113 Comments

Kythers22 votes

this is called confirmation bias

>Win 6 games in a row Damn, I'm a god >Lose 6 games in a row Damn, shit teams

option paralysis12 votes

{quoted}

this is called confirmation bias

>Win 6 games in a row Damn, I'm a god >Lose 6 games in a row Damn, shit teams

you would think so. but after playing thousands of ranked games, it is not. when I lost those 6 games I played like shit maybe in 1 of them, because I was so tilted I didn't care anymore. but even then my teammates fed anyway so it didn't matter. same when I had a 7 game win streak earlier in the year, guess what happened after ? 7 games losing streak.

KevinSpacey99911 votes

Riot does not do that on purpose. It is inevitable that you will eventually lose a game after a while.

option paralysis30 votes

{quoted}

Riot does not do that on purpose. It is inevitable that you will eventually lose a game after a while.

after a while ? I lost 6 games in a row because literally every bot lane was 0/10 or top lane. And once I had a ap kog mid that was useless. Then I won 3 in a row, well we can't have that so I have to get a 4/20 bot lane. I have like 40% win rate his preseason. D5 is the most garbage division ever.

1M Gold Udyr XD2 votes

[{quoted}](name=useless nihilist,realm=EUNE,application-id=3ErqAdtq,discussion-id=zl07BjHb,comment-id=00000000,timestamp=2017-12-11T20:40:51.597+0000)

after a while ? I lost 6 games in a row because literally every bot lane was 0/10 or top lane. And once I had a ap kog mid that was useless. Then I won 3 in a row, well we can't have that so I have to get a 4/20 bot lane. I have like 40% win rate his preseason. D5 is the most garbage division ever.

Even the Flawless Apdo lost some games in lower elo Q.

Sraeg20132 votes

Ayy lmao.

I'm a mid lane main since I started at the end of 2012 and I had 12 losses in a row until my last game.

Got autofilled support and decided to not dodge THAT one time, ended up carrying bot lane and winning the game solely, because the enemy ADC wasn't allowed to scale despite the fact my ADC hasn't actually done shit outside the lane.

And I can't even play my mid main properly, because all "Keyrunes" are garbage for her, so I'm at a disadvantage in matchups I've been winning for the past 4 years.

The game turned into a joke... Wait scratch that. It was a joke back when Solo Q was removed and DQ put into place. Now it's an entire comedy show.

Håppy67 votes

no, this is actually how their matchmaking system works, it happens to everybody at every elo, and there've been countless threads with paragraphs on paragraphs explaining how it functions, but of course riot is dead silent on it and does nothing to fix it

Teriyaki Bukkake1 votes

Yo happy, Could you please share some links/pages/threads where I could see this? Because I've been wanting to find rock hard evidence on that its how it works, however I havent been so lucky :/

Cheers mate

Håppy5 votes

I can't provide you links to rock hard evidence found through digging in to the code and such, but I can provide you numerous examples, and advise you watch the boards once the official season starts for the complaints about matchmaking (as if they aren't already prevalent). Normal games matching a bronze 3 player with a diamond-master tier duo, or ranked games putting a gold player in a plat 1->diamond5 promo game. it's artificial winrates, really, the game will do its best to force you in to a 50% winrate at all stages of the ranked system no matter where you belong, because "if your play is good you'll keep your mmr and climb anyways".

Mephisto33 votes

Mr Meat, don't follow this troll - there is NO evidence available WHATSOEVER ANYWHERE regarding how the Riot matchmaking system works. There are also no paragraphs anywhere on the Boards that "explain" anything, there are only theories made up by players based on the assumptions THEY are making.

Here is what I think: Riot tries to approximate a player's "skill" with a number. Then, when that player tries to play, it creates a pool of players that the system thinks has "comparable skill" and who are also currently looking to play. It has a set time in queue and once you exceed that time, it increases the window of skill delta that it includes in searching for comparable skill. It tries to make each game so that the chances of winning are 50:50.

