Suggestion to make Dynamic Queue Fair!
Current situation
- Solo Queue is unlikely to come back
- There is quite a dissatisfaction with Dynamic queue. Two issues I recognize are:
- Amount of premades per team isn't balanced out (Riot claims to be working on this currently)
- Ranks lose their value when people can easily get carried by their (smurf) friends, which is what I will focus on in this thread.
Why is this a problem? Getting carried by premade friends throughout numerous games into a division that you don't deserve, is basically a cheat on the ranked system. Ranks are supposed to represent your skill as a player (in the broad sentence: mechanics, knowledge, awareness, teamplay, communication, adaptation, etc.) NOT your friends' skill level or the size of your wallet.
Can you prevent this? It seems nigh impossible to prevent smurfs or powerlevelling without hurting other players with it, but there are ways to make it a bit harder for them to do so. What I suggest is a way to make the luggage (the one getting carried) gain less MMR while the carry gets more MMR from victories.
The Grades system, while not perfect in determining individual skills (communication, selfless plays for the team, ...), it does cover a broad area of it and is a pretty good predictor of who performed well and who didn't (way better than KDA). I suggest that WITHIN a premade team, in victory players gain more or less MMR than usual based on their Grades relative to their premade friends.
MORE CONCRETE: Each premade team will get a pool of MMR which is equal to what is currently the sum of the MMR each member would get. This pool will then be distributed among the party members based on the performance (Grades) relative to the expected performance (higher MMR players are expected to perform better than their lower MMR friends).
what does this mean? When you win a game as a premade team, the members of the party will gain MMR based on their contribution in victory. Members that performed poorly throughout the game will be rewarded less than members that 'carried' the game. A part of the MMR that would currently go to the low performing player will now go to the good player.
Example _Three man premade: Gold I, Silver IV and Silver V. Gold I gets S-, Silver IV gets C-, Silver V gets S-. The MMR gains would be Silver V > Gold I > Silver IV with Silver V far above average (I would say around x1.5 gain, but numbers are up to specialists), a slight increase in gain for Gold I and a vast decrease for the Silver IV's MMR gain (e.g. x0.3). _ This is an extreme situation where it's obvious that the Silver IV got carried in this particular game. Is it because he's 'bad'? Who knows, but the MMR differences will have an increasing impact in the long run if this continues to happen.
Why MMR and not LP? LP is a short term factor. LP changes are based on your MMR, which is the underlining red wire of your progression. Getting carried by friends is not a short term problem. It's okay to win a game or two because your friends had an amazing game. It's not okay to gain 2 tiers because your friends are amazing players on smurf accounts. If you play with a friend of equal skill and equal MMR, then you will both have good and bad games and everything evens out in the end. A rollercoaster of LP differences would be frustrating. If a player teams with a smurf, the smurf will consistently play better and reaches his 'true MMR' quicker than currently while the luggage didn't climb as far. While you can ask a friend to carry your promotion, this is only a short term and short distance advantage that you cannot stretch infinitely.
Why only in victories? Two reasons why I added this detail.
- The main issue is when players team up with players that they know will be likely to win. They will not lose as many games as most people during this power level. Affecting defeats would be a very aspecific way to deal with this as it affects other players more.
- Currently I feel that the Grades system isn't in place yet when it comes to grading the losing team. Players that try to protect their base/team with their lifes get punished for their high death score.
What does this change for solo queue players? Nothing. (Except hopefully relief some frustration and a fairer chance at climbing because of smurfs reaching their rank faster)
Why not make one MMR pool for the entire team? There is no reason to affect solo queue players with this. Winrate for solo queue players is based on their own performance and RNG. The performance of their team and the opponent team is one big RNG factor that will even itself out in the long run. This is not true for premades. You can keep playing with the same friends and their skill/performance (or lack of it) will never get compensated. The system has to do this in another way (I suggested one way to do it.)
Pitfalls This is not a feature to take lightly. It's a very fragile system that falls by the slightest bias.
- The grade system has to accurately represent the performance. I'm aware that there are currently champions/playstyles where this isn't the case and future issues can arise which requires proper monitoring of this system.
- The MMR modifier has to be fair. It may not be too harsh and not too light for maximum utility.
- Expected performance between players of different MMR has to be carefully considered and isn't an easy task.
- This system may not be abusable in the other direction (searching for a player that intentionally gets a bad score in games where victory is guaranteed.) This behaviour should be recognized and nullified.
TL;DR? The Bold paragraph starting with 'more concrete' is the essence. For more context, I suggest reading the whole text.
Let me know what you think. Constructive critism and open discussions are very much appreciated.