Change the LP Rewards System

Pippen The Short··1 votes·569 views

tl;dr

Move away from an MMR system that rewards/takes LP based on momentum of wins or losses, and replace it with a system that rewards LP based on player stats within the games.

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I want to preface this by saying that I understand how the MMR system works, and I understand the majority of the pro's and con's to it and so on. But the major flaw to this system now is that we've moved away from a points system to a tier system when it comes to our actual rankings. But when it comes to climbing the momentum of our climb is still inhibited by a points system, regardless of whether or not you're winning or losing. At the end of the day, if you get into a promo, lose the promo's your MMR takes a huge hit in the process and kills any momentum you had in the points system, hurts your match making, etc etc. And usually if you break even in wins/losses after losing a promo you still take a loss in your net sum or LP.

Which I think it's time to actually move away from this. It's time to reward, or punish people base on game play, and the individual games. Match making using the MMR system is fine still, because I'm not really sure how you would replace that concept. But when it comes to LP rewards for games, it should be altered.

Basically move the LP system to 100 points per game. Collectively 100 points are won for the winning team, and 100 points are lost for the losing team. But then develop some kind of algorithm that incorporates stats like cs/m, kpa, kda, total kills, deaths, assists, objectives participated in, etc etc. Then confine the scores to a max of 28 LP and a minimum of 12 lp. But someone can only score 28 lp if another person on the team scores 12 lp. That way if the win is roughly an equal team effort, then everyone gets roughly 20 lp. But regardless of how the LP breaks down the total sum is still 100. And obviously team member that posts the best score gets the best LP reward, whether that be the higher score if on the winning team, or lowest score if on the losing team. Also, I'm just using 100 as an easy to use number, but it might be more beneficial to use a lower number, such as 90, or 80. Something that doesn't make it too easy to climb. Without looking into global win/loss statistics, I couldn't for sure say what these numbers should be.

This kind of system actually makes it more difficult for players to piggy back their way to higher elo's by duo'ing with better friends. It protects players who play well even in losses. It would punish players who buy accounts or generally speaking find themselves in elo's they don't belong in.

So anyways, I can't seem to come up with any real reason why this system wouldn't work. Anyone with any thoughts feel free to share.

5 Comments

LostFr0st2 votes

A real reason why such a system wouldn't work is due to people being human.

As humans, they will try to game the system and it will warp gameplay. Specific playstyles would disappear (splitpush is too risky, you need your team to pressure while you do so that's out) and no one would want to play the frontline or utility (why play that when I can play a carry; better LP gains).

You'd also end up with damage-dealers that wouldn't want to teamfight so the they'd protect their precious KDA in case of a loss so they'd cushion the blow by losing less LP.

It wouldn't work, I'm glad W/L is all that matters. This way people always try their hardest if they actually want to win.

Pippen The Short1 votes

{quoted}

A real reason why such a system wouldn't work is due to people being human.

As humans, they will try to game the system and it will warp gameplay. Specific playstyles would disappear (splitpush is too risky, you need your team to pressure while you do so that's out) and no one would want to play the frontline or utility (why play that when I can play a carry; better LP gains).

You'd also end up with damage-dealers that wouldn't want to teamfight so the they'd protect their precious KDA in case of a loss so they'd cushion the blow by losing less LP.

It wouldn't work, I'm glad W/L is all that matters. This way people always try their hardest if they actually want to win.

I would think you could build an algorithm that would account for such measures. Because if scores, all else being equal, were close to some kind of standard mean, then nobody should get punished grossly unevenly.

You wouldn't build the system to reflect only the scores of that one game. You would build it to compare games to the baseline averages of comparable elo. Which, yes, it might manipulate how players play and make them more careful. But considering that many losses in low and mid elo level play are the result of careless aggression, I can't imagine that being a bad thing.

Because I think in most cases lp rewards would be relatively close in games, but the few games where you have a lane that goes 0/10/4 or something crazy like that, it could help protect players.

LostFr0st1 votes

I think Magewick below summed it up really well.

Pippen The Short1 votes

I think I would beg to differ from Magewicks opinion there, on the simple premise that we don't climb a points based system anymore. We climb a tier system.

Also on the fact that you could pretty easily construct an algorithm that self evaluates and updates once a week or something. The issues of 15 years ago are solvable now.

You could also weight anything within a certain range, aka a standard deviation range, fairly low, but anything that falls out of that range would either be punished or rewarded greatly, on the conditions that someone else earned their score.

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