A way to fix Ranked System (Suggestion)

MasterChafa·11/11/2014, 4:06:37 AM·1 votes·722 views

Ranked system, especially in Bronze and Silver, is very hard to climb. Players depend too much on their teammate's performance. If someone decides to feed and give the opponents free money, or goes afk, that is on the rest of the team's back. And most of all, the awful win streak and promo systems, which depend almost entirely on the outcome of the games, which in time ultimately translate to League Points. So I made a way to give or take those, depending on what actually happened in the game in terms of primary objectives (Turrets and inhibitors), KDA, and of course, on which team won. This is a very basic sketch:

  • For each 300 gold you get from champion kills and assists, turrets destroyed, Dragon/Baron kills: +1 LP
  • If your team destroys the Nexus: +10 LP to each member of the team and -10 LP for each member of the enemy team.
  • For each 1 Death by an enemy player (Not execution): -1 LP
  • If you deliberately abandon a ranked game lobby: -5 LP
  • If the tribunal punishes you from a report in a ranked game: -5 to -10 LP or so
  • If you deliberately disconnect/ go afk from a ranked game for 5 minutes or more: -10 LP
  • And if you don't come back: -20 LP instead. Doesn't matter if your team wins that game.
  • In a nutshell, the ammount of LP you win or loose from elements you can't control is limited, while the rest is up to you.

With this kind of system, feeders, leavers and toxic players will soon get themselves to the bottom of the board, while good, consistent players don't get to loose that much, and will eventually get away from them and climb up, instead of just praying for a decent team or a win streak.

1 Comments

MPendragon11/11/2014, 4:33:25 AM2 votes

You're nearly on point. For objectives, I would relate them to a binary code system.

For every creep kill you last hit, you receive a 1, and your opponent a 0. For every time you harass your opponent, landing a skill shot on them, you receive a 1, and your opponent a 0. For every Dragon you slay, Tower you destroy, Champion you kill, Inhibitor you destroy, Baron you slay - you receive a 1, and your opponent a 0.

I realize that Baron is worth more than a ranged minion, that's besides the point. The focus I would iterate is 'staying in the game'.

Granted this is a lot of calculation that you will memorize over time, this is ideally the best way to understand the value.

If you're someone who plays extremely passively and defensively, and you don't compete for objectives, you're probably going to end up at a severe disadvantage.

For the point of the example, assume you are at a 50 point disadvantage. So now, you understand that you are so far behind you can no longer afford to be losing the lead, you must begin to compete so that you can come back. Some people believe that they can just hibernate in their base, and pray that their opponents make a crucial mistake in which they can bounce back. While the concept is ideal, the likeliness behind it is extremely rare. If your opponents haven't made crucial mistakes throughout the match, it's unlikely that they're going to when they're sieging you. It is an extremely bad idea to base your strategy around this, extremely bad.

Granted it will be next to impossible to determine what the actual score difference is between the teams, as I mentioned over time you'll get a better rounded idea of it, and realize that in order to stand a better chance of winning the match, you must compete for those points before it's too late.