Why do we tolerate this stupid matchmaking system?

Pafelini··2 votes·885 views

I hear there was a time where your skills mattered and you can carry even if your team isn't that good. In what season was that? Just curious :)

We can all agree that today's LoL is coinflip win instead of skill win! You wonder why you have win streak, loose streak? Wonder why the competitive games are 1 in 10? Wonder why 9 out of 10 games are either unwinnable or unloosable? It's RITO's forced 50% winrate system that will either team you with the best players or worse players with 0 balance in mind! Wonder why you get with the biggest noobs and afk'ers in your promos? Sounds familiar?

The only way we can do something about it is if we start spamming their forum that we had enough of this stupid matchmaking system and we want competitive games! That system is what makes you rage every day and what keeps players like Faker at 70% winrate while he must have atleast 90%+!

P.S. I'm not upset cus I loose sometimes, I know it's normal! I'm upset because I either loose hard or have such an easy win it's unsatisfiable!

9 Comments

Saezio4 votes

It's not 50% forced winrate. Sorry to burst your bubble, but there are tons and tons of unranked to challenger series on youtube and I don't see anyone getting 50% forced winrate. Also, have you thought that if you have >50% winrate and the system wanted you to lose, they would match you with people with <50% winrate moving THOSE ACCOUNTS FURTHER AWAY FROM 50%. So.... yeah. Urban legend in the neighbourhoods of silver-plat 4

Pafelini3 votes

If you are too stupid to notice a pattern that alot of people have that doesn't mean it's an urban legend! There are tons of posts about this and I guess we all are "imagining" all of this... alot of people talk about the same thing and you are arrogant enough to say its a "legend"! Riot has enough stats and algorithms to do and control players as they please!

Don't act like the wins you have were dependent on you as a solo queue player! I've won the same amount of games while stomping my lane as the amount while I'm getting stomped... like all of you!

Riot has made this game more by chance than by skill and deep down inside you know this!

Go watch MSI pro players loosing their games 'cus of impossible to win with teammates in solo queue!

Saezio3 votes

Good job at giving 0 facts and disproving none of the 2 points I made to you :)

Also, thanks for the insults.

If a lot of people claim something doesn't mean it's true.

Also, have you compared the number of 50% forced winrate posts to the total number of players? Is it a lot if you compare it to the people that haven't made a claim about 50%?

Have a great day fellow player.

Pafelini1 votes

I just found out how they do this after I knew I'm on the loosing streak and tried one game. We lost 54 to 18 VEEERY competitive indeed!

So you wanted proof? Ok can you explain to me why we were all silver 2 and 3 in game and there was one bronze 2 player on our team? We are currently 9 silver people in all EUNE? HOW CAN YOU EXPLAIN THIS BRONZE PLAYER ON OUR TEAM?

Saezio1 votes

That player must have had MMR close to the rest of the match. Yes maybe in eune there wasn't a silver player with closer MMR to your game in the position needed.

This is one game. Doesn't even matter because over a larger game sample it will cancel out.

Can you tell me how matching people that have sub 50% winrates with you who has over 50% winrate supposedly to sabotage you will result in the rest of your team getting closer to 50%? Can you explain how players maintain 70% winrates up to challenger? Are they unaffected or what? You are chasing ghosts mate, simply rewatch your games and fix your mistakes, improve in every aspect of the game and then you will climb easily. Also, if you aren't climbing, stop playing rank on that account until you improve, because by "grinding" you are only messing your MMR up.

Kai Guy2 votes

Stats are a subjective measurement.

If you play some one better then you do you expect to have good stats? The larger the gap of skill do you think realistic stats get made?

Can you make a skill rating with out trying to account for skill? If stats are used to generate skill... what is used to make your stats? In a competitive ladder wouldent that inhernely be implied as "Skill?" that seems pretty circular.

Lets say you go the objective route then, Is there a better stat for skill over win or loss?

Win loss is objectively proven at the end of each game regardless of stats. had a win or a loss. The past, this is fact.

MMR systems are built primarily off win/loss, Probability theory and acquired data points.

Padding for stats is very easy. KDA is playing selfish. Don't die, better kda. 10-1-10 is 20 to 1 but 1 more death at 10-2-10 is 10 to 1. Damage? Karthus who uses R every single time its off CD when they have 5 champions up out damage the karth who uses it only to win fights or secure kills. The # of casts is lower so the gross highest damage is karth who sits there and hits R every opportunity he has to pad damage. This is easy. This is low skill. this concept carries over to any other stat you want to pad. Spamm it don't hold it. up your stats.

End result stats suck as a measurement for objective Skill rating if W/L is not one that's the most relevant. If they don't help you win the game they are just padding. Padding is easyer then winning.

