Can the amount of LP lost in a game be adjusted based duration of the game?

Nøctμrne··1 votes·522 views

BEFORE YOU READ: This is another post complaining about toxic player's, If you don't care then I recommend clicking off, Thank you.

I frequently am put in the position of hard carrying and closing out games, while I do exceedingly well and gain a decent amount of LP, the next game usually seems to include trolls that

1.Mastery spam and int, complaining that the jungler (me) or another player is at fault 2.Picks the wrong runes, refuses to dodge because they "are in promo's" and also believe everyone should receive a loss so they don't get kicked out of promo's. 3.Picks a useless champion and int's your secondary role which you are already bad at, and yells for everyone to report you for no reason whatsoever

Today I went 12/1/12, I very well kept the game in tack, and I played to the best of my abilities. I gained 17 LP for that 30 minute game. Next game. I am put in my secondary role, I get a Zac jungle who feeds my top lane against a Tryndamere who main's that role and completely abuses me after the initial int. I also got the classic player that picked the wrong keystone's, and refused to dodge because they are in promo's.

So according to my list, I received a #2 combo and a #3 with a drink (because he complained about it the whole game).

Duration of the game: 20 minutes When was the game over? around 8 minutes How much LP did I lose for that 20 minute game? 20. (My mmr has been having issue's with a string of unfortunate games)

I don't quite understand the fairness of losing 20 LP while only gaining 17 LP for a 30 minute game. Has the question of whether time should be a factor in LP games ever been brought up. At least for losses it makes sense, because at this point everyday I play this game I question why I play it. I put in so much effort for a win, then immediately get trolls and have all of my effort and then some thrown in the trash, because I'm worse off then where I had started originally.

I don't even get mad anymore, I get sad that I play this game.

-- Is it possible for say, if the game was over in 25 minutes or less, it's fairly clear that something is reasonably wrong with the game you are in, and you should not receive the full penalty of -20 LP (Or however large your losses are), rather reducing that penalty by maybe 20% minimum, and maybe upwards to 40%.

Now I know there's no way this is even a consideration, as ranked is being completely redone for 2019, but maybe it can be a thought for the new ranking system if it hasn't been brought up.

2 Comments

Silent Gravity1 votes

If LP gain/loss was determined based on game length there would be problems.

On LP gain: If you gained more LP for longer games, then people on the winning team would troll and BM to drag a game out as long as possible. That wouldn't be very fun for a team that was getting stomped, or playing 4v5.

If you gained more LP for shorter games, that would reward the people who earned the faster, more devastating win, but it would crowd out late game hyper carries. No one would want to play a scaling champion. Also, people would often push too hard to try to squeak a win in before the enemy respawns. That would lead to thrown games. Why penalize the people who make smart tactical decisions and reward the ones who throw the dice? The goal is destroying the enemy nexus. Doing that reliably should be rewarded.

On LP loss: If you lost more LP on long games, that would penalize the people who held out longer and played better than the team that lost in 5 minutes. People would also give up on a game much much earlier. "Someone gave first blood. Open mid, let them win now so we don't lose as much LP"

You already made a case against losing more LP on short games.

Warlord Rhinark1 votes

How would the system be able to gauge when a game is "over"?

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