I wonder how well a Clan/Guild system would work for Ranked Teams Que?
I am looking into solutions for the common frustration of RNG bad teammates. Here is what I have at the moment.
I think this might have potential. Its basically just a much larger Rooster size Ranked Team Que. The clan gets a single MMR rating, intended to represent all players in it. Only the Players who participate in the Que for the clan receive Ratings, Clans could also do internal "clan match" to create a ranking of skill internally that's only viewable by members. Rather then just system expectations and MMR for MM what you use is a Team leader, as well as appointable subleaders who are the only players able to initiate a game and select whos going to play + add/remove players from the Team.
I do not have good data on what a Max Range should be allowed. I think 20 is a pretty high number for a system like this in relation to the game but 50 should still be workable. To high and its pointless. to low and not enough games can be made because of # of players at any one time. I assume that's why Clash was set to be on specific days and times. For competitive integrity shutting down the Que when there is not enough logged players might be necessary.
To reduce the "smurff" styled abuse you'd want it to have accounts either with a previous history (achieved a division last year) Or who have played enough games that the system has low uncertainty from participating in the current system, My preference would be both thou this is admittedly not entirely fair to new players or players who don't have the ability to invest a lot of free time into the game. I feel its fair enough as the goal is to make better match quality and a more competitive environment. Players with low or no participation in the que on a clan are effectively disallowed from grouping if their MMR is well above the range the clans MMR is, Being lower is fine because its not the system that decided this, Players make this choice and will have to live with it.
The biggest issue I am running into is how to make a Starting MMR for the Team that's fair but not abusable.
Obviously there could be a "smurf clan" but as their win% would move them in the ques MMR rapidly as a entire team entity they spend less time abusing a lower MMR. With a minimum # of required players to make a Clan there would have to be a higher # of smurfs. Top Tier smurfs tend to represent a very low % of the games playerbase.
Also, as your team is made off unified players, not strangers, rules about /FF can be adjusted to lower values reducing the amount of time a match is spent getting pub stomped. The system can also track teams that look to actively be trying to use that feature to drop MMR and Flag them. Disbanding the clan and preventing participating accounts for coming back to the que, with out needing a single account ban. In the off chance a team is taken apart incorrectly player support can be contacted. If there is a surplus of IP addresses shared between the "weak" accounts with other High MMR solo players that should be a pretty good flag. Having 2 players in a house at different skill is not unreasonable. But to see 20 accounts on up to 10 different IP addresses would be pretty suspicious.
SMS verification is also a decent feature.
Population was an issue last time riot did Ranked Teams if I recall correctly. Taking some knowledge from Flex and positional MM you can potentially combat population issues by having solo' style players with high honor and Close MMR to the Clans assigned MMR able to que as a substitute member, could function to deal with some population issues. Wouldn't be hard to adapt the invite system to function as an automated system that looks snag players messing around in the client who fit the requirement for role and MMR to be invited to fill a missing position. Very easy to make this an Op in/ Op out feature as well with a toggle. As this is only ever needed when you don't have enough members online, the problem might be non existent if player participation was high. Basically this entire paragraph is 100% unnecessary if the Que gets solid player participation.
I had hopes for Clash but Riot seems to be struggling to get that off the ground. Here is what I came up with after thinking about balanceing Dev and Player needs.
Following my suggestion then player participation in this que requires Solo experience. it should not harm the Solo ladder to much. At worst solo becomes a place to try and recruited new players or get noticed by higher MMR clans. Because your not able to recruit above your level people looking for new members do so in their clans current MMR.
Ideally, Players would be limited to a very small # of clans, With Leaders and Subleaders restricted to just 1.
Its been some time from the last game I played with any Clan/Guild features so I may be rusty or unaware of the possible issues this has, so if there is something glaring please inform me. The pros I see are
- Reduce Tilt, you know everybody and frankly can bail if you dislike the attitude of the leadership, or you can kick players who have shit attitudes.
- Smurfs are harder to get away with, A fresh account takes a much higher investment of time to create for this que then just ranked solo. Potentially over 1 year of experience needed, or how ever long it takes to get an account to a low K factor in solo que that uncertainty is low and the assigned Tier feels accurate. Done right a smurfing clan move quickly out of the wrong MMR range and just becomes a normal clan at higher MMR. Folks who try to game the system by disbanding and remaking clans are easy to identify, and are punished with the account completely blocked from the Q for the duration of the season.
- Playing with others can be a rewarding experience and a lot of players will enjoy being able to bring some new strategies to the rift only available with coordinated teams.
- You provide better MM control, it has better MMR ranges to work as team MMR is more accurate then RNG team MMR.
- Honor could be a component in creating a clan, Low honor accounts can be restricted to only be invited to teams, not create their own.
- Correctly done this should really encourage a lot of competitive players and participation. Blatantly a good thing for riot.
The largest Con I can see Is only being able to make 1 game at a time to prevent stacked low RO impact, not everybody is going to get the chance to participate and odds are most players will then become substitutional members. Slightly solved by enabling non leadership players to be in multiple clans, also why I think the max Players in the group cant be to high. It loses its appeal if you feel like a member in name only.
I also have never made it higher then Plat MMR so I personally never have felt the impact that being in the top MMR range of the ladder makes on que times because of player populations. I'm aware it exists, just don't have the best grasp on its effects for MM. I have a scheme to implement that would possibly solve this, A teams that are able to make it into The MM range where this becomes an issue are removed from the Que completely and Gain the ability to participate in automated tournament format matches. The frequency of which should be fairly often but related to what works for population I do not know the best value on this, hypothetically lets place it at monthly event. This event is exclusive to people who prove they can competed as a group at a high level. For competitive minded players I think that alone can be incentive to play in a que like this and also riot gains something they can broadcast and promote to players, a grassroots "semi pro" tournament if you will.
So there you have it. Best I can come up with that's good for Players and Devs that increases the quality of MM and remains a competitive environment.
So folks, what are your thoughts? Seriously, pick this apart or highlight where it can be improved. I don't mind editing this post to reflect a better idea and 100% am happy to give all credit to any poster who will do so.