Dynamic Queue - How to make it work

Freelapdance··2 votes·530 views

Now, i keep reading peoples thoughts on how solo queue should be reintroduced and how bad the dynamic queue is, and i keep thinking why are people crying? Sure the current iteration isnt flawless, but it is a step in the correct direction. Remember all those times when you had people trolling cause they didnt get their role? or all those times you didnt feel comfortable playing the role you were assigned by your team, thus leading to what you already knew from champion select, a straight up loss?

Now, to focus on the problem at hand; How to fix dynamic queue or atleast how to make it significantly better.

Role assignment

Instead of being forced into choosing 2 roles (or fill, which essentially is the same as support.) you should be able to choose as many or as few roles that you feel like playing and rank them in priority. (or simply press fill if you dont care and just want the fastest queue time possible.)

The system needs to be designed so that you are placed in a priority queue depending on your time in queue vs your priority pick list.

This system will give you, the player, the right to choose what you are comfortable playing, and easily be able to manipulate your queue time.

_ What then if everyone just choose their main roles? _ - you say. Well thats their choice sitting in queue for a longer time than others, and it will be the incentive to learn new roles, and a challenge for Riot to increase the carry potential (and fun factor) in playing every role, which they have started doing.(think bard and his potential to carry with well placed ults, stuns and magical journeys)

The bottom line is; Forcing people into playing roles they dont want will ultimately lead to unenjoyable games with people cying since you are doing shit in a role you arent comfy with, and why should you keep playing a game you dont enjoy? Longer queues for the rest of you because people will quit. Many of my friends already did.

MMR

Now, the problem with MMR and queue times is that while you dont want to sit in queue for ages you also dont want to play against people that are several leagues away from you. Fixing this problem isnt easy simply because its the same as the "having a cookie and eating it" issue, you simply cant be the top 1% and expect to compete with the other 1% and still have the same queue times as the rest of the 99% population. It can however be tweaked so that instead of insane queue times if you havent found a suitable match, you get to meet lower (higher?) elo players with the lowest power gap between your matchup. This requires individual rewarding and penalizing for wins/losses simply because a high risk match (low elos meeting high elos) should not be penalized for an "almost obvious" outcome, meanwhile high elos should not recieve as much LP as you would facing a matched team. This must be calculated first on a total team based standing and then broken down into individual performances and matchup to calculate the total gain/loss. No this doesnt mean higher rankeds should lose more for losing to a "worse" team either, rather in their case, low risk, low rewards, also meaning their losses shouldnt mean as much as losing to a matched team because "shit happens". Naturally it cannot trivialize the game either so some form of potential loss must still be there.

Loss penalties

Another thing id like to point out is the high amount of lost games due to random circumstances that are beyond your control as a player, and how we are penalized for it, such as Trolls, DCs, Quitters and AFKs for example. This becomes very frustrating and as much as i wish there was a way to discern the difference between a quitter and an actual DC/powerouttage etc, to be able to punish those who actively take part in destroying the game and not punish those who are unfortunate enough to have a "circumstance" it is pretty much impossible. What we can do however is decrease the penalty for the rest of the team who are blameless in the situation and was never given a fair chance to win the game by lowering their LP loss, but not the gain of the winning team as they are also without fault in the situation.

I may have forgotten something i had in my head, if so ill come back to rectify, for now i cant wait to get my win of the day!

TL;DR

  • Able to choose as many or as few roles that you feel like playing.
  • Rank them in priority.
  • If you havent found a suitable match, you get to meet lower (higher?) elo players with the lowest power gap between your matchup.
  • Individual rewarding and penalizing for wins/losses
  • Decrease the penalty for the rest of the team when someone Quit, DC, AFK or Genuinly trolls

1 Comments

Fovere1 votes

The only thing in your entire post relating to DQ is individualizing gains/losses from games, which would be so amazingly stupid I can just about see this as Riot's next step.

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