FIX UNFAIR RANKING SYSTEM!!!!
i Found this article, and I feel this person anger, I too went from SIlver 1, to Silver 5, to now Bronze 1 due to Trolls,feeders, verbal afk abusers, or people who claim to be in my league bracket act like they never played rank or league b4 in their life
article is again not mind, I'm Bumping this as many times as I can until they remove the "team win" to individual skill wins, I GOT to silver not by my team, but what i did for my team, which was "Carry"
This post proposes a CRITICAL fix for the League System, with a focus on the unfairness of LP penalties applied towards well-performing summoners who are members of losing teams in ranked, solo/duo queue (5v5) games in Bronze and Silver tiers.
We've all been there. You're in Bronze IV, have won 5 games in a row, and have 42LP. You're feeling good, so you play another game. For you next game, you are matched up with trolls, verbal abusers, AFKers, or bad teammates in general. You've carried your team, but despite your great game play, your team has lost, unsurprisingly. You have just lost 35LP.
35LP??? How is that reasonable? You've just spent 5 hours winning those 5 games, and you just lost all of that progress due to one bad team that you were matched up with. How is that fair? It simply is not fair, and it needs to be changed ASAP.
The League System has a neat feature where it evaluates your skill level and attempts to keep you there until you prove that you can win games on a consistent basis at a higher level. This is why you can be on a 5-win streak, lose one game, and lose all your LP gained from the 5 wins. The League System perceives your loss as your inability to compete successfully at the level which you were ranked when you lost, so it attempts to bring you back down until you prove you can win consistently at that higher level.
The intent behind the League System's bringing you back down so you can "thrive" seems reasonable at first glance, but it's implementation of how it brings you down, and by how much, is naive at best.
See, in solo/duo queues, players have a high risk of being matched with negative, verbally abusive, trolly, or AFKing teammates. So even if a summoner carries his team, yet his team still loses due to factors outside of his control, the League System perceives his loss simply as his inability to compete successfully at that rank. However, we can easily determine that the exceptional performance of that summoner proves that he in fact IS succeeding and performing well at that ranking. He instead is brought down by factors completely out of his control, and is left hopeless and frustrated at the thought of losing time and rank.
Summoners who lose their 5-win streak progress due to one troll team know that when they rank back up, the probability of the same unfortunate matchmaking happening is high, and they will ultimately be penalized 5x what they earned from winning one game.
This cycle has come to be known as "elo hell", because once the summoner finds himself in the Bronze and Silver tiers, the League System is forcibly resistant to any realistic possibility of success the summoner may have based on his performance: the only factor he can control.
I promise I'm getting to the main point...
The level of penalization from losing in a solo/duo queue, 5v5 game is non-contexual and disproportionate to the amount gained from winning, and as such, Riot's LoL League System is guilty of a famous game design anti-pattern, which VP of Game Design Zileas claimed they avoided when making League of Legends: Fun Fails to Exceed Anti-Fun. For more information on this, see Zileas' List of Game Design Anti-Patterns at http://na.leagueoflegends.com/board/...d.php?t=293417.
Simply put, if a summoner's solo/duo queue team loses due to negative, verbally abusive or AFKing teammates, the League shouldn't equate the match loss with insufficient skill to compete at that rank level. It should take into account that summoner's performance in the losing match.
After all, this is a contextual world, and since solo/duo queue summoners are not members of a 5-person ranked team to be treated as a single entity with a single ranking--in solo/duo queue, all team members have their own ranking, not a shared team ranking, like that in a 5-person ranked team--summoners who are part of a losing, ranked, solo/duo game should be penalized according to their performance. After all, we all know that some teammates feed more than others. The feeding summoners should be penalized at a higher level than the ones who carried the team, to no avail.
If the summoner who lost even though he performed well knows that when his solo/duo queue team loses, he can trust the League System to take his performance into account when degrading his rank, then overall rank-play pressure will decrease and morale will increase. This keeps anti-fun from exceeding fun! The summoner can play assured that he will receive what is rightly due at the end of every match. Meaning, if he played a bad game and the team lost, his ranking should be degraded by about 1-1.5x the reward of a winning game--that's understandable. But if his team loses, although the summoner played well, then the League System should allow his positive K/D ratio to mitigate the LP penalty for losing.
