Excuse my language but.. CAN YOU FU*KING FIX MATCHMAKING???? (Rant/blueprint idea)

Darth Sidiouss·4/3/2018, 4:37:12 AM·14 votes·888 views

Headliner is for attention i want a rioter to address this already.. enough of champion balance talk. Talk about what are you guys going to do about matchmaking in solo queue. We need changes !!! among your teams you guys have to be able to come up with the system taking "EFFORT" into consideration alongside the win/lose factor.

If i won a match making several mistakes in this case dying too much. Obviously dying in a match is a strong factor in winning or losing, a single death can snowball all sorts of shit but we all know this already BUT the system doesn't judge us for how much we die even though dying is the worst thing you can practically do in a match.. soo there's no fucking excuse why if i am carrying my team well attempting to carry 3 but the 4th is this jerk-off that doesn't follow pings or seems to be be completely oblivious to the mini map. How does that tell me that i am good as a player alone?

When you lose that LP

  • Farm
  • Kill participation
  • Objective participation
  • Map awareness

^^ALL of this shit is out the window your current system tells the player NO you need to be to be able to carry despite all the circumstances that arise solely based off something SOMEONE ELSE did not YOU.

That one player on your team should not entirely be the 100% factor on losing 100% of your LP/MMR it should take a portion a large one.

That said there's no way around auguring it, deaths are a excellent way of deciding how well you did if the other factors aren't as high on the goodness factor for example "objective participation". So you go

3 / 0 / 5 in a 30 min match right? but out of 10 objectives that were taken you were only involved in 3.. the system then could then count the objectives each team takes. Epic monsters slain, towers and shut downs.

Here the system will judge you so if you missed out on less than half of your teams taken objectives then you would score "Poor" in this area so:

  • Less than 50%, Poor
  • More than 50%, Adequate
  • More than 75%, Excellent
  • 100%, Perfect

This is only how it would grade objectives, now for deaths. When a match finishes the total score could be split in a pie chart with you among your teammates. For this example we scored "Poor" on objectives but have less than 20% of the teams total deaths... so then the system here can then make the decision and make out that this player was either:

  • Semi AFK OR
  • Trolling

This decision is also based off kill participation if your playing the game at all your gonna attack SOMEBODY at a given point in a match. Doesn't matter if you got no kills those assists showcase your participation your HELPING someone take someone else out. This should matter and this should be taken as valuable information for the system to further judge performance.

Map awareness. If you made a danger ping within 5 seconds of the enemy jungler entering the mini-map WHERE the ping was used, this should earn you a point in this area of judgement. Map awareness is KEY in winning any damn match displaying you have map awareness should give you a few bonus points.

Lastly gold income. A large gold income with low participation scores showcases you were busy, a large one with so on the other hand shows you were making moves the entire match. Gold income doesn't have to factor that much in % because it can easily become associated with NOT participating or communicating with your team.

So there you have it, all things players can possibly do in a given match can be scored and judged based off %%%% its not rocket science, at the very end you get this pie chart consisting of all the areas i talked about. That chart is then applied AFTER you won or lose that match.

KEEP IN MIND. That this entire pie chart could maybe only infulence perhaps only 10% , the other 90% being the win/lose factor. If so, then so be it. The crisis right now is that this pie chart DOESN'T exist at all. Therefore "Effort" is not recognized in league of legends properly.

19 Comments

Zullar4/3/2018, 2:00:51 PM4 votes

Win/Loss is all that should matter. Otherwise people will just farm the LP boosting stats and not play the game to win.

Riot has repeatedly stated this.

ReySolomon4/3/2018, 5:08:35 AM4 votes

The matchmaking that we have right now is outdated, it worked well til season 7 (Not that well but it was ok still)

It's either they don't know how to fix it or they really think it's okay the way it is right now, maybe they believe you can still 1v5.

usul12024/3/2018, 12:20:43 PM2 votes

So supports and Ivern mains and singed players should just be confined to low elos? And aggressive players looking to 1v2 won't climb as fast as others? Riot doesn't promote individual metas or play styles, and thus wouldn't make some worth more lp than others.

