to all afk players

Linkz02··1 votes·549 views

So, i get in a solo q match looking to get outa silver and welp first match played, get an afk. i was mad at first because he connected than disconnected not allowing us to remake....(thx rito) but we played on and we ff'ed at 20 mins, thinking there is no way we are going to lose lp because of this afk.

WE WERE WRONG

to my surprise, i get back to the client and a little thing says -17 lp on my screen....

Im not saying this just to point out this ONE incident, but the fact that this can even happen??? by that logic i can go into a game and disconnect, BUT BECAUSE I CONNECTED= no remake. The people who are playing to climb are getting screwed, and its not like this isnt a common issue. ITS HAPPENING ALL THE TIME!

I love this game but things like this is what are causing the drops of numbers in the player base. Things like this shouldnt be able to happen in lol due to the VERY competitive nature of the game.

So to all of you guys that go afk in ranked, shove off

1 Comments

Cynikul1 votes

I've actually won like 10% of my 4v5 games. If you can continuously convince your team to continue trying anyways, you'd be surprised at the results. Generally the strategy is wait for their mistakes and optimize off of them. You'll find a lot of scenarios where because its a 4v5, they agro too hard and pay for it, especially if you have a decent engage comp. Anyways, on to the main point here.

AFK's are tragic, but lets think about this rationally for a moment. Let's say that player was flex 5 with you, fuck lets say he was just duo with you, doesn't matter.

Now lets hypothetical that he doesn't connect to the game, and your team looks to do a SUPER aggressive early-game invade, or gets aggressive invaded. Lets play out two scenarios here, one where it fails and one if it succeeds and we'll see the reason why the player reconnecting should affect it no matter what

1.) Engage successful. You pick up a HUGE early lead- if you hadn't, you could just have the player that rejoined- leave the game and none of you lose LP except him, virtually 0 risk for extremely high reward

2.) Engage unsuccessful. You have a devastating bad game now because of it and are super far behind. Said duo player is told not to reconnect because the invade failed- now only he loses LP for the unsuccessful invade. Again, highly rewarding for you guys because only 1 player "actually" took a risk

Do you see how this logic can be applied and super dangerous/exploitable? The less tools you give people, the less ways the system can be cheated. If you have strict criteria, it deters shitty game play strats that are detrimental to the enviroment.

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