System logic of team balancing or maybe- purposeful operation of the system to manipulate the result
Due to one of board moderators suggestion, I have decided to create once again thread about broken player balancing system that will contain every prove I have found about it.
Have you ever seen a game of equal skilled teams... for example football or basketball? How those games are characterized?
If one team standing equal enemy team - those games will be characterized of similar game score and similar player skill level.
So what can we say about LOL-system-maded games? By looking on games result - sometimes that ending with score with difference more than 20 points... we are able to say that those games are not balanced. Same thing is if it is about players when in same lane one player have 10 kills and his opponent have died 10 times.
Moderators and RIOT representatives are explaining with snowball effect:
"Those games don't have a snowball effect where a lead results in increasingly more goals. This only means that slight advantages, which in a game absent of snowballing would more likely result in a win, shows a greater gap when winning; it does not necessarily point to imbalance."
But in equal teams there should be no "snowball effect" at all if on any action oposite team could react with counter-action (by knowing - how).
- Snowball effect is most visible from high score... before that enemy score is just a "snowflake" that equal skilled oposite player could cover with his own "Snowflake" by reacting (alone or with jungler) on any action which will lead to draw (in single lane).
By observing the games, it is possible to get a conclusion that in every game there is an element of manipulation that may effect on the game result.
It looks like a situation where betwean a good player are selected weak allies. It may suggest that reason for that is to balance the odds, which does not mean that the system is selecting players based on a similar MMR (whatever that could be - I thought MMR is some kind of player skill valuation system but now game after game I have more doubts).
Another issue is that the level of our allies gameplay - it looks like it depends on our skills. It's look like our allies could be some kind of bots that dynamically adjust their skill level to ours.
The last time it is possible also to notice that MOStLY in our team we will be able to see 2 players/allies who will act opposite to the team target. For example, if the result of the game is KNOWN from the very beginning - negative (becouse we may know that we are losing too much already), then these two allies will always vote negatively ignoring the / ff or / remake command (or sometimes to push us forward). It's look a like that some RIOT employees or bots, are making their tasks to fulfill certain assumptions, eg the time of the game specified for them - becouse too short game could means that - if team choosing /ff command just after 15min - player selecting system - does not working good - becouse HOW GOOD IT COULD BE IN CASE OF EQUAL TEAMS? (equal teams surrending just after 15 min? - it does it mean "good balance" I guess... right?)
The same pseudo-allies very skillfully / discreetly also trolling their team. Sometimes they run away from TFs, sometimes they stand still in bush. All this involves getting too much advantage in the team. It looks as if their task was sometimes to balance the result of the game or sometimes lead to failure if the allied team wins too much.
https://i.ibb.co/GxMBMSG/afk.jpg
Becouse of that it is impossible to say that matches are created on fair-play basis but only to manipulate the final result - appropriate for the RIOT assumptions.
Tool of result manipulation seams to be also a possibility to disconnecting us from game. RIOT saying that it is becouse - we/our connection fault but if so... why RIOT not even trying ro eliminate this problem by some kind of internet connection testing system that will tell us if we can play specfic games or not - due to our internet quality connection?
One simply test could absolutely remove AFK/high ping problem from LOL... but if RIOT will provide that system - it will eliminate possibility to manipulate a score and decrease a number of possible ways to controll the game which could be a much more visible for us.
Just look at this match:
...and now... try to find a sign of balance betwean me and my team. This is examples of heroes im playing on sup position and their stats:
https://i.ibb.co/x3vcVNQ/Zrzut-ekranu-2019-01-12-14-30-40.png, https://i.ibb.co/yfKqLss/Zrzut-ekranu-2019-01-12-14-30-50.png, https://i.ibb.co/bXFjXYd/Zrzut-ekranu-2019-01-12-14-30-57.png, https://i.ibb.co/Z6SLK6p/Zrzut-ekranu-2019-01-12-14-31-07.png, https://i.ibb.co/MGTnb8w/Zrzut-ekranu-2019-01-12-14-31-15.png, https://i.ibb.co/8M8dGhR/Zrzut-ekranu-2019-01-12-14-31-25.png, https://i.ibb.co/qymPDhQ/Zrzut-ekranu-2019-01-12-14-31-38.png, https://i.ibb.co/R2vq6Hz/Zrzut-ekranu-2019-01-12-14-31-49.png, https://i.ibb.co/ZNvQ3LJ/Zrzut-ekranu-2019-01-12-14-31-59.png, https://i.ibb.co/h1wGJ2R/Zrzut-ekranu-2019-01-12-14-32-14.png
You can see good stats a far above average with good score role evaluation with winratio = 51% and mostly player evaluation with A or S score
So now look at my team:
Jungle -if you will see - player even have played this champ for the first time... in ranked game !!!!... so it is even impossible to assess his playing skill with this champ but as a jungler he have "shitty" 38% of winratio... by the way - in game after few minutes he went AFK
https://i.ibb.co/209HZqk/Zrzut-ekranu-2019-01-12-14-33-04.png
MidLane - 43% winratio as a mid, position evaluation = B and champion evaluation = B
https://i.ibb.co/zXjMMy9/Zrzut-ekranu-2019-01-12-14-33-36.png, https://i.ibb.co/5rdqsFn/Zrzut-ekranu-2019-01-12-14-33-45.png
TopLane - 43% winratio as a top, position evaluation = -B and champion evaluation = -A
https://i.ibb.co/hCWhJSC/Zrzut-ekranu-2019-01-12-14-34-18.png, https://i.ibb.co/qMKpTr8/Zrzut-ekranu-2019-01-12-14-34-25.png
ADC - 49% winratio as a adc, position evaluation = +C and champion evaluation = +C
https://i.ibb.co/fvstjvM/Zrzut-ekranu-2019-01-12-14-34-51.png, https://i.ibb.co/jh72c9G/Zrzut-ekranu-2019-01-12-14-35-03.png