One person can lose the "team" game for you...

rtbf70489832·4/9/2018, 11:07:35 PM·21 votes·11,583 views

So, I too am unsatisfied with the way LP is gained or lost in Solo Q. Frankly the idea that winning or losing as a team is a flawed idea and approach in solo Q for one simple fact. One person cannot win the game for a team but one person can lose the game for a team. Next trolls and ragers have too much control over other peoples' LP. Simply as a real-time strategy game, there are too many factors of luck involved when it comes to LP gains/losses which does not reflect strategy. There needs to be a new system implemented that mitigates LP gains and losses based on individual performance. Now when I say, individual performance, I do not mean KDA.

(The idea is not that one can gain Lp from a loss but that they can lose less Lp from playing well in the game that was lost. Also not that one can lose Lp in a won game but gain less Lp for playing poorly in games that are won by being carried. Players better then their current elo would climb easier even through losses and players worse then their current elo would sink faster even through games won by getting carried.)

The factors that should mitigate gain/loss amount of LP regardless of winning or losing (in no particular order of importance): Objective damage, Vision/Vision denial, Farm, Champion damage, Champion damage mitigated, Champion heal mitigation (ignite/grievous wounds items), self-mitigated champion damage (life-steal/spell vamp, defensive items, self-shielding and or regen abilities), KDA, and Pressure.

Everything listed above Riot already tracks in every game except pressure and (I think not sure) champion heal mitigated. The champion heal mitigation would not be hard to calculate. However, Pressure might be tricky. My idea to calculate pressure would be to track individual player locality of both teams, player proximity to objective damage and all the above factors of both teams. You calculate this separately for each player in the game divided by the collective opposing team value of this calculation resulting in a "Pressure" ratio. You would multiply this ratio at the end of the game against the individual's tracked performance. Player performance would be compared to the averages of other players in said individuals current elo in that role and on the specific champion played. The interpretation of that ratio would require data from games and soon a good or bad ratio would be established. The point of a pressure ratio is for split pushers that may not be dualists or doing direct damage to objectives such Singed but still contribute to the conditions that won the game.

One thing is clear individual performance needs to differentiate LP Loss/Gain. My hope is to generate a conversation or the flow of ideas here about all the variables that constitute L.O.L. (The axioms of League). After the axioms are mapped out the algorithm follows resulting in a fairer rank ladder that would have an accurate representation and spread of player skill and "climber friendly" for players that have outgrown their current elo. Also, this makes games far less toxic because less Lp is lost because of trolls, afks, feeder, players on tilt etc. by the mitigation of individual performance. Please share you thoughts and ideas and or opions.

Thank you, Notion Z

14 Comments

xelaker4/10/2018, 6:39:41 AM6 votes

I'm ok with a loss of LP but it affecting mmr super easily is the dumb part

Darth Sidiouss4/9/2018, 11:35:53 PM4 votes

This is exactly what my thread today was about. i made gold finally but at the cost of too many damn matches like the amount i lost due to "someone else" was far too punishing for how well my performance was. I suggested that performance should matter just a little bit so that system just a tad bit more accurate on where players should be at skill wise. It makes all the sense but people are arguing that then people would start playing for KDA/farm only and i think that's complete bullshit if the performance of a player only mattered for instance 1 outta 10. The significance isn't anything at all when it barely affects shit, so if you lose consistently, you should still drop obviously but if your performance is good there should be a little compensation there like

"hey okay this guy is TRYING to win" ^ The system needs to think like this rather than worrying about TWO variables being winning or losing. Consistency only tells you so much when you base it off only two variables.

Asud4/10/2018, 3:04:02 PM3 votes

WE DON'T NEED NEW RUNES OR 20 NEW CHAMPIONS OR 500 NEW ITEMS, WE NEED A LITTLE BIT MORE BALANCE IN EVERYTHING IN THIS GAME. REDUCE LP LOSSES FOR GOOD PERFORMANCE, AND DECREASE LP GAINS FOR BAD PERFORMANCE. NERF TANKS, NERF SUPPORTS, GIVE EVERYONE SAME CHANCES REGARDLESS OF STUPID META.

AlienPrimate4/9/2018, 11:12:02 PM2 votes

I bet I could manage a 0% win rate in the NBA too even though it is a team game.

xShiNjiNx4/10/2018, 6:59:00 PM2 votes

I’ll be honest I didn’t read the entire post so my apologies for that.

I will say the “one person can lose the game for the team but one person can’t win the game for the team” became much more true with how the bounty system started to work. The game has always been 5v5 focused but, split pushing has become more and more unreliable as a team based strategy.

Tanks shields and adcs have crowded out fighters and assassins for quite some time. Poke mages like ziggs, or well.. poke in general. Has been directly nerfed and indirectly (how baron works now) basically the game has changed so much trying to add depth to the game that it actually destroyed a lot of depth.

Hell i remember when junglers were typically based around their ability to hop around the map in ways that other champions couldn’t, now we have blast cones and such that take that uniqueness away. And that’s only part of it, jungle smite options did the same thing.

The game has evolved a lot with good intentions, but it’s actually a lot more basic than it ever was since season 4 ended.