This means (I have explained that before, but people just don't WANT to believe it) that the actual rank of a player is only very loosely correlated to their skill. Of course, if you are in the top or bottom end of the skill distribution, you will rise quickly or never (how top or bottom depends on the distribution of actual skill across the whole player base... something we will never know, but can only assume... e.g. normal distribution vs. logistic distribution vs. log-normal... even chess, where actual observations are much easier, since it is 1 on 1, does not agree how the skill of their player base is distributed). But for everybody else, it is just a random distribution based on certain facts of probability theory that I will not explain again (as people here don't give a fuck).

The LOL MMR system is optimized for one thing only: play time of players without having them quit. This is also the only rational explanation why Riot does not share the underlying algorithm... they know that if they WOULD share it, the motivation for people to play was significantly reduced, since it would become obvious that skill and rank are at best loosely related, and for the vast majority of players (around 80% - and I can prove all that, but you can too yourself and since nobody cared when I tried before, I'm not wasting my time again - and yes, the posts are deleted, for various issues I had while trying to explain) their actual rank between the lower middle and upper top (probably around Silver III to Diamond V) is one thing only: random. Every other game that has a matchmaking system that is intended to create fair games DOES share the algorithm, some even write papers about it since they are proud to have found a good approximation that works. Riot doesn't, because they are also proud, but for different reasons (after all, it made LOL the number one played game globally).

As a side note: the one thing you CAN do to actually rise in such an environment is to reduce the standard deviation of your actual performance - i.e. play always the same champ, try not to tilt, don't try new things, be solid / don't die etc. That is the one thing that will increase your chances of winning a tiny little bit until you reach a level that is more related to your actual skill (but really not too much, we are talking maybe 0.1 correlation at some significance of skill-sigma to win rate...).

BlaQ Goku2 votes

I would like to hear your explanation of your hypothesis. Alas, if you don't want to, due to past experiences, then that is fine as well. Despite that, what do you think they base the 50-50 chance of the teams on? MMR, rank, or some alternative factor? If it is MMR or rank, then one should be able to climb to due to skill and game knowledge if these aspects are actually higher than their MMR/rank indicates, no?

Mephisto33 votes

Oh no, as you can see from the length of my posts, I LOVE to talk about this - but what hypothesis would you like explained? The post(s) I deleted were about the details, and all the work that goes into explaining them is a bit lost if all you get is insulted :) But happy to chat about the big picture, so to speak...

Now, to answer your question, I THINK they base the 50-50 chance on MMR, understood as "mean skill" as measured by the system.

And I also THINK that they do not take into account how the performance of one player affects others', nor how "consistent or inconsistent" a player is, i.e. you can think about the system how I envision it as something like a "mean skill" (that's your MMR in an ideal world, i.e. in cases where the system is able to accurately measure your actual skill... which is a topic for itself, as this is difficult to approximate and, likely, impossible to be 100% accurate) and then a "standard deviation" around that mean (that's how consistent you play), and then some sort of "influence" of one players' performance on others, e.g. if one deviates too far from the mean, other players will also play worse (that is what you observe, when the game gets sometimes lost because somebody starts feeding and then the rest gives up). Then you get the actual performance of all players in a given game, and the sum of that would be the performance of the teams... the one with the higher performance wins.

I believe Riot only uses the MMR (i.e. the mean skill), and tries to create two teams with an equal (or, depending on queue times, more or less equal) total MMR. I also believe they try to make the individual MMR differences as small as possible (i.e., not have 1-1-1-1-6 but rather 2-2-2-2-2...).

