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Rather than repeating a problem, here's a possible solution

Anthony0603··1 votes·288 views

We currently have a system that rates our personal performance after each match. From my understanding (I could be wrong) this measures kda, cs, skill shot hit percentage, damage/healing/shielding, etc. And I also have heard that it has a way of measuring this in comparison to other players using the same champion in the same role around the same ranking.

If all of that is true, and honestly even if just MOST of that is true. Could that not be a possible way for a computer to measure your non-verbal play? If a player is consistently scoring C's or less it is likely they are either trolling, or that they do not belong in the ELO they are currently at. Instead of "banning" them for this, maybe they could lose more LP per loss with a C or less. If they ARE actually trolling they will eventually get enough reports against them to constitute a ban anyways. If it truly is genuinely just poor play, and it is consistent, than they probably don't belong in their current ELO anyways. So tanking their rating would not really even be punishment at that point, but a chance to allow them a greater chance to succeed in matches. This same concept could be applied the other way around as well. If you get an A+ or higher, maybe a slight increase in LP gain for that match should be provided.

Just an idea on the numbers game, obviously this is the part that would need the most methodical balancing. For both points, I'm not talking anything drastic. Just for brainstorming purposes, I will say the average LP gain/loss for a B performance could be 15 A+ win 17 LP A+ loss -13 LP S win 19 LP S loss -11 LP S+ win 21 LP S+ loss -9 LP C win 13 LP C loss -17 LP C- win 11 LP C- loss -19 LP Anything below C- win 9 LP Anything below C- loss -21 LP

TL:DR- Possibly allow after game rankings to affect LP gain. Not drastically, but enough to help players who are constantly under-performing/out-performing make it to an ELO where the team-play can feel more balanced.

5 Comments

Paroe1 votes

An LP thread...? Why not an essence thread?

LP protection for good play would definitely be nice but with the ultra snowball meta going on it would just make people ultra safe and turtle when behind.

Anthony06031 votes

{quoted}

An LP thread...? Why not an essence thread?

LP protection for good play would definitely be nice but with the ultra snowball meta going on it would just make people ultra safe and turtle when behind.

Yea you are right, I should've named this thread something completely unrelated to league altogether or something about the new blue essence for more successful click-bait lol.

Hmm that's an interesting thought, though is that a bad thing? What I see a lot of, is people losing their lane, giving up with the thought "I lost lane, the game is lost, I'm losing LP anyways" so they proceed to repeatedly die to their lane in frustration. They may have been right, and in the end they will lose the same amount of LP as if they had died once to lane, realized they were outmatched, farmed safely under tower and still lost game.

If this system gives players an incentive to not tilt so hard in lane. And rather play hyper safe, farming under tower. Then so be it, I honestly wish more people would do that in a lost lane. And as far as the 5v5 scale of that, If you are down two inhibs. You can A) give up, and charge 1 by 1 into the enemy team handing them the game. B) Surrender. or C) Play ultra-safe, keep objectives warded as much as possible, and turtle.

Option C is the only choice with a chance to lead to victory. So yea, you bring up a decent point, but I would argue that it's not really a bad thing.

Zero Skill Tank1 votes

It won't happen. Ranking algorithm can be played around (i.e. it's super-easy to get S with rare shit, like AP Alistar top), so we wouldn't want it to affect players MMR. Also LoL is supposed to be a team game, including personal performance grade in MMR goes directly against that.

Anthony06031 votes

[{quoted}](name=dont stop Niisan,realm=EUNE,application-id=3ErqAdtq,discussion-id=cVbhZUWF,comment-id=0001,timestamp=2017-11-18T01:01:12.811+0000)

It won't happen. Ranking algorithm can be played around (i.e. it's super-easy to get S with rare shit, like AP Alistar top), so we wouldn't want it to affect players MMR. Also LoL is supposed to be a team game, including personal performance grade in MMR goes directly against that.

Damn, no you are absolutely right, this is something I hadn't considered off meta picks have a higher chance of ranking higher. Although, I didn't want this to affect a players MMR, just a slight increase or decrease in LP gains. MMR can still be related to win/loss.

As far as it being a team game. I absolutely agree. Though, there are some factors to note. For instance, Faker's contract has him making MUCH more money than the rest of the members on SKT1. If the team aspect were all that mattered, why is he being rewarded for personal performance? Why are single players plucked out of challenger q's more often than full teams? Even in other sports similar concepts can be shown. Why are single players drafted for "team sports?" I'm not trying to say it should be a huge factor by any means. I believe what makes a player effective as an individual is a mixture of their personal play, and being able to implement their abilities in a team setting.

I think what people forget is that a "team" is actually just a group of "individuals." If instead, you were to think of those individuals as numbers representing their impact on the game, then games could become a simple formula. say 10, 15, 15, 10, 45 (95) against 20, 25, 20, 25, 20 (110). In this scenario technically team two is the better "team." In your theory that's all that matters, though is that the fault of the player on team one who was clearly very talented and brought as much as they could to their team. Or is that the fault of matchmaking? I guess that's an entirely new discussion in itself really.

But yea, your first point is really solid, and a very good point. That would be pretty tough to work around unless the algorithm was somehow updated to take that into account.

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