Dear Riot, gameplay and so on... my opinion on the problems

MinorDeception·5/21/2018, 12:08:48 AM·1 votes·571 views

I was just watching a former pro player and he was talking about how bad the game felt. He was specifically addressing his performance in games lost, how his play felt like a win yet the team lost. This reminded me of how I have had a few discussions with Riot over the years about how bad I thought the game felt at times.

Riot has clearly stated that, "your Matchmaking Rating (MMR) is a number that Riot uses to determine your skill, and when matchmaking, the skill of your opponents." MMR... "It goes up when you win, and goes down when you lose." The problem with this system is your skill isn't being measured alone. Your skill can be determined, by leavers, inters, and players wanting to try a new champion in a new role... alone. Your skill can be determined by ISP issues, power outages, bug splats, and Windows updates... alone. Depending on the time of day your skill can be determined by matcches played during low-activity times of day, parties of players with very different MMRs and a shortage of one or more positions (sometimes resulting in one or more players being autofilled)... alone.

Riot has the ability to measure or track all kinds of things, from heat maps of warding all the way through the Champion Mastery System. Third party programs like Mobalytics and OP.GG track and measure too. So Riot, why can't you track a players skill along with the wins and losses? For example only, a support in "x" should have "x" number of wards placed by this time, that time and through the game. There has to be some metric of a players actual individual skill that can be incorporated into the win/loss only system of evaluating "your skill".

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