As I wrote in an earlier post one benefit would be that it curbs smurfing a bit more since a smurf will have to climb from zero
Only the most toxic type of smurff is the assholes who just want to pub stomp and this is a huge break for them. If its 0 and you don't have negative values they get the maximized amount of stompage off a new smurf account possible.
Smurfs are gonna suck to deal with for anyone regardless of what elo they are in. So imo they might as well start from zero like most ranked ladder-style games.
If it sucks why do you want to increase the amount of impact from each smurf account? Your making smurfs hit a wider range of players not lower by setting them at the bottom.
Manny Ladder style games don't start folks at 0. Anything off MMR and Elo runs it from value for folks to sink or climb from, Then Titles are assigned. The title is no value alone because it represents an arbitrary range devs set. Season 1 of league, you had to be top 3% of the player base for gold. Now that same percentile is represented in Diamond.
Many devs that run 0 to 100 ladders do so with Heavy Slant or manipulation for player perception. Apex legends ranked system is such that ANYONE can make silver with enough grind just off placement. Generally, its just bullshit that's there to distract or motivate players. Riot and Blizzard run 2 individual rating values. You have your MMR value and your LP value for league.
This is common, A lot of devs will run slower Adjustments then the MM values. Keeps people playing. Riot gives folks lower values out of placements then match averages.
So even systems with good Bayesian inference for a faster and more accurate rating will add extra steps to make progression slower, so it feels more "meaningful" as People dislike hitting a wall. Some devs wont give you free points but start you at lowest raiting and progressions fairly easy for early ratings and increases only as you move up. Others spoon feed you rank ups (Apex).
Often They have jack shit to do with MM.
So my problem with how things are right now is that everything is based off of just winning a game despite a few things being inherently wrong with this.... the way people are matched in games is often times unfair, though not always... solos against a premade, unranked players on your team, enemy team has a player or two a whole division or more up on you (plat+ in a gold game but also Silver players peppered in), autofilled roles putting your team at a massive disadvantage, smurfs steamrolling your team, etc. Make the climb more intensive with no shortcuts as it should be and this will minimize new players being put in a ranked game where they stand no chance. Riot needs to stop putting different divisions together in the same game too.
"Riot needs to stop putting different divisions together in the same game too. "
Again, Divisions have no inherent relation to skill. They are the 2ndary raiting. Demotion protection is stupid large at division 4 to protect player egos. Seeing folks 2 divisions lower in their match rating averages is not uncommon.
A problem is "Stats" overlap in league. They are unreliable due to the amount of Noise inherent to gameplay. Game losing stats can look much higher then game winning stats because spammed abilitys result in higher values. Lower skill games result in more connections. Individual champion matchups skew stats (and MM makes lobbies first so Stats for individual champions are unusable for building a better Lobby) The go to example I use is
Because the one who spams his R every time its off cd and can land on 5 targets will have much higher damage then the guy who uses it to assists teamamtes or secure a kill. Your team won a fight and there is 1 enemy at 200 hp. hitting R will get a kill and ace, but only put up 200 points of damage. If the ability can hit for 650 a target, the gap in damage from this is 3050. And, as your not using it any time you can hit, you get less casts per game compared to a pad spammer. If A Good karthus who is oom and low HP decides to position and Die in a teamfight to help make an Ace? That Death is a Negative stat with positive impact. That's correct usage of the ability in the context of that play. But if he was 10-1-4 He just went from a 14 to 1 KDA to a 7-1 KDA compared to some one running away.
So... Generating stats is less effort then winning. You don't really see great values with out context. https://imgur.com/a/Py5we0J 2 champions stats from Various MMR ranges. Hard to tell what Ranks people are yea?
Then game times, Matchups, All the RNG factors make it so that arbitrary values are not relevant, and population built values skew for popularity. End of it, if you cant tell on a game to game biases what individual stats are worthless metrics.
As players Its easy to use subjective judgment or grading like an Olympic judge. We can see in a game when a Single defining moment happened such as this 1 idiot just feed and lost his team the game, or some one just make a game changer
3v5 ace. That's really hard to automate thou.
Mismatches are often times low quality. But it is fair for folks to have to deal with RNG as RNG. Randomness is fair in its indifference.
I failed promos 3 times for reasons beyond my control. It's very hard for a single player to carry a game now, unlike a few years ago when it was normal to see one person literally win the whole game. Some hypercarries come close but things like Dragon Soul and Elder exist now so it's exceedingly more difficult than before. Also really with damage so high it's also difficult for one person to steamroll no matter how fed they are.
The ranked season has not even started yet mate. Preseason chaos is a real
Comparing league matches to a casino is a huge problem but I mean you aren't wrong lol. It literally is a coinflip as people say, which makes it hard to take ranked seriously. Why bother trying to climb when riot is deciding whether you win or lose?
Its more about probability then Casinos. Pointg out the error in logic of "Games are only decided by Bad game losing teammate" The math does not check out on that.
Coinflips a decent enough term for folks if you help them understand Binominal Distribution. But... most folks are not all to interested in that kind of math. So... For Leauges MM I would call it a Dice roll if you want to use a Metophore to help people understand the RNG impact of MM and also the Value of consistency in play.
If your above skill, above average. You have a better Mean performance. If the gap gets to large this shows up, hence why smurfs can climb MMR's rapidly.
Randomly distributing folks with in a range is not in any way shape or form deciding whether you win or lose. High uncertainty games are often times complete shitshows…. but uh.... There's no way around them when you run a 24-7 que.
Folks will say OMG RITO GAVE ME 2 40% WR SO UNFAIR. But... Would forceing teams to always be 50% averaged WR be fair? If your 70% WR do you need to see 30% WR teammate to balance you out? Then there is the fact that # of games dramatically impact WR. 2 games have 50% value per game. 100 has 1% per game.
Using a probability expectation, aiming to match that to be as close as possible by each team, Trying to keep the odds of balanced between the bottom and Top ranked player within a probability expectation by having a Tighter range. Not trying to manipulate RNG distribution. That is about as Fair as you can get for MM for what is effectively pick up games.