As implied, there is no proof for any of what I think and believe. There is not even a HINT that Riot provides. The above comes from a LOT of research in probability theory and a personal passion for chess rankings... and as you know, those have been the basis for "ELO systems" in online games, but most of them are very flawed (since the ELO system is simply, in it's basic form, not suited for anything BUT a 1-vs-1 game of skill... and keep in mind, it is not only intended to create "fair competition" in chess games - it is intended to adjust the actual outcome in point changes to how fair the game WAS in the first place). It is basically how you would have to start designing a system that could work (and we have designed one with many parameters that is, potentially, much better, or it at least tries to be... although let's not start talking about what "better" even means... is it fair games? is it the best players can rise very quickly? is it all players play as much as possible and become addicted to the game? is it low queue times? There are so many variables that you can try to optimize, so you have to decide what you want to do first and then see whether your system is actually "good" at it... as I have said many times before, if I am Riot, I would want to design a matchmaking system - and a MYTH around it - that makes people THINK they have a chance to climb if they are good and play A LOT, and makes games on average just not TOO unfair, so that people don't quit altogether out of frustration. That's it! And under that assumption, the current system is probably working extremely well... and by the way, that also explains why they don't disclose how they do it... other games do that, they even try to do more than I assumed above, for example incorporate standard deviation around skill mean, or certainty about estimates, etc.).

In Riot's defense, though: as it is very difficult or even impossible, as said above, to actually correctly estimate the skill of players, and also the underlying "skill spread", if you want (that means: are the actual player skill values 1-100, with a normal distribution around 50? Or is it 0 - 10,000, with a logistic distribution around 200? or is it 1 - 3, with most players being 2? IS it even some sort of value, or is it more complicated?) - it's more possible in a 1-v-1 situation, but VERY difficult in a 5-v-5 situation, unless you have a ridiculously high amount of games, and even then, I don't know, it still depends on the degree of influence of one player's performance on those of the others... (which is why I said before, if I wanted to solve this, I would use a fixed group of 100 players, all Riot employees, and have them play exclusively within that group... and record ALL their games, for a LONG time... and have some sort of "judge group" give a "non-numerical" estimate of how well they play... and then take it from there). Without that, designing a system that has people play a lot is probably the best you can do. And IF that system even allows for progress over time, i.e. the more you play, the better you get, the higher you LIKELY / OFTEN climb, that means it is a good system!

And, even more: you CAN argue that, since it is so difficult to actually ESTIMATE player skill correctly, I will ASSUME my system to be wrong about it... which in turn CAN mean, under certain circumstances, that the majority of players (since for all players, the system assumes the WRONG actual skill, as MMR) can "climb" by beating the system, so to speak, i.e. by being "better then the system thinks"... and if you use THOSE assumptions (i.e. your probabilistic model assumes the system is always wrong), the system I assume above does not work THAT badly... for many players, it will get to a point where the influence of the actual skill on the ranking is high... BUT "many" does not mean 99.5%, it means more like 60%... AND those 60% will change over time, i.e. you can drop in and out of that group.

And LASTLY, certain things are NEVERTHELESS clear and they can be proven:

(a) there is NO WAY in hell that the ranking is ANYTHING close to "linear", as the 100-point divisions and tiers seem to imply... it is WAY more likely that the skill difference is something like "bottom tail" (those who play so badly that they loose games by themselves), huuuuuuge middle, where really RNG has a higher influence on winrate than skill (i.e. one dude gets lucky and has a 53% winrate over 350 games, the other gets unlucky and has 47% over 350 games... is that super likely? No! Would I bet money on either happening? No! But it WILL still happen and in less extreme boundaries, it is very likely, especially with the ridiculously huge player population in LOL - again, we can prove it with a probabilistic model), and then some tiny fraction of elites.

(b) there ARE statistical models that EXIST that can model 5-v-5 situations, influence of unknown variables on each other, etc. etc. - are they being used by Riot? No idea! Since they don't tell us what they are doing...

So, my biggest point in all these posts is: this is actually a super-interesting thing to fully understand, and it would be excellent to develop something that works "best" according to what you want it to do... but since Riot does not TELL us anything, we have no way to judge THEIR system :( But still, back to my original point, if we ourselves spread the myth that "somewhere it is proven to be awesome", that just does not make any sense.

Oh, one last point: the model also proves, beyond any doubt, that what people consider to be "ELO hell" HAS to exist... where and when depends again on many factors, but it is "extremely unlikely" that it does not exist at all. It is very likely that there are actually multiple "elo hells" between all the tiers of the system :)

BlaQ Goku1 votes

There are a lot of variables when it comes to the MMR system, and I am not that versed in statistics (been a while since I took it in college). So you believe that the luck factor comes from how they determine and distribute a skill value to players, and therefore how those players of similar skill are distributed can determine your chances of winning?

