Why Dynamic Queue Cannot Be Competitive
I'm continuing off of another thread I made, where I used normal games as an example, but I just ran into another great example in dynamic queue today.
http://image.prntscr.com/image/92e122802de346b690d2162a85a7724d.png
The colors represent who's most likely queued together, I'm not entirely sure who was queued on my team, Renekton said he was a solo, but I'm almost certain he wasn't, wouldn't really make sense if we had two solos and a trio against a trio and a duo and had an mmr disadvantage.
Anyway, it started out by my team discussing using Skype in the pre-game lobby, no usernames were exchanged, so I assumed they were queued together. The game turned out to be a complete and utter stomp, mid was camped from minute 3, our jungler had no idea what he was doing, bot lane got 4 man dived a couple of times, top just sat top. As mid laner, I was centered on the action, and felt completely helpless after they started roaming around in 2-3 man groups, my lane never even showed up after 10 minutes, he just roamed with the jungler and farmed up kills.
Awhile back during the round table discussion, there was a graphic Riot showed that portrayed their intention of equaling the win rates of solo queued players with the win rates of dynamic queue players, a 50% win rate for both groups of players. This by definition is fair however, in practice, most of the time these games result in complete one sided stomps. I mean, this 50% win rate could be reached very easily by just having stupid skill gaps between every other team, but that still doesn't make the game enjoyable or competitive.
Communication between roles also isn't considered in match making (as far as I know), so if you say have a triple queue of bot lane + top lane, and another of top, jungle, and mid, even if they're both equally as skilled, the communication between the entire upper portion of the map is far superior than communication with bot and top. One of the reasons I stopped jungling completely this season is because of the enormous disadvantage I'm put at when I'm queued against a jungler who is queued with people on his team, being a solo jungler with a 4 man is a freaking nightmare, especially if I don't know they're queued until I attempt a level 2/3 invade.
Games like these are extremely demotivating, and the outcome never feels like an achievement. Even if Riot is able to balance the win rate of dynamic queues and solo queued players, these games will not be enjoyable, or competitive in nature. You need to focus on making a competitive environment, skill disparities between the same roles need to be low, and queues need to be equal on either team; this is however, impossible to do without making queue times absurdly long, I don't know what the solution is, but working towards a 50% win rate is most definitely NOT the correct path.
TL;DR: Communication cannot be a calculable constant, trying to balance the value of communication with mmr difference for playing against solo queued players simply isn't a fair or competitive way of handling matchmaking. The optimal 50-50 win rate between solo queue players and dynamic queues will NEVER represent a fair & competitive game. A 50% win rate does not necessarily assume a competitive nature or an enjoyable environment.