Can we please gain/lose LP based off of performance already?

Papa Dingo·3/9/2019, 4:25:08 AM·2 votes·3,640 views

The current way you gain/lose LP in League has been practically the same since ranked play was conceived, and it's worked quite well up to this point. You play a game, your team wins and everyone's rank goes up, you lose a game and everyone's rank goes down. Nice, simple and effective. However in recent years, this system is being increasingly abused by players who realized that no matter how poorly they play, they are still going to lose the same amount of LP they would if they were to put in effort and play well. All with little to no repercussions.

In the last few years, Riot has been doing so much work to keep the game diverse and healthy. Therefore, I believe gaining and loosing LP based off of how well you played would be such a huge benefit to the health of the game, and be a huge deterrent to toxic gameplay.

Think about why so many players give up, leave their game, or intentionally feed so often. The punishment for griefing of any kind is far less severe than something like an insulting chat comment. I can imagine Riot is very hesitant of the idea to punishing people who don't perform well since everyone can have a bad game once in a while, which is understandable. However, if the result of increasingly bad play, whether unlucky or intentional, was large LP loss, it would completely remove the chance of a potentially undeserved ban.

Now you're probably thinking, "But Dingo, what if I was really trying but still got a bad score anyway?"

Then you should still lose more LP than if you got a better score/played better overall. You don't get A's for Effort alone, but that's the whole idea. To incentivize people to get more kills, more farm, more objectives. To be a better player overall, and most importantly, to earn all of the LP you gain when you do win, and to negate the effect of losing an entire game's worth of LP just because someone got upset and ran it down mid.

You're now probably thinking, "It's a good concept Mr. Dingo, but there's just no way it's possible to properly implement a way to grade everyone based on how they played in every game! We don't have the technology!"

To which I would respond with... ---------------> https://na.leagueoflegends.com/en/page/features/champion-mastery [slayer-jinx-unamused]

For over 4 years, League has had a grading system that consistently grades everyone based on how they played each and every game. Imagine if LP gain/loss was determined by a similar grading system. If your team wins, you would gain more LP if you did really well, and less if you got your ass carried. If your team lost, you would lose more LP if you under performed (and even more if you intentionally fed or left) and lose less if you played well and went down swinging.

Imagine how many players would think twice about giving up, leaving the game, or intentionally feeding if going 0/8/0 or quitting would lose them mass amounts of LP. Of course the grading/performance system (if we were to use either the current version or a completely new one) would probably need some tweaks, but the point is that grading people by in game performance is not only possible but already being done. I think it's about time Ranked changed for the better. (We're looking at you Position Ranks)

Thank you for taking a moment to read this stupid long post. I had no idea it was gonna be this long. I am entirely open to feedback, criticism, and other ideas in regards to this topic so feel free to leave what you think below! Thanks again!

~Papa Dingo

32 Comments

ZephyrDrake3/9/2019, 5:23:39 AM8 votes

First, it's easier to play to get a good score than it is to just win. Second, this would discourage people from actually trying to save the game and just go stupid stuff like farming a wave/jungle than to defend against a push. Third, this would encourage stat padding rather than just straight up winning. Fourth, it doesn't matter how well you did, you still lost plain and simple.

Jamaree3/9/2019, 5:16:47 AM7 votes

No, because it is a team game and like every other team game and sport in the world, you win or lose as a team.

Eedat3/9/2019, 4:49:32 AM5 votes

Protip: The grading system is trash and using it to affect LP gains will just result in people KDA and numbers farming instead of actually trying to win. Nothing else in the game matters besides destroying the enemy nexus

anarcheril6/25/2019, 2:05:55 AM1 votes

Listen to all these heavy fucking plebs bitch. Elo systems were never designed for team based play, the fact that performance is not already taken into consideration is a total fucking joke. You have no incentive to play against any statistical advantage if your team is getting destroyed and you are doing all you can to win, just feeding in the ff at 15 mentality as if in silver or gold they have a hold on the macro to call a gg like a pro, utter idiocy.

As for all this "stat padding", hero damage is a fucking stat, it's top of the graph and easily scaled into role dispersion of MMR weight, with healing and cs/m, etc.

