@Devs about Data
Hello friends!
I was reading this Dev Blog from a few months back and was excited to learn more about how Riot uses data to implement changes into the game. From this post, along with Part 2 and this link here, it seems that changes are derived from player feedback, data, and personal experience from playing the game. I'm working on a PhD project in complex systems to determine if there is an efficient algorithm that lessens the load of Rioters by flagging too powerful/weak champions automatically from the data along... Of course, there are other (many) variables involved that the data simply doesn't capture, like if a champion is simply unfun to play against due to lack of counterplay. Regardless, based on past data and patches, can I figure out a predictive mapping between champion winrates/popularity/banrate data and which champions are 'patched?'
Then it occurred to me to just ask you about it! So:
- How much does Riot rely on data compared to player experiences/feedback?
- Does Riot have an automated algorithm to flag potentially 'weak' or 'strong' champions?
- If not, would this be something that they would be interested in?
Thank you in advance!
