(Conspiracy theory) Rito is making matchmaking garbage on purpose

KirbyCake·4/11/2019, 7:29:41 PM·3 votes·898 views

This would increase the win rate of bad players and they would play more. It would also lower the win rate of good players, forcing them to grind longer to get to the rank they deserve. This is in line with the grindy LP system that makes rank a grind rather than a ladder.

Suppose your lp gains are +18/-18, and you have a 55% win rate. On average you would still have to play 55 games to gain 100 lp. A 55% win rate in a 5 v 5 team based game is very good, it probably means you are consistently dominating your opponents at the same rank.

If you drop somebodys win rate from 60% to 55%, they need to grind 2 times longer. Consequently increasing somebodys win rate from 40% to 45% allows them to play twice as long before dropping.

By making the games a complete coin flip, they will get all the addicted players playing for as long as possible. Very good strategy rito.

6 Comments

Soul Dealer4/11/2019, 7:41:29 PM2 votes

The reason the game is going to shit right now is because of one man. Here is a comment from my post about Vayne recently.

“Riot Blaustoise explained in a video that Vayne is a favorite champion in China. He also explained that China loves Yasuo (which outweighs every other region hating Yasuo), and that Yasuo is his personal favorite champion too! He also strongly pushed the plan to massively buff Zed a while back.

He's in charge of collecting player feedback and conveying it along with representing champion statistics to the other Riot departments, so GG?

Honestly, I don't find him to be a very likable representative of Riot and I don't feel like he's on our side at all. I get the feeling that he's extremely insincere and arrogant from his communications with the community. I don't like the overall influence he seems to have on Riot decision-making either, and that's the real issue I can't look past.

He also said the boards are worthless (then pretended to be apologetic). He constantly 'jokes' about how interacting with players isn't worth his time and how we can fuck off. He takes pride in a 'savage' 'mean girls' 'condescending' sense of 'humor', which feels too natural for him and appears to be thinly veiled animosity. He also says that Riot doesn't need to be data driven, because champion statistics don't really matter as much as he and his team's personal subjective opinions, and he can imagine what we really want regardless of factors like ban rates and our worthless feedback.

[Ps. @Riot Blaustoise, if you happen to read this 'worthless feedback' and want to show that my impression of you is unfounded, then please publicly campaign to reduce the excessive damage and snowballing currently in the game. Players have been crying out about the stale meta of overkill burst-per-second damage outputs, ridiculous ranged/mobile burst potential, rampant true damage, non-niche/non-specific-counter-built resistance penetration, etc. since before the beginning of the season. I will gladly form a new opinion of you if you show that you actually value feedback and can empathize with other perspectives of what the game should be. A great starting point to fixing the game for a lot of players would be to make frontline champions feel durable and for the primary/best counter against armor and magic resistance to be the actual opposing damage type rather than just naturally blasting through defenses. Resistance stacking should be a reasonable option, and when a frontline champion stacks armor, the best counter should be an AP carry (who should be able to itemize DPS/DOT, not just burst), not true damage, armor penetration, etc. Likewise, MR stacking should be a reasonable option in certain situations, and the ideal counter to it should be physical damage. There are other issues in the game, but this would be a very good starting place. Also <1 second time to kill shouldn't exist even against squishy champions. I don't care how fed someone is, snowballing should not be allowed to so easily nullify counterplay.]”

This guy is bassicly killing league and should not be on riots staff period.

Saezio4/11/2019, 7:39:45 PM1 votes

Yeah provided the playerbase consists mostly of people with self-harm tendencies and not mentally stable people. Otherwise the frustration would mean the game is dead until preseason 10 at least. Which, it kinda is in the west. I know I know, we don't know that for sure, but in my eyes, having under one third of the viewers in twitch that they had in 2014 is proof enough. Not to mention all the content creators that stopped playing. Not blaming the exodus on the matchmaking, the exact opposite.

I am blaming the matchmaking on the exodus.

Kai Guy4/12/2019, 12:31:55 AM1 votes

It depends on what you mean by garbage. If you think it goes out of its way to make failed games then your likely wrong. If you think its got systems in place to encourage players to spend more time on it then your correct but for the most part they don't really affect the matchmaker that much.

Most likely Riot has MMR adjustments set to be a bit high. Lot of ways for this to happen. Some can be intentional some can be accidental.

but you don't need to affect win rates to change the # of matches to grind. Lower MMR changes would impact that as well. Climbing in MMR is not supposed to happen when the system has an accurate judgment on you. The entire systems supposed to have a win % not at 50% until you get there.

Directly impacting some ones win rate does change how fast they move, but simply halving the MMR gains would accomplish this as well. Remember the entire LP system is just there to hide from players when they are losing MMR, and give riot ways to adjust their system you cant accomplish in a pure MMR system. (removal of LP for dogeing but not MMR, Lp decay to encourage more frequent play, and theoretically you can have more aggressive MMR changes)

To be blunt with you even in a accurate and functional MMR system that's magically 100% fair. When you look at the time it takes the average player to climb will be forever. You never expect to see them make it to the top or out of their MMR. it would be about 50% for them and they would play until they choose to quit.

A basic, broken, brainless MMR system would treat. None of them have the same win% 1005 wins v 1000 losses the same as 105v100 or 10v5. Its a broken system because it wont count for nessesary varibales needed to make a game like league work. I Wont get into detail on that here. If it has a set MMR gain/loss (again this needs to be a variable its not a constant) then your wins and losses balance gains out and your left with a positive 5 match. It would treak the players with 2k, 200, 15 games as the exact same MMR. It would put them into a match and call it fair despite the fact a player with 15 games is much more likely to be inaccurately placed over a player at 2k games.

In more complex systems like this one you see a lot more variables impact an accounts gains. A common one would be K factor changes, with those its not just the # of games and overall win% but also milestones that adjust your gains. You can make a pretty good guess on your MMR vs current tier off your total wins to losses, rule of thumb it like by the previously mentioned brainless system and you have an estimation for if your likely above or below your starting MMR for the year Compare that to your guess and then check your LP gains are high med or low. If current tier < Starting tier, Losses > wins, Lp gains are low. Odds are your MMR is under current tier. When the flipside is true odds are your sitting above your current tier.

Anyhow point is that its a lot easier to change MMR gains losses which universally affects all players equally then it is to make a system that trys to actively help or harm individual players. Accomplish the same goal of upping playtime to see changes on the ladder but no effort in trying to find players then figure out what other players are online needed to help or hurt them.

Now imo riot does have things in their system that hurt it. But ironically its usually stuff directed at fixing player frustrations. A lot of things players like actually harm the quality of matchmaking. Duoing is my go to example of this as its popular with a lot of players who constantly Duo que but does not help make a better competitive ladder.