It would seem that each game being a true 50-50 would be detrimental to climbing, and a true 50-50 would only be possible if Riot has detailed model for player skill. If its just a simple hidden MMR system, then winning adds points and losing subtracts points and the amount of LP you gain and lose is determined by your MMR compared to the division average MMR. Although this can be true for a detailed skill approximation system, it would make climbing slower due to a true 50-50 winrate (ex. you are silver, have a plat MMR but still play against similar skilled players to keep the 50-50 but gain more lp than losing lp on win/loss).

So basically, no matter the math, as long as lp gains are more than lp losses on win/loss, climbing should be possible, albeit slow. Maybe...

Mephisto31 votes

Well I didn't think about it that way, but that's still correct: "luck" could also be related to how badly the system estimates your skill... it's actually a great point to consider further, so that discussion was already worth it (for us)!! :) Thank you.

Apart from that, yes, a 50-50 system IS detrimental to climbing IF you award points the way Riot currently does... but there are ways you could design a 50-50 system that distributes points in a different way and then makes it more suited for climbing.

OR you could go back to the whole idea of Elo, which was NOT to have 50-50 probability matches... the idea was to be able to judge players skill by letting them compete against players of different skill. So, if you were matched against a player of much higher skill and you'd win, you'd get more point... and not loose a lot at all if you lost (since that was expected). So over time, as chess players competed in tournaments (that means that even if you start with "equal skill", eventually, the winner will face better and better players...), the rankings would get better and better (as in "more accurate").

So, in a way, using a system like that to CREATE fair games in the first place is not logical at all. And, therefore, it's absolutely true what you say: "regardless of the math".

cocacolalips1 votes

it uses the same elo system it has been using since season 1, that is also used in various other competitive games or sports, you win you climb, you lose you fall, not sure what's hard to understand about it. players with a high elo are good, players with a low elo are bad, if you win a lot, you'll get matched against other good players with a high elo and games will be more difficult and you'll start losing more.

Sraeg20133 votes

The thing is the old system didn't care as much about changing gains and losses as the new one. It was only influenced by the availability of people within a set range of ELO.

While the updated system doesn't care about ELO (or MMR how Riot deceptively renamed it) LP gains and losses are a different, but ultimately meaningless thing, since LP doesn't affect ELO, but ELO affects LP.

You get match-made with ELO only and ELO changes are only based on ELO of other players. LP compares the difference between the above and your division to determine how much LP you gain or lose.

AirKingNeo1 votes

You know testimony is its own kind of evidence, right?

Mephisto31 votes

Oh you are of course right, my apologies. It IS technically evidence, and yes, it is it's own kind of evidence: also known as "the kind of evidence you throw into the garbage can, especially when it comes from anonymous people on the internet".

AirKingNeo1 votes

Why? What proves those specific people to be incorrect or untrustworthy? Do they have a reason to lie?

Mephisto31 votes

Science is about proving that what you think is right, with evidence that holds up to rational review by others. It is certainly not about proving that a random statement somebody else makes is NOT right.

I'm sure you know that and are just trolling at this point :)

AirKingNeo1 votes

You didn't respond to my argument. You avoided the question because you couldn't answer it without proving yourself wrong.

Don't move goal posts then act super pretentious.

Mephisto31 votes

Sure, suit yourself, and: don't feed the troll.

Janakin3 votes

Matchmaking is way, way more complex than people think.

Sraeg20133 votes

No, it's not.

Mephisto31 votes

Yes it is, in theory. In practice, we don't know. Could be a simple or a complex implementation of a complex thing.

Lunar Lunacy1 votes

I doubt what Happy is saying is actually true. The thing is, each win increases your mmr, and consecutive wins increase it even faster. If it seems like riot put you in an impossible game after going on a winstreak, it's probably because you are not used to playing at that level so it seems like it puts you in an incredibly hard game.