Kai Guy1 votes

MMR does not work with forced win %. The MMR value becomes inaccurate thus the entire predictive theory of probability behind it breaks. Rigging MM makes MMR values worthless which then makes the MM completely RNG with no consideration for skill. At which point its impossible to rig matches. Destroying your data that's used to build your system that needs your destroyed data to function right... does not work.

Rn=Ro+K(W-WE) means nothing when the W value is predetermined and the WE value is ireelevent. That's the impact a forced 50% system makes. There are 0 accurate points of data for W and WE generation. Rn=Ro+K means nothing and is not a functional MMR system.

To force it is to fuck with the math. The math your screwing here is a core calculation for MMR values. Adjustment formula in Elo systems. This is not the same system riot uses but its the core concept behind all MMR systems. W is match result. Who won who lost. WE systems expectations from logistical distribution for teams probability to win. You cant make those values inaccurate and get any accurate results from them.

Trying to adjust for exstimated skill gaps cant be done if theres no expected probability. When its 100% There is no maybe.

Swapping to stats? Stats don't mean much because with no measure for skill they get grossly exaggerated by mismatches and there's also a huge impact. Same end result, cant properly rate skill so you cant rigg matches with that data.

Riots issues? Their MM probably is willing to build gaps between high class interval odds to make population size a low issue to Que time. Also Duoing is implemented poorly.

1C in Elo was like 75% to 25% or 3 to 1 odds. if the weakest player is stuck vs the strongest player they just get stomped in lane. Snowballing is not a very present event on the wrong end.

You could make a better MM que with Stricker requirements. Team Elo/MMR is easier to build MM with because each team can be treated as a single MMR value when the rooster is stable. Player participation will make or break a que viability thou. I think Clan styled Que might have viable potential in a moba like league but honestly don't know if its a realistic solution or not.

Pafelini1 votes

The only solution is for them to show not only your division but MMR also + the enemie's MMR! That way "propaganda" like mine won't strive!

Kai Guy1 votes

Doubt it. People would still complain just like they do in every other game that does exactly that. Your solution does not work for the games in the have it implemented. Many of which are easier for 3rd parties using API to provide accurate MMR ratings used by the systems. Why exactly would the Lol community be any different?

Riots posts on the topic when they switched from "Team Elo" To the "League System" comments that it showed clear positive impact on population and interest in the que. So I doubt they would want to swap back to something with lower player interest. I believe they claimed it nearly doubled the participation in ranked ques.

Meanwhile your complaints / "Propaganda" Don't adhere to the basic concept used in Elo's work and damage the value of a rating which can only be used when its accurate.

You also don't provide any support for your argument besides "use anecdotal evidence like I am guys." Your response to Saezio makes it pretty clear your counter argument to others is "Lol your wrong im right!" which is not really a convincing argument when you fail to support it with any data. Its pretty self fulfilling.

Its not difficult for average players to take a step back and look at the ranked ladder. There are clearly trends in higher skill being farther up the ladder.

Your Logic is broken. Sazio pointed out how an error.

Also, have you thought that if you have >50% winrate and the system wanted you to lose, they would match you with people with <50% winrate moving THOSE ACCOUNTS FURTHER AWAY FROM 50%.

If its rigging games off WR then clearly its not doing a very good job. if the way it riggs WR is off WR. How's that create accurate data to use to rigg games? Why does it fail to provide sub 30% win rate players the teammates that can carry them up 20% to hit a forced 50%?

If its rigging games off in game stats with no consideration to WR how exactly does it generate accurate data on skill? Statpadding is inherently easier then winning. How does it tell a skilled player from a selfish one if you don't consider the matches outcome?

Elo is a reactive system, Rigging games is proactive. The amount of effort required to run a reactive automated systems is massively less then building a proactive one. If you don't understand this I can walk you over why.

Do you have anything to add with substance? Got any proof besides "I said so"?

Why would riot want a rigged system in the first place by the way. Its harder to make, Any end goal for them could be done with a functional MMR system being adjusted. More time to grind? Lower K factors. Thus Lower MMR gains. More time to grind accomplished with a single rule change to 1 variable. 100% effective 100% of the time. All directions covered.

Make it harder to climb? Shift the MMR ranges of Tiers so that lower Tiers represent a higher % of the player base. You can do this very easy during a soft reset. Works 100% of the time.

Prevent some one from getting to the Top? System expectations for an average player to make it to the top are for ever. You don't expect average to climb you expect them to be at the average MMR. Logistical distribution puts expectations for 1C to be 76% vs 24% and 2C is 91% v 9%. So 3 to 1 then 9 to 1.

What does riot gain from rigged matches? How do you calculate skill in a rigged match system?

More from Gameplay

More by Pafelini