DQ has problems. So did the old system. Introducing Club Ranked
no tl;dr, but all key points are in bold or section headers, so you can read just those if you're not into long posts.
This post has 4 major sections:
- Introduction -- this
- Analysis -- what it means to be competitive
- Criticism -- problems with the old system (aka why DQ exists); problems with DQ
- Solutions -- Club Ranked
This is thread is for figuring out how to improve ranked, nothing else.
If you're here to sling insults, you're not welcome here. Leave your downvote and leave this thread; there are plenty of others.
To the rest of you, I'm sorry I have to waste your time with this.
I'm Professor Milk Hyrum Graff. Let's get started.
Analysis
Riot wants league to be a competitive sport
We believe League at its best is an incredibly competitive experience, and one that is all the more powerful when played with people you trust. [...] We want League of Legends to become a global sport that lasts for generations. (source)
What does it mean to be a competitive experience? Let's take a look at another sport that requires 5 players and a combination of teamwork and individual skill: Basketball.
Solo -> execution of the meta; 5s -> meta forming and execution
"Hold up, isn't this post about Dynamic Queue?"
Yes, of course. But dynamic queue blends elements of solo and 5s, so we need to talk about them first.
In solo, we're going to play a really standard game. For defense, we'll either do man-on-man or a normal 2-3 zone. For offense, we'll use simple passing around the outside, pick-and-roll, driving to the hoop, and getting the ball to the open guy. Solo games are won or lost based on how well players execute the meta.
In Premade 5s, we've played together before; we've had a chance to practice. Maybe we've got an oddball strategy we practiced that nobody knows how to deal with. We're doing zone defense but with our best defender man-on-man with their best player. We've got a plan to get our best shooter wide open at the 3-point line. Premade 5s are won or lost based on how well players can counter the opponent's strategy AND how well they executed.
Competitiveness is Depth + Balance
Depth is about how much room there is for mastery. Premade 5s have much more depth, because they involve both strategy and execution, plus time to practice and refine those. That's pretty simple, so let's talk about balance.
Say I'm doing premade 5s. The opposing team has 5 people who played basketball in college. Two teammates and I haven't played basketball since middle school. The other two are Michael Jordan and Lebron James.
That game is gonna be 3 noobs trying to stay out of MJ and LJ's way, hoping they can carry 2v5. We might have a perfect 50% chance of winning, but that game is not going to be competitive. It wouldn't be competitive if their team looked like ours, either; then it would be 6 people getting out of the way of a 2v2. Perfect balance requires (in order of importance) an even team matchup, even individual matchups, and all 10 players at the same skill level.
Heads-up: I'm dropping the basketball analogy now.
Also, later in this post I will use "match quality" to mean balance.
The Trade-off: Balance vs Queue Times vs Control
Perfect balance is actually possible in both solo and premade environments, at a cost. Imagine there are only 10 players -- 2 in each tier from bronze-diamond -- in queue. Now take a look at how many options for teams matchmaking has, based on how those players are queueing.
|Queue type|->|Possible teams| |- |Solo Draft, all fill|->|252| |Solo Team Builder, 2 per role|->|16| |Premade 5s|->|1|
Imagine how matchmaking works:
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in draft, it pairs players in the same tiers, then puts each pair in a lane vs each other.
- Diamond is still with bronze, but only because there's only 10 players total in queue.
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in TB, it has no choice about the pairs, so it just tries to create balanced teams
- Unless you get lucky, you're gonna have a lane that is horribly outmatched, and so will they, and the game will be decided by who can carry harder.
-
In premade 5s, it has no choice.
- It might be Gold-Diamond vs Bronze-Gold, but tough shit, matchmaking didn't have any options.
This is simple math: the fewer options you have, the less likely that one of them is balanced. There are two ways to create options: change the queue type so players have less control over who they play with and which roles they play, or wait for more players to join the queue. Player count is a result of how good a tradeoff you made and a resource that affects how good a job you can do, period; it's not a lever you can use to create options. At a fundamental level, there's only 3 options: take away control from players, accept long queue times, and/or accept worse balance. You'll notice this is Riot's conclusion at the roundtable.