The main point is: the League System needs to account for individual performance when rewarding/penalizing LP at the end of solo/duo queue matches. It can do this easily by taking into account K/D ratio and assists. Summoners who feed should receive ~25-30 LP penalties, and summoners who carry in losing teams should receive ~5-13LP penalties. This helps to keep the level of fun well above the anti-fun and would be a positive force in the LoL community by reducing elo-hell pressure and rage when paired with teammates of less-than-expected skill level.
Suggested Algorithm Whenever a summoner loses in solo/duo queue, the League System should:
- begin by intending to penalize equal to what it currently penalizes for solo/duo queue losses. So nothing therewould change. Summoners are made happy by the following step.
- penalize 10% LP less or more for every kill above or below a K/D ratio of 1 that the summoner produced during gameplay. Huh??? I'll explain. It makes sense. Let's say that the summoner performed at a score of 15/5/5. He killed 10 champions more than his 5 deaths. He went positive by +10. Obviously, this summoner did not struggle at his current ranking. He should not be brought down! He flourished at the current ranking, which means he should be penalized 10% less for every kill-over-death he produced in the game. So let's say the League System initially intended on penalizing -30 LP for this loss. The formula would be applied as follows:
LP_PENALTY = -30 LP + ((30LP * .10) * 10 = -30 LP + (3LP * 10killsPositive) = -30LP + 30LP = 0LP penalized.
The above scenario makes sense because the summoner performed at a level on par or better than the other players with which he was matched. Therefore, he should not be penalized or at most be penalized a minimal amount.
On the other hand, what about the summoners who feed? Well, they should be penalized according to their gameplay, as well, up to a maximum penalty amount.
Let's say the feeding summoner produced an in-game performance of 5/15/5.
League System begins with initial penalty amount: let's say -30LP. For summoners such as the feeding summoner ("feeding" determined by a Riot-determined, negative Kill-death ratio), the League System adjusts its initial penalty amount by cutting it in half to prevent summoners from losing > 50 points b/c of one bad game. The penalty is added onto by 10% of -15LP for every death-over-kill the summoner produced. Therefore, the feeding summoner's LP penalty would be:
penalty = -15LP - ((15LP * .10) * 10killsNegative) = -15LP - (1.5 * 10) = -15LP - 15LP = -30LP lost.
....so the general formulas are:
Non-feeding summoners who are members of losing ranked, solo/duo queue, 5v5 team:
LP_PENALTY = INITIAL_PENALTY_AMOUNT - ((INITIAL_PENALTY_AMOUNT * GOOD_PLAYER_REWARD_COEFFICIENT) - DIFFERENCE_BETWEEN_KILLS_AND_DEATHS)
Non-feeding summoners who are members of losing ranked, solo/duo queue, 5v5 team:
LP_PENALTY = INITIAL_PENALTY_AMOUNT - ((abs(INITIAL_PENALTY_AMOUNT) * BAD_PLAYER_REWARD_COEFFICIENT) - DIFFERENCE_BETWEEN_KILLS_AND_DEATHS)
Summoners playing as support who are members of losing ranked, solo/duo queue, 5v5 team: ...the formula would be adjusted to reward support summoners for their assists, not merely K/D.
Summoners with teammates who AFKed and are members of losing ranked, solo/duo queue, 5v5 team: The summoners who did not AFK would be penalized 65% less than the normal losing LP penalty. Summoners who AFKed would be penalized ~10 LP more than the normal penalty.
The percentages could be refined necessarily, but the point of this post is to propose the concept rather than propose exact amounts.
The principle is that the summoner is rewarded or penalized according to his performance in lost solo/duo queue games. This prevents summoners who perform well at certain rankings from being punished for their teammates' performance; reduces anti-fun and game-loss stress/rage; and increases morale in the ranked ladders by promoting a more fun environment in ranked gameplay.
Please comment and like if you agree with this adjustment or similar approach to changing the League System to promote a fairer ranking among losing solo/duo queue teams.
Let me know what ya think. I'm very excited about the possibility of Riot adjusting the League System to reward good teammates for their great performance in lost, ranked, solo/duo games.
so I'm dependent upon my team to win, it's impossible to measure individual skill wins in this game cause every champion excels at different parts/things of the game.