If you are having a more positive effect on the game, and you're being more map aware, earning more gold (and using it), and never afking/trolling you're quickly going to climb over people who do not.

IP Masquerena4/3/2018, 9:50:30 PM1 votes

No Moba game takes effort into consideration, all take win/loss, simple because both teams have the same chance to have idiots on them (assuming random teams), so if your team has constantly more idiots than the enemy team, you should change your attitude, as the problem is not the team, but you.

I've had bad streaks with idiots, losing promos because of them, getting demoted, etc, but I can consistently climb, with the idiots being most of the time, in the enemy team. Why is that? Do I pay Rito money to allow me to play with good team mates?

No, it's my mentality, the places where I look for mistakes, the ability to properly lead a team and the ability to realize what can cause problems and act accordingly, this includes objective play and itemsization, even if it's not an item my class should get, if it can score me a win, hell yea, I'm buying that.

Start looking for mistakes in the enemy team and learn to have a better macro play, stop focusing on your team mates and stop blaming them for everything. If they were as bad as the boards make them be, people couldn't climb, but we have a lot of youtubers and other people who climb consistently to their ranks or even higher because they are good. Are they not affected by the same chances like you, or are they paying Rito money to get good team mates and climb?

haaaaaaalp4/4/2018, 11:25:20 AM1 votes

We saw what happened when riot tried to implement a way to judge individual performance with the grading. It was an abject failure and has no place in ranked. 100% win/loss, for all of its flaws, will always be superior to any combination of win/loss and computerized performance rating.

SilentBomber4/4/2018, 11:53:42 AM1 votes

I just played a game in which 4 in our team got auto-filled versus a team playing their main champions.Guess who won.

Our mid kennen,despite the fact he got auto-filled,he never called missing when enemy's zed was roaming,never grouped with his team and all that while spamming in chat that it's not his fault since he got auto-filled.

Nice matchmaking!Give us more fun please.

Kai Guy4/3/2018, 6:50:25 AM1 votes

Problems I see. This has to still work off wins losses, if you can climb ladder off just effort per game you can play for effort and not to win and still climb. This would be terrible.

So if we have wins losses still decide if you gain or lose LP and the amount is different by amount of effort I still find flaws in this.

  1. if Effort is the same for all champions, or just all champions in a class, outliers of easiest playstyle to effort reward become known and meta is determined by them, even if they are not a good picks for winning a match. Your able to Effort into LP so you protect yourself on losses and reward your self higher on wins.
  2. Effort is instead done champion to champion, Way more work, still has issues of a meta showing up of Champion X is consistently easy to get effort merit on, protected LP and Boosted LP.
  3. You don't account for the enemy team adequately, A top lane may not want to participate in OBJ control if they are a split pusher or need to counter a split pusher. A reaction to the enemy's win condition needs to be accounted for and many win conditions are not easily tracked on a game to game baises, not with out going over all 140 champions and how they all interact with the map and with echother. A lot of work, far to complex to be viable. A Top or Mid who has to constantly roam to shut down the threat by denying them opportunity's, is not easy to track. You might not get kills, your just preventing them, you losing CS, your losing EXP. On paper you look like your doing badly even if its Key to prevent 1 champion on the enemy team from popping off and your champions kit is the best way to do so.

Currently your MMR has a protection in place, If your unfavored you lose a smaller amount for a loss, if your favord you lose more.

Ask yourself do the Gains of adding an effort system that still requires wins to climb outweigh the effort to make it and do they solve the problem its made for. I don't think it would, players are already selfish about their KDA even with out being rewarded for it and I have low faith players would not attempt adopt playstyles exclusively to pander to a effort system even when doing so results in a lower win%.

The amount of work on making a solid system with no exploits that's accurate and fair is insanely high.

Zezilian4/3/2018, 2:33:36 PM1 votes

I agree with OP. I myself lost seriousness due to the number of clueless scrubs. Don't play any more to give my best, I play for either fun or having fun for annoying others. Blaming match making,.