Some tradeoffs are unacceptable
There is some point at which a queue time is simply unacceptable. It doesn't matter what elo I'm in or how shit my game would be if the queue were shorter, it's not worth a 10 hour queue (or to some people, a 10 minute queue). I just won't play.
Similarly, at some point matchmaking becomes poor enough that the game is simply not worth playing.
I don't believe the same tradeoff exists for control -- people still play blind, and -- but there are people who will take huge tradeoffs in queue time to get more control, like those of us who played team builder (except supports).
Criticism
Ranked teams made bad tradeoffs
By definition, ranked teams gave players complete control over their roster, so queue times and match quality got the short end of the stick. This would be fine if there were a huge number of people playing.
But there weren't, because ranked teams had a 9 player limit, so getting a group of 5 online together was near impossible. I felt this personally: I tried 4 times in seasons 4 and 5 to make a ranked team. Only one team made it through promos, and only played one game after that.
Low games played also hurt match quality by making mmr less accurate at predicting skill. Imagine if Riot did a full reset of ranked mmr. The first few games would have master tier and bronze in the same games, before the system had a chance to sort out who belongs where.
Now imagine if almost everyone only played those first few games, because it was too hard to get into game. Whenever you finally did manage to get into a game, it'd be a ridiculous one-sided stomp. That's what ranked teams matchmaking was like.
Larger teams wouldn't fix 5s balance
Imagine the limit were 20 players. Now I make a team of friends: 10 diamond players and 10 bronze. All the players only want to queue with others of the same rank. When the diamonds play, they steamroll the enemy and get matched against harder opponenets. Now the bronze players jump on, get matched against harder opponents, and get stomped until they face easier opponents again. Rinse and repeat, matchmaking is still bad.
You could partially fix balance by including the soloQ mmr of players in a certain game into the team MMR, but this would go against the premise of ranked teams, and also allow abuse by tanking your soloQ mmr to get easier team matches.
DQ wasn't change for the sake of change
DQ was created because ranked 5s were absolutely horrid and Riot wanted to fix that. And it worked:
- It's WAY more accessible. Since I'm not limited to just 9 friends, I can actually play ranked as a 5 man stack.
- It's WAY more balanced. Since matchmaking can use individual players' MMR, team MMR is much more accurate, and ranked restrictions mean team skill level is much more consistent as well. Combined queues increases player count, which also improves matchmaking.
Again, this is compared to team ranked, not solo queue.
Solo Queue was a casualty
Riot's thought process:
- "We need to make the premade experience better. Hey, let's replace ranked teams with DQ!"
- "We're gonna need to get rid of solo queue to do that. That's gonna suck for solos..."
- "Yeah, that sucks. But like, if we can make it suck as little as possible, it's probably worth it."
- "Ok, let's do it."
Here's the bottom two lines in Riot Pwyff's words, (source: Pwyff's personal thoughts. note: I cut out a lot of context to keep it short)
[With DQ] your personal rank is suddenly worth less because:
a) Others can get there via other means than your own (and your own standings come into question). b) Text-based sheep-herding is nothing in the face of fully coordinated teams.
I think working with strangers is just as much teamwork as is getting a coordinated premade to make your way to the top. So why make the change?
Because in one scenario (pure solo queue) you value sheep-herding and stranger-collaboration 100%, but you exclude the latter completely (getting trusted teammates, building cohesion, long-term teamplay). In dynamic queue, you get 60% (I think it's more 70%, but I'll be a negative nancy) of the sheep-herding value and 60% of the team-focused skills. [...] We think that 60%+60% is better than 100% serving solo players. The tradeoff is a value and, personally speaking, I don't know if it's one I would have made. But I can understand why we made it.
