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Easy Solution on URF Mode

Chaos Singed··2 votes·878 views

When releasing URF Mode make a AR and a Blind Pick mode to choose between

Then we can have a statistics solution and see who most wanna play AR mode, and who wanna play Blind Pick.

Instead of deciding what people mostly like.

Make All Happy. GG

9 Comments

Trash MammaI2 votes

That's common sense, riot doesn't use it

Arcade Andrew1 votes

ARAMURF? CAN WE GET ARAMURF?

zacktootall1 votes

your joking right......

zacktootall1 votes

that would be the best way to decide what the public wants

Fondling Gems1 votes

And murder Queue times in the process. If Riot could they would keep Dominion and everything up all the time. The issue is that this would ruin queue times across the board.

Arcade Andrew1 votes

lol Q times for what? nobody ever played urf, also if riot holds the title for making the worlds most popular MOBA then that would imply alot of people play the game all the time, which means it shouldnt be that hard to match some players against each other (esp if youre lower skilled)

Fondling Gems1 votes

The more Queues there are the fewer people are in each queue > Queues take longer to match you with others. It is basic logistics.

Arcade Andrew1 votes

and if 1 million people played at once in every given hour, 50% of those being the same skillset or lower (bronze or lower etc) leaving 500k left for higher tiers.

you have 500k for all Q's divided by -dom -TT -soloduo -flex -rankedTT -ranked 5's -urf -aram -blind -draft

thats ten Q's

500K divided by ten is 50 thousand people that could be playing the game

but what about the higher tiers you say?

well lets split them up Silver/gold/diamond/plat/master/challenger-6 tiers 500k divided by 6 is 83,333.3333..(etc) but as you go higher there are less and less SO lets continually divide by half 250k for silver/125kgolds/62500(62.5k)plat/31250(31.25k)master/ 15625(15.625k) for challenger.

with that math we can assume that if we divide each of those numbers by ten we would get

25000(25k)/12.5k/6250/3125/1563 respectively players playing in each Q every hour if all players were spread equally among all Q's

YOURE TELLING US that ten Q's would ruin the main Q times because riot cant somehow find a good match when there are that many people available for each Q at any given time?

some Q's would be slow sure like dom and ARAM and unranked modes but the Q's that matter would BE FINE

Fondling Gems1 votes

I think you missed one small point. That 1 million stat is per month. Not per week, day or god forbid hour. LoL servers can't even deal with that, we have had waits to get into the game for URF before the rotating game queue.

So try your math with the assumption that I play a lot of League. I don't play monday or thursday except the very rare single game when I just need a break from my college workload. Wednsday I don't play a lot either, but usually get a game or two in. Thursday and Friday I have work, so I don't play until around 5 pm. I then play maybe 5 games each day.

That puts us up to around 12 games before the weekend, and over the weekend I play a lot of different games so I get anywhere from 10-20 LoL games in. All told this means I play an average of 27 games per week, but lets be generous for your argument and say it is 30, well above the average number of LoL games per week.

Each game takes 20-40 minutes on average, meaning that is 30 minutes. I tend to spend 1-5 minutes in queue per game, so lets say that comes to 35 minutes per game as I am a support player and as such get short queues.

That means that per week I spend 1050 minutes playing LoL. In a month I spend 4200 minutes. We can take this as a high average for LoL players. Our 1,000,000 players spend 4,200,000,000 minutes playing LoL per month.

In 1 month there are roughly 42,000 minutes which is really convenient for my math. The average LoL player thus spends 1/10th of their life playing LoL. Wow, I mean I am guessing high so you can't call me out on my math not favouring you here but that is just sad.

Anyways this means that on average only 1/10th of the LoL playerbase is attempting to play a game, this equates to 100,000 people online.

That leaves 50,000 for all the higher queues, and you did the math for that (which I appreciate by the way.) That being said your math was off, you don't divide by half. Masters+ is only .08% of the LoL playerbase which we can directly break into 800ish players from the total 1 million, meaning you only have 80ish masters+ players on at a time.

Except it doesn't.

You see that 1 million stat? That is across all regions. LoL doesn't have one region, it has 10 servers. This means that taking averages we get another 1/10th of the people in each queue, dropping us to virtually no players at high levels of queue, which is the big reason why people complain when they get matched vs people of other ranks, each server is independent and we don't have that many players per server.

Hell I have experienced this, I ranked Gold last season and I got flung in with a challenger player in normals, it happens. Challenger players are actually a bit more common than that because they play more than most LoL players, but even then we are only hitting like 20 masters+ players online at a time per regions. Once again, not as bad as it sounds because per region they all tend to be on at close to the same times, but that means that during the downtimes there are even less of them on.


1 million players sounds like a lot, but when only about 1/10th of them are on at a time, and only 1/10th of those are on each server (on average of course, NA has more, Oceana has less for example) we suddenly only have 10,000 people in a region playing the game and when over 75% of them are Bronze-Silver that leaves us with 2,500 in Gold+. That just isn't a lot when you have to split that across every game queue.

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