Ranked Matches need some sort of conditional null-ification for non-violators.

ABlueQuaker··1 votes·496 views

First and foremost, I'll give you some context on the reason behind me making this post. I am 7 Wins 2 Losses in my Ranked Solo Q Placement games. Ordinarily, I'd be happy with that - it's even better than my placement games from last season. But I'm genuinely unhappy with the results of my 2 losses. I would have been unhappy even if they were Normal Games - or even a Custom game. I wasn't even a factor in those games. (Incoming sob story) I was stuck playing support. I have no issue playing support. I am, however, always aware that if my team messes up, I really won't make a difference. Even if I landed the most perfect 5-man Leona/Annie/Braum/Sona/Nami/Zyra/Lulu ultimate in the history of LoL. Unfortunately, and despite my best efforts, I lost 2 of my precious Placement games to toxic, incompetent, negative, uncooperative, pessimistic, ignorant LeBlancs who fed 4/12 and 0/10 respectively. 2 games that I never had a chance to win.

As it stands, Positive players are rewarded but not supported by existing systems. If a single entity - whether it be an Individual, or a Premade Duo Pair - is solely responsible for a team's loss and that impact created by said entity is distinct and distinguishable they should be held accountable for that. As it stands, if 3/4 Positive (Cooperative, Friendly and Optimistic) players are held to ransom by a Negative (Uncooperative, Rude and Demoralizing) player, the Positive players have no system in place to help them.

What sort of conditions should be put in place?

  1. If the Individual/Pre-Made has acted in a notably toxic manner at the expense of the team, they are subject to bans/suspensions (as they already are subject to) and lose LP at 1.5x (compounding for repeat offenders) the normal rate for their relative MMR and any changes to player MMR and LP for victims will be nullified. (i.e. if they should lose 10 LP, they instead lose 15LP)
  2. If the player has fed a considerable number of kills to the enemy team, all affected members have their MMR and LP losses nullified. Offenders do, however, lose LP at the regular rate.
  3. If it is clear that the individual or pre-made has intentionally fed kills to, or thrown the game in favor of the enemy team, they will be subject to punishment and all affected team members will have their LP and MMR losses nullified. Offenders will lose LP at 1.5x (compounding for repeat offenders) the normal rate for their relative MMR.

5 Comments

Big Hans2 votes

Without even going into the specifics of whats wrong with these suggestions Id like to point out that any system that nullifies LP losses for the losing team would have to include nullifying LP gains for the winning team.

How would you like it if out of the 7 wins you got only 2 awarded LP because clearly these wins were due to one "feeding" or "negative" player on the opposing team.

To sum it up please realize that for every game you seemingly lose because of one specific person you win as many because of one specific person. It averages out. The only difference is that if that person is on your team you can still try to positively react to whatever situation rises.

Mama Soraka1 votes

[{quoted}](name=Big Hans,realm=EUNE,application-id=3ErqAdtq,discussion-id=vo3Zy6E8,comment-id=0000,timestamp=2015-02-05T08:49:39.740+0000)

Without even going into the specifics of whats wrong with these suggestions Id like to point out that any system that nullifies LP losses for the losing team would have to include nullifying LP gains for the winning team.

How would you like it if out of the 7 wins you got only 2 awarded LP because clearly these wins were due to one "feeding" or "negative" player on the opposing team.

To sum it up please realize that for every game you seemingly lose because of one specific person you win as many because of one specific person. It averages out. The only difference is that if that person is on your team you can still try to positively react to whatever situation rises.

You sound like somebody I'd like to play withsummoner 31

ABlueQuaker2 votes

You misunderstand. The winning team would still gain LP and MMR as the match would still be treated as a win. The Offending player would be given a loss or enhanced loss depending on whether or not they were actually toxic - this would both deal with poorly match-made games (where the player gives away kills because they are genuinely outmatched) and toxic players (who deserve to actually be punished). The victimized players would be given a Loss Prevented.

To summarize, there's 3 degrees:

  1. Victimized players who lose because a teammate has failed them or the match-making system has failed them. Loss Prevented. No LP or MMR Loss.

  2. Players who aren't toxic, but cause teams to lose. Loss. LP and MMR Loss at Standard rate. This would be indicated by a high number of deaths with no reports beyond 'Unskilled Player'. If the player is playing beyond his/her MMR bracket and is Defeated (E.g. a 1200 MMR player matched with 1500 MMR players), they lose LP and MMR at a decreased rate already. This means that if a 1200 MMR player causes 4x 1500 MMR players to lose against 5x 1500 MMR players, it is more than fair for only the 1200 MMR player to lose because they lose less by default.

  3. Players who are toxic, and cause teams to lose. Enhanced Loss. LP and MMR Loss at Increased rate based off number offenses without behavior reform. This would be indicated by a high number of deaths with reports for 'Negative Attitude', 'Verbal Abuse', 'Refusing To Communicate', 'Intentional Feeding/Griefing', or 'Leaving the Game/AFK'.

Big Hans1 votes

No I didnt misunderstand. I just tried to show you how the current system is fine and that not losing LP is as unfair to everyone as it would be not gaining LP.

Please understand that every game is fair in the long run. Every game is a chance for your to positively affect the outcome. Yes there are games that are literally impossible to win, but for every such game there is a game that is impossible to lose. Thats why not losing LP would not make sense. You would also have to not give out LP for the entire winning team because they didnt do anything.

Also having a high number of deaths means absolutely nothing. The person with the best score could be the worst performing player in the team because he is chasing kills and not focusing on winning.

You dont need a separate system for punishing toxic players. The solution is removing them from ranked and in the end from LoL altogether.

ABlueQuaker1 votes

That's a pretty long-term goal though, and people want a bandaid fix for the issue AT LEAST until the issue is resolved. I understand that ideally these players shouldn't be playing Ranked, but they are and people are affected by it.

I understand that if I play consistently well that I'll have games that are both impossible to win and ones that are impossible to lose - but it doesn't mean that it's fair. So far, from 9 games of placement games, I've had to games where I've faced this issue and one game where it's been the opposite. That's a 33% (1/3rds) win rate from those three games, whereas to continuously climb in ranked you need to be closer to a 66% (2/3rds) win rate.

And in placements, it could be the difference between having to play 5 games to get to your ideal division, or 50. Before these games I probably could have made it to Plat V right off the bat. Now I'll probably have to climb through from Gold I/Gold II (not to mention Promos).

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