A New Idea to Climb in Rank, Titanfall?

Painc4ke·3/25/2015, 4:34:32 PM·7 votes·1,720 views

This is just a thought. Anyone here ever play Titanfall? Well, if you STILL play it, they have something in the game called "Ranked Play."

Quick rundown: Ranked Play allows players to rank up to different tiers. In order to do this, you activate an in-game item called a ranked chip. This chip is "more like an expensive pedometer, really. It will give you goals to strive for. When you first meet, it will assign you Bronze I rank. That’s the basic starter rank. Then it’ll throw a few performance goals your way. Hit your goals, and the Rank Chip will bump up your rank, from Bronze to Silver to Gold and beyond." The interesting thing is that this "Ranked Chip" is based on your personal performance, not that of the team. Not wanting to be ranked? Turn off the chip.

What if this was incorporated into Lol? Right now if I am not mistaken, your rank is more based on wins and losses than skill. What if it was more based on personal skill? This could help solo-ques who may or may not get stuck with some lackluster teams that bring them down rank. So even if your team is losing, if you were upholding your role, you would be rewarded instead of punished. I believe this could make the game more enjoyable but also change how people play the game, for better or worse. Thoughts?

12 Comments

67chrome3/25/2015, 6:31:02 PM3 votes

Thoughts?

How would Riot check personal skill?

In Dominion, which does attribute points to each player (and medals), the person in bottom lane is often a very crucial component to there team's success, but will often be placed 4th or 5th in points overall on their team. Bot-lane guy isn't getting kills, assists, health packs, map-movement bonuses, point captures, or point-capture assists when he's defending your southern front in what's generally a wet-noodle, sustain-heavy fight. And loosing that point is horrific for the map control it gives your opponents.

Knowing what offers points, I'll also sit on points and intentionally eat health-packs I don't need and camp under a turret for a bit so I can get a leg-up in points over the #2 guy when I'm tearing it up in top-lane, often getting the #1 medal with a #2 performance - the main difference being I'm doing some things that are sort-of-useful for points, where one of my allies is doing more useful things for no points.

Also - there are some players having a bad time in 4th place that will often try to deflect their bad performance by blaming the guy stuck in 5th place for how the team is doing. Often times they really are the worst player on the team though.


Anyways - my main point is point systems can only go so far in measuring performance, skill, and contribution to a team.

And with it's shortcommings in doing so, you can cause some problems.

red panda z3/25/2015, 7:04:18 PM3 votes

I think you could find a healthy balance. A base LP gain/loss is granted on victory/defeat respectively...

You also get different LP gains/losses based on a number of things like...

CS: Having X CS by XX:XX time the game ended. grants a bonus of X LP. You need a certain CS, and the base CS required scales as time goes on. You are not punished for low CS, since Supports specifically don't have nearly as much as the rest of the team.

Kills vs Deaths: There will be an LP reward for having a positive Kill to Death ratio of at least 2:1, the LP scales with your ratio... 3:1 will grant more than 2:1 and so on.

Kill streak Bonus: A boost in LP is granted based on the highest kill streak title you've acquired. Legendary granting the highest amount.

Multi-Kill Bonus: A boost in LP granted based on the highest multi-kill you've achieved.

Unkillable: Getting a small LP bonus for having no deaths

Assist vs Deaths: same as Kills vs Deaths but may be weighed lighter in the LP boosts

Combat Participation: If your Kills + Assists equate to 50% or more of your teams total kills you get a bonus; that bonus scales with the % of your participating (so 60% equalling team total kills will grant more than 50% and so on)

Objective Participation: Grants an LP boost when you've taken or assisted with a % of objectives taken.

Ward Bonus: Getting an LP bonus for having placed X amount of wards by XX:XX time when the game ended. (This could also apply to every time a player has successfully granted vision on an enemy champion that wasn't previously visable with the blue trinket)

Ward Destroyer: Getting an LP bonus for having destroyed or having assisted the destruction of X wards by XX:XX time.

Excessive Dying: Having X Deaths by XX:XX time costs you some amount of LP. The penalty scales with more and more deaths based on the time the match ended.

AFK: Receive a penalty for having left the game.

Toxic Behavior: Receive a penalty when muted by three or more players. This will not affect someone if they are unmated at some point, only players that are still muted by the end of the match.

Note that all these LP gains/losses would be small. You could receive a positive LP boost even in defeat if you've achieved enough rewards... you might need several like Kill vs Deaths/Assist vs Deaths/Combat Participation/Objective Participation/Ward Bonus/ and CS to have a small LP boost in defeat.

Very Hard Engage3/25/2015, 4:45:47 PM3 votes

i do like the concept of goals, i just feel like they need to be very broad here, such as KDA > 20 in a bot match.

otherwise it just becomes "im doing this for this achievement"
and suddenly game thrown because someone lost sight of the win and wanted to do something else.

PrinceOfGames3/25/2015, 5:00:56 PM2 votes

Worth an upvote.

Bronze 5 is half trolls with nothing to lose. Needs it.

Gold 5 is trolls with their rank to lose. Yea, you're already getting the boost of players WHO CARE. Don't need it that much.

LoRdJeSuS69694203/25/2015, 10:23:16 PM1 votes

Your wins and losses are based on skill.

Rank is supposed to be a relative thing. The titanfall "rank" is more of a single player ranking system; it doesn't give you an accurate skill ranking relative to all the other players in the game. There is no "ladder" to climb, basically. It's just an achievement system.

Avorok3/25/2015, 8:36:28 PM1 votes

@67chrome - Same way they are doing champion masteries.

I do think this a great idea, but like I've said in other posts I've commented on, I think Rito wants to really focus on "teamwork and team plays" So Your rank is based due to how well you do yadda yadda, but your team gotta do good too. So having just a rank up due to how good only you do, well, eh. You can do really well in each game, but lose a lot due to not even focuses on helping the team win. What's stopping people from just playing the most OP champions over and over again to get that high rank, and achieving high stats. Anyone can sit there and do really well in each game they do, but not help the team at all.

The Vilemaw Icon3/25/2015, 10:02:17 PM1 votes

I think this would make more sense as a component of the mastery system than an alternative to ranked. There's also the problem that your teams performance does reflect strongly on any measurement of "personal skill." Even if you crush lane, that fed mid-lane assassin you meet in team fights can pull down your KDA. What about the jungler who camped your lane all game? It may have allowed the rest of your team to push towers and win trades, but it's highly likely to hurt your KDA and CS for the game. It's like Fantasy LCS, would you rather have an individually skilled player on a bad team or a mediocre player on a great team? The latter is going to end up with more points at the end of the week on average because they are on the winning side of team fights more often allowing them to rack up kills and assists.

We will see if the mastery system can somehow account for this confound, but I'd bet my money that in games my team wins my "personal skill" score will be significantly higher than in games where my team loses, even if I manage to win lane every game.

The Queen Viper3/25/2015, 10:05:56 PM1 votes

Nope, doesn't work.

/thread