly impacts the quality of your matches?
Your call... Best i can do is just provide numbers and leave folks to apply their own logic. Plus.. honestly I can tell you how to abuse MMR for almost any Devious end goal you think forced 50% accomplishes.
Literally just have to slant K to dick over players in Elo systems.... but it uh... doesn't break the system so end of the day it would still sink baddies and stronger players can climb.
Also, despite the common attitude around here there is no shame in being bad. That's like Step 1 for a majority of things in life that you then later end up being good at. Also silvers not remotely "bad" because its representative of majority skill.