I don't care which audience is 'better' than the other, but I do wonder if it's better to serve one 100% or to serve two 60% (maybe 70%). [...] Perhaps in the future we can get better at supporting both sides.
That's admirable sentiment. I don't quite see eye-to-eye on the percentages, though. At least premades had some options before (ranked teams and normal draft). No live queue offers a solo experience. This is why pure solos feel told to find another game.
The solo experience isn't possible in DQ
No matter how amazing the dynamic experience might get, it's not a solo experience. You'll never be able to be a sheep-herder in DQ, because you might be with a premade. And as Pwyff said "text-based sheep-herding is nothing in the face of fully coordinated teams."
Remember back at the start? We determined that solo queue -> execution, while premade ranked -> strategy AND execution. The problem is, those two concepts are fundamentally incompatible. Players (solos) should not be forced to learn to adapt to some crazy strategy, even if it's a good counter to the meta. The only sport that requires you to learn the rules as you go is calvinball.
The Bottom Line: Supporting two experiences requires two queues
Possibly fixable problems with DQ
Giving players more control over who they play with forces queue times and match quality to get the short end of the stick. (Am I repeating myself?) DQ is less control than team ranked, but many more games were solo queue. Riot didn't solve the matchmaking problem with team ranked -- they brought a milder version to all of ranked. The small influx of players who used to be playing ranked 5s, dominion, or normals is nowhere near enough to counteract this. Stricter rank restrictions might.
Some premades will be people who play together regularly, like an old ranked team, while other premades are just groups of friends, no more coordinated than solos with voice chat. This means that there will always be unbalanced games. If the premade handicap is set for the level of "just friends", then real teams will stomp. If the premade handicap is set for the level of "actual team," that goes against the goal of DQ, since it's now "queue as if you had a ranked team, or lose". And it will never fail to suck when you're a solo who gets matched with a group of "just friends" and ends up against an actual team.
There's also no path to professional play.
The Solution: Club Ranked
Bring Back Solo Queue, No Duos
I don't think I need to explain why pure solo queue is the best for players who want to play solo. So let's focus on premades.
#Introducing club ranked
Changelog:
- Club size limit increased from 50 to 200 (or higher as technology allows)
- Club owners can set the chat room as private or public. Public rooms can be joined through the same interface as legacy chat rooms, which are now removed.
- Club owners and officers can invite summoners to a private chat room as guests. Being a guest in a club chat room does not count towards your 3-team limit.
- Club members can play ranked games together (like ranked teams).
- Unlike ranked teams, a club has no rank. Each player has a rank for each club they are a part of. You may only queue with other club members within 1 tier of your rank (same as live).
- There are no promos. Instead, you can get over 100 LP. If you start a game while you have over 100 LP, winning that game will consume 100 LP and promote you to the next division/tier (it will also grant you LP for the win as normal).
- Winning or losing LP in soloQ also makes you win or lose half that LP in each of your clubs. This effect falls off as your club and solo rank diverge, to prevent people from purposefully throwing in soloQ to get easier club games.
- This cannot change your tier, because that would be weird. It just puts you at higher LP in that tier, and your next win will promote you. If you play a lot of solo and get over 200 club LP, your next 2 club wins will both promote you. Losses will put you at negative LP, at which point the next loss will demote you.
- In these games, the tag of the club you're playing for appears before your name, and the club tag you have set does not appear after your name.
- Club ranked has built-in voice chat.
- Unlike ranked teams, a club has no rank. Each player has a rank for each club they are a part of. You may only queue with other club members within 1 tier of your rank (same as live).
- "Leagues" (eg, Katarina's Overlords) removed from Solo Queue and added to Club Ranked.
- Clubs are placed into a League based on the number of members they have.
- Winning a game of club ranked earns Prestige points for your club. Losing a game does not affect your club's prestige (though of course a different club did gain prestige).
- Clubs in the same league are ranked against each other based on Prestige.
