@RIOT Dynamic q : Analyze , Suggestions and Consequences ( from a Master tier player . )

Nαgma·4/11/2016, 5:08:19 AM·18 votes·880 views

https://www.youtube.com/watch?v=3UsGmFtIc0U

Im not the guy of the video but i wanted to share it with everyone since i found it very interresting . I hope riot will do something to improve their systeme , and i hope they will give us a solo q ladder aswell .

5 Comments

lolptwo4/11/2016, 5:26:36 AM4 votes

Watched the entire video, agree with many of your points. Your English is also coming along nicely keep practicing it.

Just to further on your point. It's just as bad, if not I would argue worse for True Solo Q low elo players. The randomness is multiplied to a point where. It doesn't matter how good they play. If the other premade is better than your premade you will outright lose.

I've seen this happen many times, and I can't even offer advice I just have to say "unlucky"

The reason for that is that previously low elo players would work on their solo Q mechanics and rise slowly.

You and I both know this takes time.

Unless you are outright smurfing, No Silver player will begin playing as Plat in a day.

With Dynamic Q a True Solo Q player placed in any sort of premade is now at the behest of that premade for them to beat the other premade on the other team.

A Silver player who's facing a fed enemy premade for ex: Lets say you have a JG go 0-4, Bot duo go 0-7.

A single solo Q mid laner Silver player will not possess the mechanics to beat a fed enemy team especially a premade, even if he is winning they will now just focus their attention to him. This is unfair to ask of low elo players, the whole GIT GUD or PREMADE. They should be allowed individual growth and a chance to rise in Solo Q, but right now they are just entirely punished.

612X0dbmDS4/11/2016, 12:36:30 PM3 votes

Riot wants us to believe this is not a problem in low ELO and perhaps they are right perhaps they are wrong but I can tell you that from a design point of view they are DEAD WRONG and here is why.

In low ELO where players are not skilled the difference between having someone better or worse in your team make the WHOLE difference of the outcome of the game.

The uncertainty and variance they have added to the game is huge by having premade teams consist of players from different ranks mixed up together with solo players.

Now, why might this not be a problem? Simple, if the player base is big enough and there are enough of both solo players and premades they can tweak the system so that variance by having unfair games are small.

But this is my problem right here. You don't design systems by relying on outside factors such as having "huge playerbase". You need to design your system so that it's as fair as possible without relying on probability and statistics.

Having solo players only facing other solo players removes the whole problem with having the variance between ending up in a good team or bad team. You can have a small MMR interval and making fair teams would be so much easier in terms of skill.

That's where you start your design. Then you have a separate ladder for teams and that is a separate discussion on how to proceed in a good way. Having solo players as your fillers for premades is just shitting on your solo player community.

Unironic SJW4/11/2016, 10:22:51 PM1 votes

"Having solo players only facing other solo players removes the whole problem with having the variance between ending up in a good team or bad team. You can have a small MMR interval and making fair teams would be so much easier in terms of skill."

Except this was a problem with solo/duo, the answer was always "get gud, play X amount of games and you'll climb over the long haul" but the variance below mid to high Gold is so high that in practice you have to play a lot of games to get to your "true rank", whereas in theory 5 people with Silver III skill level will get to Silver III from Bronze whatever because there's no variance in the level of play of anyone on the team, and any further gains will be a result of the players improving.

Even without duo that will continue to be a problem because the fairness of solo ranked is currently reliant on the law of large numbers, and not everyone can play enough games (especially if they're not mechanical players on snowball champs) to satisfy that. Dynamic Queue doesn't change that for the solo player (a player that is marginally better than his current rating will still win more than half his games), it just allows him to take a shortcut by queueing with 5 players who are at (and not below) his skill level to get to his true elo faster, and improve individually from there.