Regarding Ranked queque changes - In favor of the changes

Decrit··1 votes·381 views

This is a very important time for LoL history: the decisions that will be made in these weeks will shape the philosophy of the ranked season if not for the following ones too. If we love this game and want the best for it we must be honest and share our feedback, and keep in mind that everything we evaluate is opiniable - everything can be discussed, we must have brilliance in exposition.

I have seen many posts regard the faults of the queue, some that talk in depth and criticize the faults and others that go up to faking quotes from Riot, and very few stating the opposite. I think that it is not progressive, so while i do not fully agree on the decisions of Riot I am here to listen the benefits and the goods of the system from another point of view.

A disclaimer: i am a solo player, i have friends but rarely play duo ranked with them and i have no expectations to join them in future partial premades if not a 5v5.

First thing: many point out scenarios where you are a solo with a 4 man premade, let' s call it a 4+1. Many argue that being in that scenario will find the solo player bullied by the other 4 and forced to their bidding. Point is: if that happens it' s not the system fault - it is the premade that is composed by jerks. And Riot added special reporting measures for premades that go around to bully people.

If the the problem is mere communication, then think about it this way - we have the exact same scenario now, when you are matched with 2 premade duos ( a 1+2+2). Also, since it is ranked, it is in the player' s interest to keep the communication going from any member of the team: when the solo tries to communicate with the duo for example its effectively communicating to 2 people at once, actually optimizing the communication process, while the duos can communicate more easily with the solo. There can be a scenario where a duo is so dense that does not want to listen, but even in that case the solo is in advantage again, because if one member of the premade is more prone to listening then it can be of help to the solo player, like i do many times with my few premades. Then again people can keep not listening, but that' s pretty much their fault at that point. This gets highly amplified while in a 4+1, just to say.

Second thing: many regard it as a "not true solo experience". Which honestly it is true, but is also true that one of the main properties given to the solo queue is to test the versatility of the solo player, the ability of it to adapt to different scenarios and players, which i agree on and it's admirable. But isn' t that enriched even more when we allow different levels of premades? A solo player has already to face different compositions ( 1+1+1+1+1, 1+2+2, 1+3+1, 1+1+1+2 ) so it should not be such a problem to add more variables, to keep the challenge and the game more interesting. Remember that any way, this is a team game even if you are a solo player, and communication, leadership or fellowship skills are to not be denied.

On the other hand, this shows up that our current queue is already not a solo queue, because there are duos. If players just want to get rid of flexible ranked premades, then i would like to see begone even duos to keep that philosophy.

Third thing: this might soft cap how much solo players can reach high. This is kinda true, but it is that bad? As i said, LoL is many thing other from mechanical skill. The reason of this queue is to not be so demanding so you don' t have to create and upkeep your own team ( which requires even more skills, social skills that go beyond a single match and that act on permanence ) but it also denied pretty strongly variance on the communications between players. This system enriches it, allowing people to show off skills that they had but could not use properly, while at the same time not denying the mechanical ones that a solo player seeks. Still, this will soft cap how much a solo player can reach probably: reason is, communication is stronger in premades as i said, and with stronger communication comes better performance. Even the premades however have to deploy mechanical skills that maybe they did not get yet, since the members focused more on team communication. There are very natural soft caps for both parties because, to be good at LoL, you have to be good at both.

This then opens up questions: solo queue won' t express anymore only pure mechanical skill, but is that good if that is not the point of the game?** what' s the meaning of a rank if that does not reflect what' s in the game**? Are some of the high elo players, deep down, just afraid of losing the ( well deserved ) bragging rights about their rank? Or maybe at the end of this all there is not such problem?

I guess i posted enough, there are other goods to debate on but i think those are the ones i feel most proficient to carry on.

In my opinion a good solution for both parties, if flexible premade does not work out, would be making a pure soloq and a flexq that share the same ranking but where one matches you only with a similar queue. I know, populations issues and so on, just dropped one think about more than put on practice.

Remember: be honest about this. Don' t let the fear or the anger of the masses dictate that the masses wants.

1 Comments

Decrit1 votes

Also sharing the thoughts of another player with mixed feelings about this. We do not share totally the same stance and i highly suggest you to follow the sink for a better formatting, i am copypasting here in case it gets deleted.

https://np.reddit.com/r/leagueoflegends/comments/412xvl/new_draftpick_dynamic_queue_feedback_megathread/cyzer37

A look at dynamic queuing from an old Halo 2 player

TL;DR Similar to Halo 2 in the early 2000s, dynamic queuing gives players who can form a team outside of the game an advantage by design, which both increases the quality and standard of the game, and makes the game a lot less appealing to solo-only players.

Background:

I'm a 28-year old gamer, who spent most of his high school days playing Halo 2 online, back when it first came out for the original Xbox. Halo 2, for those of you who don't know, employed dynamic queuing in team-based 4v4 playlists (e.g. Team Slayer). It was one of the first games to successfully introduce true skill-based matchmaking on a large scale, with millions of concurrent players for years. Yeah, I know, we're going to pretend the rampant cheating never happened ;)

It's about expectations.