- Prestige points reset every LCS split. When they reset, the highest-ranking clubs in a league get a reward (like a banner) until the next reset.
Club ranked is convenient
Start a lobby. Invite summoners individually or click the "invite all" button, which invites all club members eligible to play with you. Large clubs guarantee there will always be enough summoners online to play with. Voice chat works in the lobby, so you can start to strategize. Set your your lanes in the lobby so there's no confusion. Then jump into queue.
Club ranked is competitive
Rank restrictions reduce the tradeoff you have to make in queue times & match quality. Linking to solo queue performance means team skill will be consistent -- no diamond-matched-with-bronze craziness.
"But now I can't play with my friends who are much higher ranked than me!" -Sad Summoner
Yes you can. In normals.
Seriously, you gain nothing from playing ranked with someone who's a wildly different skill level than you. Competitiveness? We established at the very beginning of this post that putting players of highly varying skill in game together makes the game less competitive, like in the basketball where I'm on a team with Michael Jordan. Allowing that in ranked makes a mockery of matchmaking.
Seriously, play normals. Back in S4, my first full season, my then-S5 self played a number of normals with a then-diamond and his (mostly plat) friends. Those were the hardest games I've ever played. We called it "the curse" -- because I was WAY worse than the opponents, and he wasn't that much better, I tended to feed harder than he could carry. It took us 25 games before we got a win -- but it was 25 of the most exhilerating, tryhard games I've ever played, and I got SO much better at league.
Club ranked builds comradery
Because you're not just playing for yourself -- you're playing for the honor of your club.
Some clubs might be location-based, like campus clubs. Others might be a following for pro teams, streamers subs, or clans, etc.
Club ranked supports the LCS
Unless you can get 5 friends together, you'll probably fill out your team with a couple people from your club who you don't necessarily know well or play with often. When you play club ranked in at a lower level, the pool of people to fill out your team with is quite large. As you climb the ladder, there's a smaller portion of the player base at your skill level, so the pool narrows. That means you'll play with the same players more and more often. You'll naturally learn each other's playstyles and who you enjoy playing with and synergize with.
For a club run by an organization like CLG, that means team members have an extended roster of players who they've played with in a competitive environment. So if Aphro gets sick or has to leave LCS, there's a couple high-level supports who could sub in for him, that rip Doublelift Stixxay already plays with on a regular basis.
Credit where credit is due
While the original thought, "What if we replaced ranked teams with ranked clubs?" was mine, turning that sentence into this post was a collaborative effort between myself and Daen. His mirror post on reddit is located here.
Questions, Comments, Concerns?
I'll reply to as many comments as I can find time for.
6/7, 4:00pm Eastern time update: I'm getting tired / don't think I can keep up the pace of replies for very much longer. I'll be in and out but I can't guarantee a response.
FAQ
"I think this system would need some tweaks"
Yes, definitely. Tweaks before implementing it and more tweaks after. No design withstands first contact with users; it's about how you react to the unexpected and iterate on your design that counts.
"Dynamic Queue really isn't as bad as the community makes it out to be."
I agree. I like DQ too. But that's not the point.
Say I like playing chess. I go to this board games club to play chess games. Then one day, there's no more chess because they're only playing Settlers of Catan. Settlers is a great game -- but that doesn't matter: it's not chess.
SoloQ is like chess. No matter how great DQ is, it's still Catan. I like to play Catan... but I also like to play chess, and now I can't any more. And some players don't like Catan, and now there's no more chess...
The only issue I see with this system is that the clubs 'prestige' seems entirely based on the sheer number of games played. Getting to the top is not so much a matter of maximizing your winrate as it is playing the greatest number of games in the smallest amount of time. Although perhaps I am missing something in the setup here, but it would seem to me that that would be the most effective strategy in reaching rank
Matchmaking would match you vs clubs in the same league when possible -> some losses would decrease your club's relative rank despite not having a direct penalty. Still, you're right. The best would be a high winrate and high games played, but it does tilt towards games played.
