Huge problems with /remake
Ok for anyone who hasn't read the article yet, read about it here: http://na.leagueoflegends.com/en/news/game-updates/player-behavior/play-games-matter/remake
Anyway if you don't want to read it I'll quickly summarize. Basically Riot is trying to crack down on afk's and is implementing this new system that will allow games to be restarted (with no gains/losses to lp) if anyone has been afk for at least 1:30 before the 3 min mark. All non-afk players will see no gains or losses in lp and the game will simply not count. The afk player will lose all of his lp for the match (20-30) and receive punishment from leaver-buster.
So most of you are probably thinking, "great! I never afk so this only benefits me and will stop frustrating 4v5's." Which is true, this will definitely help in those situations when a game is lost straight from the beginning because one player never connected.
HOWEVER, the problem is not the idea of allowing games to be remade, the problem is the fact that you only have 1:30 to reconnect before losing ALL of your lp and heres why.
Problem 1:
League crashes a lot. And before you say, "ok mate, just buy a better computer yeh?" Let me make this clear. People who say this are close minded, self centered people with illusions that people can just spend money willy nilly. Maybe your parents did/do buy you anything you wanted. This is hardly the case for most people. Also this problem can occur on ANY computer. I'm sure most of you have experienced this at some point or another, but if your game crashes while loading in, IT DOESN'T LET YOU RECONNECT UNTILL THE GAME HAS STARTED. Even worse, you can't even tell when the game has started, so you might attempt to connect right before it does, have to wait for the error message to pop up (30-60 seconds), force quit the game (10-30 seconds) and then reconnect (30-120 seconds.) So why should anyone lose 20-30 of their lp because Riot has not fixed this issue? The fact that you are only given 90 seconds to reconnect is absurd when league has constant crashes. Not to mention sometimes you can't even tell weather or not your game has crashed, which means it will be to late by the time you begin to realize your game is crashed. As a side not, sometimes if your internet times out for a short period of time while the game is attempting to load, this same problem happens where you have to wait for the game to start before you can BEGIN loading in.
Problem 2:
This is not exactly a problem but more something that seems a little strange to me.
>JUST SO YOU GUYS KNOW, I've run quit a few leagues that have used ELO rating so I know a little bit about how this system works.
So for those of you that don't know, ranked still uses ELO to determine your rank. The lp system is more or less just a package around the ELO system that makes it more engaging and easier to use. This is why sometimes you win and only get +10 while you may lose and suffer - 30. Your MMR (or ELO) is very low so the system is trying to drop you down to your MMR's division quickly until you start winning more. When your winning a lot, your MMR goes up so you start gaining more lp per win, and losses are less detrimental.
Now with the way ELO works, you cannot simply add or subtract rating willy nilly. For someone to lose ELO rating, another person needs to gain it. If you take the ELO rating of every person ever to play ranked in league, add it together, and find the average, you will get leagues baseline MMR. This is the way ELO works. For example say everyone starts at 800, and the K value (the maximum yet impossible +/- rating in a single match... kinda) is 100, then if two people who just joined this league played each other, both with 800 rating, then the winner would gain 50 rating (because if the players are essentially equally skilled, then they gain half the K value for a win), and the loser loses 50 rating. If you average 750 and 850 what do you get? 800. This is essentially the fundamentals of ELO rating because 800 is the baseline that you compare your rating to, in order to determine your relative rank or skill or whatever.
Now lets say that when Riot removes all of your lp because your game crashed (shameless example indeed), they also subtract from your MMR in order to actually punish you. Player 1, not at 850 rating loses 150 rating as punishment, leaving him at 700 rating. Player 2 still has 750 rating, so the new average is now 725. However new players who have joined in but have not played any games yet are at 800 rating, which means they start ABOVE the actual baseline MMR. TL;DR THIS FUCKS THE SYSTEM UP.
Now lets talk about dodging penalties. Every time you dodge a game, you lose a negligible amount of lp (3/10/whatever.) This superficial punishment is used to dissuade people from dodging but does not actually effect them in anyway because their MMR is not touched. This is why, hypothetically, if you get your promos, and dodge out of them multiple times in a row, once you win them you might actually jump 1 or 2 divisions because your MMR will be so high.
>So the question is, will the afk lp penalty be superficial as well? Or will Riot actually remove MMR from you with some weird equations that keep the balance anyway, or maybe they will introduce a new dynamic MMR system where the baseline continually shifts around. (doubt it.)
Also as a side note, I'm not saying losing lp does not affect you, because it does... in the short term. You might drop a division because of this or be held in a division for a little longer, but in the long run it will have 0 effect on how fast you climb.
Anyway this is just my take on the whole /remake system but I honestly think that problem 1 especially could have serious issues concerning league client crashes. 1:30 is in no way long enough to reconnect to a game after a crash. Rioter comments would be greatly appreciated.
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EDIT: Also if you have any questions about ELO or are trying to start a league and use this system, ask me anything I can help you out with the ins and outs of how it works.