Idea to combine Solo and Flex queue in a way that wouldn't suck

i cant move wtf·10/8/2017, 12:04:47 PM·1 votes·226 views

The idea is simple: Every party plays for a fixed amount of LP (based on the average MMR compared to the rank of all players in the party). For example, let's say the prize to be won works out in all cases to be 20 LP. If you queue solo you have the chance to win 20/1 LP, or 20 LP. If you queue up duo it would be 20/2 (10) LP per person, if a party of 3 then 20/3 (6.3) LP, if 4 then 20/4 (5) LP and 5 then 20/5 (4) LP. However, the LP lost in a losing game would not be divided and would be applied to each person in the party.

The way this works out is that parties of all sizes can co-exist peacefully in the same matchmaking system. It makes it increasingly inefficient to attempt to climb in parties of greater size. The fastest way to climb will always be to queue up solo. This incentivizes the best individual players to rise to the top the quickest. Boosting through duo parties in solo q will be less common since it will take twice as many games to climb that way, 3 times longer for trio queues, etc. Less boosting means better games at all elos.

It would also increase queue times significantly since there would only be one queue.

Lastly, I think ranked teams could be preserved as well and even improved under this system. Instead of needing to have 5 players to form a team there could be ranked teams of 2, 3 and 4 as well, and all in the same queue. How this could work is that when a team is formed the team receives its own MMR stat as if it was a player itself. This MMR stat gets factored in when it averages the players of the team for matchmaking. So a team that wins a lot will have an increased team MMR that's separate from the individual players and influences how the team gets matched. When the players of the team aren't queuing up as a team then this team MMR stat doesn't get factored in. So the team's MMR stat would basically account for the "team synergy" factor and should make matchmaking quite accurate even for teams of varying sizes.

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