MMR REWORK!

csoby69··1 votes·360 views

Hello summoners.I want to talk about MMR system.As i know if you have a positive win ratio you will have a better MMR.Ok,no problem.LEt's see.Maybe you have a feeder,a troller,etc,in your team and you will lose that game,your MMR will decrease.I think is better if your MMR will be bigger if you have good grades at the end of the game.For example i lost a game with Zac and at the end Riot system give me +S grade.What's the point..Even if you lost 2-3 games in a row,but you still took A,+A,-S,S or even +S grade at the end of the game,your MMR will be the same and you will still play with same skill level players.Now,if you will lose a few games in a row as gold 5(for example) you will play with silver 3 players,even if you are playing good.If you will change the actual MMR system with this,i think and i hope everyone will be in the league he deserve.THX for reading this,Goofbye and gl and HF in ranked games <3 PS:i'm the only main poopy?? :'(

2 Comments

Brain Errör 4041 votes

People have said it already, and I will say it:

Basing MMR loss/gain on a superficial grade is a bad idea. To be honest, it's really difficult to say how your mmr loss/gain should work. I think doing it based on contribution, TOTAL damage dealt (to structures and champs), farm, wards place and overall team contribution is a good idea. But it's also a really difficult thing to just point out an individual, overall performance. I think MMR should be based on consistency of all these things. If you're consistently above average in all of the following, then the system can be taken into retrospect.

But it's a lot more demanding than you would think.

BeeCuz1 votes

Match victory/loss is as fine a resolution as is useful for measuring performance of a team. KDA, wards, gold, damage dealt/taken, healing dealt/taken and so on are useful to the individual summoner for comparing their performance with a given champion against other summoners who played that scenario. But if those score systems were part of the player match making process then there would be inevitable pressures on the developers to encourage or discourage actions on the battlefield, which puts the designer in the role of the playing the game and leaves the player as a mere witness to an interactive story telling experience.

Those pressures can be seen in the LeaverBuster punishment system that attempts to force an army to stay on a losing battlefield, and instead creates through a complication of countdown timers and network timeouts a population of dead accounts and alt accounts that have smaller personal investment. I have a hunch that personal investment in an account likely translates to financial investment as well.

If we examine that problem from a different angle there is something we can discover. There are instances of summoner jokes in the form of proposing surrender when the game is 30 seconds from victory, or claiming to be in a hurry to get the game over with in record time, or wishing to bail on the first imperfection in play to start fresh.

The aggregate of these motives can also be described as a type of summoner lifespan. Some players want a short game, some want a long game, and some trigger their end condition at various points along the way, also known as routing the enemy.

The implied suggestion would be to find ways to put summoners with similar lifespan histories together.

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