Back when I played Halo 2 on Xbox Live, the expectation of all players was that if you wanted to rank up past a certain point, you needed to find a pre-made to play and practice with regularly. Queuing into Team Slayer (team deathmatch) as a solo player was rolling the dice, hoping that you'd find another group of solo players to potentially have a chance. Once you'd already worked so hard to climb, you did not want to roll the dice. It was rank suicide. Note: I am not saying that this is a good thing for all players. I am fully aware that there are some players who only want to play solo, and we'll talk about that later.

That sounds awful, did any good come of it?

Yes. The higher your rank, the greater emphasis on was placed not just individual skill, but on your team's cohesion, communication, and decision making against the other team. At the really high levels, every player in the game had near perfect accuracy anyway, which moved your sense of achievement from personal mechanical skill to the satisfaction that comes from one group of players coming together as a unit to beat another unit. It didn't eliminate skillful play from being impactful, but made them just the first plateau. That still sounds awful. I don't want to play with others; I just want to prove myself.

I hear you, I do. Honestly, I don't share it, but I respect your position. To make use of the Halo comparison again, we had a playlist for players to prove individual skill, and it was called Rumble (aka FFA). You could only join the playlist as an individual, and you had to beat 7 other individuals. Here's the thing though, League of Legends, or at least Summoner's Rift, doesn't HAVE a free-for-all playlist, and it can't. This is a struggle for Riot, as they're trying to combine the thrill of winning a ranked match with the best the game has to offer, high level team-play. As a potential solution to this dilemma, and has been brought up a few times already on this sub, I think it'd be totally reasonable for Riot to introduce a true solo-queue (not even duo-queue) ladder, for players who really just want to test their individual mechanical skill among nine others. Riot Games is attempting to provide incentive to play the game the way it was designed, and it could be debated, the way that it is best. Simply put, the idea is that the best League of Legends you'll ever play is with a group of five people, all communicating, from champion select to the time of Nexus detonation. I've played for over three years, and there's nothing else like it. They're trying to add and/or make accessible a layer of depth in the game that most players have never experienced at a competitive level.

But what about Ranked 5v5, can't everyone just go play that?

Sure. That has been an option for years, and as someone who has had a weekly 5v5 ranked night (Thursdays, 10:30pm) for nearly three years straight with few interruptions, it's a mixed bag. The much smaller player-base that populates the playlist results in a situation where you rarely get to play a team of similar skill. Part of this is the difficulty in finding exactly five people to play with; often you get on and you're missing one or two people, so you end up duo queuing instead. I earnestly believe that it's Riot's hope that dynamic queuing will alleviate this issue. By throwing all of the players together (a much larger group), they get more competitive ranked 5v5 matches for free, at the not insignificant cost of, frankly, limiting how far a solo player can reliably climb the ladder.

You've talked a lot about high ELO play, but what about the new and lower ELO players?

By design, there will be more solo players in the lower ELO range than in the high range. Remember that diamond and higher players make up less than 4% of the total ranked population in League of Legends. With dynamic queuing, you're looking at a very intentional design shift in player positioning:

  • Players with mechanical skill with team queuing will go further than they did before.

  • Players without mechanical skill with team queuing will go further than they did before.

  • Players with mechanical skill without team queuing will struggle to climb as far as they did before.

When I say intentional design shift, I'm pointing to the obvious, that Riot thought about this and decided this was best for the health of the game. Are they right? You don't know until you try. They have the advantage of a huge amount of data that most scientists dream of getting to analyze. Simply put: They want to reward teamwork, and they're struggling to do it in a queue limited to at most a duo-queue. This has resulted in not one, but many players referring to "Solo queue" as a "joke", where it lets you drill your mechanics (similar to playing scales in music), but fails to allow players to really experience the game. Even just last night, when I was watching C9's intro video to their 2016 team, Balls was talking about how it takes many hours for the players to adjust from solo-queue mentality after a break. Riot doesn't want adjustment, they want the best players to build teams organically online, to stick together, and to learn the game better.

There are some problems though, and they need to be addressed.

  • With any new software system, there are going to be bugs. There are going to be situations where all the data in the world didn't prepare you for reality post production release. As a developer myself, I can tell you it's going to take a little time to iron these out, so take the initial draft of dynamic queuing with a grain of salt. It's impossible for them to deploy something this big without a little dust.

  • As I said above, players who ONLY want to queue alone could have a place to test their individual skill. The risk here is pretty great though, as segregating the solo-only players and the dynamic queue can significantly hurt the effectiveness of the dynamic queue, to the point where it may not even be feasible. It's possible, and I understand, respect, and in some ways agree with people's frustration about this, that Riot determined that the number of solo-only players is small enough that it's worth the risk to offend them and force them to play the game differently.

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