Its a modified Elo system. It does not need extra steps to pad it out. It takes some 200-400 games to get semi accurate read on a player. It seems fairly functional after 100 matches.
So its already a huge time sink when working as intended to a level most players wont achieve. Ideally it should put higher # of game players into matches with similar # game players to create matches that are more stable, I don't know if it does this or not, I doubt it.
Issues more about the # of players and grossly varying skill levels who don't have enough games played to be accurately placed getting treated with the same value as accurately placed players.
Possibly its time to Adjust the winstreak loss streak MMR adjustment fourmulas to be less dramatic or work off win%s and not streaks, or for a harder reset, and to start putting people in their first placement games in even lower elo matches. It might be good to also lower the MMR set of placements.
Of course if you feel like any of the above is correct or a good idea for the ranked experience I wish to point out that literally every one of them would "pad out the climb"
Seriously, no reason to force 50% when it will get there naturally unless your trying to reduce the # of games people play. No reason to punish win streaks, Running into players outside your skill will push you back down on its own. You don't need to rig matches for this, and the effort and time to make an algorithm and also have matchmaker look for trash folks to FK individual players over is insane. Because it cant be just you, just your account. It has to apply to everybody and each game and look to rig every match somewhat, that's a lot of variables many of which are entirely uncontrollable by riot as they related directly to player decisions.
I struggle to understand this forced 50% win rate theory it feels like the new Elo hell to me. It would accomplish the same goal left alone If it works as intended and when riot says this they are liars? Literally every competitive Moba/teamgame out here I did a search for has this FORCED 50%. OW Dota 2 Smite HotS all have threads ranting about being dicked over by matchmaker rigging teams to make it a foced win%. They use different systems then riot, hell some ever have a skill adjustment which many propose as the solution to LoL matchmaking and we still see "forced 50% Fuck this Dev and its BS matchmaker!"
Its just the industry standard for competitive team games to rig matches? Even the ones with a completely different business models then riot?
cant be greedy others don't run the same way Lol does. Cant be to pad matches, it already requires a large sample size to work ELO for team games. Cant be Exclusive to riot if the same issue pops up on other games.
Stop acting like riot or matchmaker are intentionally malicious, its misleading and any reasonable logical approach shows this is not the case.
Look, its not unreasonable to state that as win streaks = loss streaks for many many players perhaps its time to look at the MMR adjustment for streaks. If people go up and down to rapidly because consecutive games outcomes start overcompensating the MMR changes that's an issue and would negatively affect almost every player when they are close to their assigned mmr and true skill.
But making that change would infact pad out games, lower MMR adjustments requires more Games to climb. Look at the problem realistically don't latch on to some trending excuse. Consider what happens, why, look for solutions.
Otherwise hey just say "I'm in elo hell!"
If you disagree with me I encourage you to select specifics so we might have a discussion. I will be online again in about 7 hours and am happy to respond to any one who takes the time to interact with me.
Tldr.
Forced 50% is meaningless because all it accomplishes is the end result of the system working as intended.
Don't need to pad games when it takes 100s to place accurately on its own.
Theory of forced 50% is not exclusive to riot, other games boards complain about this as well.
For it to be greed requires an industry standard to be greed. Different profit modeled companies encounter same problem with competitive matchmaker.
Punishing individual players is labor intensive to accomplish something unnecessary.
Skill statistics affecting mmr growth have been done and those games also are also "forced 50%" This will not solve the issue.
Win streak and loss streak extra MMR adjustments may be overturned creating rubber band effects in a larger range of MMR then is healthy. Difficult to judge with out internal data