[{quoted}](name=Kai Guy,realm=NA,application-id=3ErqAdtq,discussion-id=8l9xVKoY,comment-id=00010000000100020000000100000000000000000000,timestamp=2018-12-07T21:31:06.543+0000)
@Honor
-shrugs- doesn't impact gameplay so I don't care much. The only thing I miss is being able to give people honorable opponents. Its a system that is shaped by player decisions so there no real control. End of the day you can still see when you got honored in a game, you still get rewards, and toxic folks lose out on this free stuff.
As I have already noted, the tone of your words is very strange. Each time you trying to justify RIOT by suggesting that it is should be not important for us how the game is created, whether its elements are logical and whether if we have the same right to enjoy the same pleasure - we have to accept it as it is.
Why?
@devs set milestone.
no man...you don't get it at all. If you make a system to work off a curve you can have a 100% unbiased system that only provides max rewards to a small %. There is literally no reason to make it unfair to any 1 player and provide extra help to another. I don't need to know the system or the math or the reason why because of simple application of logic.
Situation 1. You want the system to be fair and reward any and everyone who is "honorable.
Solution. You make a system then that any player who avoids toxic behavior can with enough games played get to max rewards. This is what riot claims. (in Riot FAQ on honor. "If I get no Honors, do I still level up? You will. All you have to do is show up and try to win in all your games.")
This means that if you just grind away enough honor you eventually will see max level.
Situation 2. I'm a greedy dev and I do not want to give away a bunch of free shit.
Solution. Put the honor system on a curve. I now set what percentile of players will get max level rewards.
Now only the folks who play a lot and get the most honor see it and a majority of players are going to be in what ever tier of honor I break the %'s down by.
Situation 3. Im a greedy dev and I don't want to give away free shit.
Solution. I set it to be rng and randomly favor growths of some players and randomly cripple growths of other players.
Situation 3 is less effective then 2. First. It does not make the system function for anything, your not seeing high honor players get rewarded, a toxic account might randomly be selected for high gains. 2. Its RNG so as a dev I cant calculate exactly how many people will or will not get free stuff. If I made it a curve I have an exact % of the players and thus I can look at how many active players I have to calculate how much stuff I give away and at any point readjust my percentiles. You see? I don't need to have the exact math, just an understanding of different solutions and what they would accomplish.
As players how do we check which system it is? Look at relatively non toxic accounts. Look at honor level and # of games played. See If there is a trend of higher # games = higher honor level.
So simply it is possible to say that you are writing as a greedy dev, but I'm - a player - I'm expecting that I have the same chances to achieve "TOP" like others - now it is possible to understand that this is impossible becouse nobody knows what is the formula and it is nothing to do with tolerance, skills and experience.