Oh, ALSO, you can just get unlucky with bad teammates who feed. That's not coding, that's just life.

Sraeg20133 votes

MMR doesn't increase faster the more you get.

If anything it's the opposite, but only in your first X ranked games, like it was in the old ELO system. Don't remember the exact values, but let's assume your first 10 games gave on average 50 ELO, the next 50 gave 25 ELO and further games were giving 15 ELO.

What may change is the disparity between MMR and LP that is, your MMR is increasing faster than LP creating situations where a Gold 3-5 ends up playing with Plats. Especially if you were being matchmade with players of similar MMR, but lower division.

General Esdeath 3 votes

It's also part of a system to detect ELO boosters. The real Rioter can now look and see if you were playing OK or got carried, or they can say "Hmm this guy picked up Kassadin today and suddenly is going 27/2 on him while his bot lane ints. This may be a booster"

Mephisto32 votes

Until I see any sort of quote or proof, I call b/s on this.

General Esdeath 3 votes

Riot won't quote it for the same reason they don't tell people which 3rd party program they detected; it's harder for people committing an act to find out HOW Riot knew they did it and learn to avoid it in the future.

Sraeg20132 votes

Security through obscurity is a joke that's been debunked two centuries ago.

It only works against those who have no knowledge and no willingness to acquire it. Those that do get away scot-free.

General Esdeath 2 votes

Except Riot also has humans examine these things, the programs just collect the information.

Sraeg20131 votes

And what does that change exactly?

If you know what "requirements" are needed to get punished and you also know how to not trigger those requirements, then it doesn't matter if it's a machine or a human.

General Esdeath 1 votes

I think you misunderstand, humans still look at some reports the program seems to think isn't reportable, hence their % of "false reports" they talk about sometimes.

Sraeg20131 votes

I've reported way too many people who go out of their way to troll or feed without saying anything in chat or in some cases even confirming in chat what they are doing and why, and who do not get any kind of punishment.

So I'm quite sceptic about the whole "humans still look at some reports" part.

General Esdeath 1 votes

How do you know they weren't punished?

Sraeg20131 votes

Because playing 5+ games a day every day after a report is enough of a proof.

General Esdeath 1 votes

Send in a ticket then, make Riot look at it.

Sraeg20131 votes

Unfortunately, we don't often take action based on reports or sent through tickets; but we created the Instant Feedback System to help us track when a player is consistently hurting others.

Any questions?

General Esdeath 1 votes

And where was that from?

Sraeg20131 votes

That's a part of a bot answer which I got after I did spend such a ticket.

{quoted}

And where was that from?

That's a part of a bot answer which I got after I did spend such a ticket.

Hipercsiga11 votes

Diamond 5 is the 6th layer of the Elo hell one of the places where people think they are better than everyone else. Bronze 5 the layer of the hopeless is the first, Bronze 1 the layer of rage is the second, Silver 5 the layer of gamblers is the third, Gold 5 the layer of the vain is the fourth, Plat 5 the layer of false prophets is the fifth, Dia 5 the layer of eloboost is the sixth, Dia 1 the layer of naivety is the seventh Master 5 the layer of greed is the eighth, ... and the ninth layer is where Teemo lives. https://thumbs.gfycat.com/MistyDetailedHammerkop-small.gif

Rathar Dashing2 votes

There's not even an 8th layer

Spooky

Abraxus follower1 votes

[{quoted}](name=Rathar Dashing,realm=NA,application-id=3ErqAdtq,discussion-id=zl07BjHb,comment-id=00050000,timestamp=2017-12-12T00:28:26.742+0000)

There's not even an 8th layer

Spooky

http://historylists.org/art/9-circles-of-hell-dantes-inferno.html

Rathar Dashing1 votes

?

Abraxus follower1 votes

theres 9 wdym theres not even 8 XD

Rathar Dashing1 votes

In the original post he had 2 layers labeled 7th layer Thus leaving out the 8th layer.

Abraxus follower1 votes

ahh so i just misread mb

Velzard of Koz3 votes

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