Over a decade of competitive gaming the best now even with all the data is a team average elo comparison and your already (effectively uninfluenced by immediate game performance) set MMR 'sureness' or 'rigidity'. Utter fucking joke.

Why are MOBAs salt mines? Gave the option for competitive play and approached grading with the most juvenile 'group project' grading mentality that would have you berated for idiocy by your faculties dean were you a prof grading like that. But nah, nevermind that there are professional players getting place in bronze while winning all their placements, or that new account smurfs will get placed in low leagues instead of using placement as proper adjustment. The ball has been dropped so hard, you'd not be wrong to think riot mistook the ball for a soap bar and has thoroughly been enjoying the utter buttfuck nonsense.

preternatural6/25/2019, 2:12:58 AM1 votes

suddenly everyone is kda whores and no one will make plays because everyone is scared of wrecking their scores and losing their lp gains. lord knows i'm not making plays for kda whores, i'll watch you get frustrated and throw yourself in first, then i'll pick up the pieces. it's a tough world out there

Faln8/7/2019, 2:25:17 PM1 votes

KDA Players, CS taxing, Farming all game. All those can be used to boost system evaluation of performance. The perfect grading system is too hard to be done. Its not just about the stats, you can be 1/9 and still be impactfull as a insane split pusher and wins your team the game. When someone else feeds, your performance is going downhill too, the fed enemy will deny your team cs, gametime, kills, vision, pressure, jg camps, etc. This idea isnt bad, just not well thought and is not possible to implement with various factors of this game not being one-dimensional.

DeathBurst8/7/2019, 2:34:29 PM1 votes

The short answer is: No we can't, because https://en.wikipedia.org/wiki/Goodhart%27s_law

The longer version: if you add individual measures beside/instead just the result of the game, people will start playing for themselves, not for the team. You'll see people not taking risky but winnable fights just to preserve their KDA and leaving their mates to die. You will see people fighting for CS even more, because doesn't matter if your ADC get gold and items to deal damage to win the game, as long as YOU get a good grade thanks to your high CS.

The current grading system is decent (not perfect, but decent) BECAUSE it is not what players are trying to optimize, BECAUSE players are just trying to play well, not trying to increase their grade. If you make the grade itself the objective, it will become corrupted.

LexieBB12/24/2019, 9:37:18 AM1 votes

Sorry I’m commenting on a 10month old post but I just want to say that I agree with the original poster. No one is saying that if you do really well and lose the game that you still somehow win, what he’s trying to say is that maybe you could lose less LP. The MMR system is extremely broken and I don’t think it takes a rocket scientist to figure that out. Say you lose 8 LP instead of 20 because you went 15 and 5 in a 30 min game with 10 assists and 250 cs and you assisted with 2 dragons and 4 towers. I think it makes complete sense to do this. Or you gain 25 LP because you won that game but the person on your team who went 1-12-5 and didn’t help out with any objectives and farmed say 150 cs gets like 12 LP. I am completely confident that Riot could easily come up with a system like this and no you wouldn’t have to get rid of MMR I don’t even know why anyone even said that.....

LexieBB12/24/2019, 9:45:10 AM1 votes

P.S. with a sort of variation of the system that the original poster said went into place it would make it easier/quicker to obtain your true MMR or rank due to the fact that the people who are playing consistent will gain more LP and lose less rather than having to grind for such a long time until you finally realize you hit a wall and not that because you played 10 matches and did consistently well but for whatever reason your team fed 20 kills each game in 10 mins. I feel that a ranking system such as this would influence players to play more together based on LP gains and loses for performance rather than just winning the game. Performance meaning objectives/cs/assists/kills. Not just a kda

FioraWillCarry3/9/2019, 8:48:16 PM1 votes

If they did this, the would have to get rid of the MMR system. This system completely undermine's the purpose of MMR which is to quantify skill. For all intents and purposes, MMR does this quite well. I don't think a performance based LP system is better than the more stable and refined MMR system.

BigBellBrute3/10/2019, 3:22:57 AM1 votes

LP is already based upon performance. In fact it is based on the best indicator of performance in the game. Win/lose. If you're not winning enough to advance, you're not good enough. Simple as that.