[{quoted}](name=ApocaIypse Meow,realm=NA,application-id=3ErqAdtq,discussion-id=a3ri93h4,comment-id=,timestamp=2017-03-20T15:19:02.191+0000)
I'm not saying I am for or against MMR, but I would just like to know why I am for or against.
thanks!
Edit: What I mean is that why not MMR just determine how much LP you get per win not WHO you play. For example, if im Silver 2 I play Silver 2s, if my MMR is high I just get more LP.
Edit 2: Or return to the old ELO system. I was not a round in those days
TL;DR -> a visible MMR system with no veneer of tiers or ranks would be much simpler and more clearly indicate if player A is better than player B.
I will try to give a basic overview of what ELO/MMR is and how it relates to the rank system.
First, ELO is a system originally developed for chess players in which each player is given a score which indicates their skill relative to other players. That is to say an ELO of 1800 means nothing on it's own, only that a player with 1800 is better than a player with 1700, and better still than a player with 1000, etc. The basic way the ELO formula works is that the winner of the match between two players 'steals' a portion of the loser's score (i.e., it is a zero sum system). This portion of the score is based on the difference between the two scores and thus if there is a difference of 200 pts and the lower scored person wins the gain a greater number of points than if they beat a person with a score only 100 pts more. Additionally, as a higher scored individual is 'expected' to win, they steal a smaller portion of the loser's ELO than if the lower scored person (who would be expected to lose) wins.
Second, since ELO was developed for a 1v1 game it must be modified to accommodate a 5v5 game. This modification operates of the same premises that 1) the score is a skill ranking relative to other players in the system, and 2) winners gain pts based on the difference between their score and those of the opponents (also some modification to account for players on the winning and losing teams having different 'skill ratings' than each other). These modifications make the system not exactly an ELO system and thus Riot refers to it as MMR or match making rating (fyi, they have never released their actual formula and likely won't ever do so). Therefore, ELO and MMR are effectively the same thing in that they both calculate a relative skill level, only using different formulas (I will refer to MMR from her on).
Third, MMR is not fixed to the rank system. By this I mean there is not a perfect correlation between a particular rank/LP amount and MMR (i.e., it cannot be said that Gold 3 with 70 LP = X MMR). At best, an average MMR for for all individuals in a system (i.e., server) with a particular rank and LP total can be calculated. EDIT: LP gains and loses similar to MMR gains/loses in that if you are expected to lose (i.e., you and your team has a lower MMR than the opponents) you gain more LP for a win and lose less for a lose.
Fourth, because of features of the rank decay protection (i.e., cannot drop below div 5 in the lower tiers, cannot be immediately demoted following promotion) and promotion helper (free 'win' when re attempting promo), it is entirely possible that two players both in silver 5 could have vastly different MMRs. One could have lost a hundred games straight (and thus tanked their MMR to the average of the bottom half of Bronze 5) while the other could just repeatedly dodge promo games and thus auto lose and have an MMR significantly higher than the average silver 5 player.
So taking these all together we can conclude that matching players against each other based on MMR,theoretically, leads approximately equal skill levels facing each other making the outcome of a game dependant on the skill of the players involved in the game and their execution of mechanics, tactics, and strategy in that particular game. This SHOULD make for high quality games (where high quality means each team has a near equal chance of winning the game).
Now if players were matched based on rank (i.e., silver 5s could only match with silver 5s) it becomes possible for teams to be vastly different in actual skill (based on my fourth point). This also creates problems for queue times. In lower tiers, where there are many more players this could actually lower queue times (at the expense of quality though) as it is quite likely that at any given moment there are bronze 1 players queuing within moments of each other. However, at higher tiers this would massively increase queue times. Given that diamond 1 players are a fraction of a fraction of a percentage of the total league population, it may take quite a while for 10 D1 players to all queue (even longer when you factor in role preferences). This is why the current match making system has a function that allows larger MMR differences at higher ranks and as queue time increases.