This was intentional. Here were my reasons, you can decide if you agree:
- I didn't want club owners to try to maximize their rank by kicking players.
- I didn't want players to try to get into a rival club and intentionally throw games.
- Getting a group of 5 together will always be more time and effort than going solo. I wanted to provide an additional incentive for players to get in game -- period -- so that extra work feels worth it. But I wanted to do that without making solo players feel like they're being thrown under the bus.
You focus on 5 man premades. What about Solo Queue?
I think almost everyone agrees that pure Solo Queue would be the best queue for solos. Here's the problem:
- Riot made DQ to enable competitive play with friends.
- DQ requires solos to work.
- Therefore, soloQ will kill DQ and Riot will never enable soloQ while DQ exists.
- Riot will not disable DQ unless there is another way to play competitively with friends.
- Therefore, we need club ranked if we want to get soloQ back.
How do small clubs get enough people together to play?
It's hard. If your club has 9 or fewer people, it's just as hard as Team Ranked was (or maybe harder, because of rank restrictions). I imagine that most clubs would have 50-1,000 people, and be run by school clubs, pro organizations, or streamers. In a club that size, finding enough people to get in game with shouldn't be hard.
Hold up. 1000 people? Won't I be playing with randoms if I don't have 5 online friends in the same club?
Above diamond they're not really randoms any more because there are fewer players at that level so you'll play with the same people at lot.
Below diamond, yes. Kind of. Here's how I think that would work:
You and 2 friends decide you want to play ranked. You form a 3man lobby, then send out invites to the rest of your club (maybe there's also a listing of all open lobbies for your club, so a duo can look for a 3-man to join up with).
You can think of Club Ranked as an upgrade to Team Ranked... or as DQ, with these improvements:
- At least you have something in common with the randoms: you both wanted to be in that club.
- Integrated voice
- A chance to chat with them before entering queue
- Club chat room to find people interested in a certain strategy/comp, and to chat with your clubmates.
What if I only want to play with my friends?
You can all join a club together and only play as a 5 man stack with them, or you could create your own club with only those friends. Bottom line is, if you're only willing to play with a few people, you're gonna have a hard time getting in game. No queue will fix that.
If you insist on playing only have 9 people you want to play ranked with, i
If you're going to join a club that small, it's because you want an experience like old ranked teams.
Wow, that's a detailed post.
Daen and I spent a long time on it. We started over three weeks ago.
Can the queues coexist?
Why people would play both in Solo and Club Ranked? Don't you fear that one will die due to lack of players?
I do fear the death of a queue, but don't think it's likely. There are distinct motivations for playing each:
- Vanity vs Ambition
- If you want to show off your rank, you'll probably want it to be based purely on your ability to carry solo.
- I envision Club Ranked will become the primary recruiting grounds for pro players. Get yourself invited to the club of the LCS team you want to join, grind your way into master/challenger in that club, and you'll be regularly playing with the pros on that team. If a team member tells the club manager, "Hey, I play with this person regularly, they're skilled and we have good synergy," who do you think is going to stand out the next time the team has tryouts? Or maybe there won't be tryouts, because you've already proved yourself in Club Ranked.
- Convenience vs Preference
- No matter how easy you make it to queue with a premade of any size, going solo will always be easier.
- People generally prefer to play with friends. They didn't because there were huge obstacles to playing 5s. Club Ranked removes most of those.
- In particular, some people who used to duo would move to 5's.
- Individualism vs Collectivism -- some people prefer solo sports; others prefer team sports. Solo races didn't kill baton races, nor vice versa.
- Some people also just don't have friends who play league. I think most of them will make friends and then choose a queue for other reasons, but I think soloQ might be important to support people who haven't found their group yet.
- Ranked Clubs provides the opportunity to play for a cause larger than yourself. How cool would it be to play in the club of your favorite LCS team? This is a motivation that soloQ can never provide.