[{quoted}](name=The Artist XCIII,realm=EUW,application-id=cIfEodbz,discussion-id=L8Rl8pXx,comment-id=000000000000000000010000,timestamp=2015-10-01T19:43:21.444+0000)
Something I should note is that in my current formula, players are rated compared to their team median on all aspects (mean would be affected too much by outliers). The reason this is working so far is because of how champions in LoL are designed - less CC = more damage, or vice versa. So either a champion will get kills and deal damage, or get assists and take damage. So ADCs should be way above the median for kills, but way less for assists and damage taken (in theory).
As for kill-stealing - this is why balancing the weighting between damage dealt, kills, and assists is key. Same thing for those players with sunfire capes and 1,000,000 assists simply for standing nearby. It links back to my earlier point, you can't give credit to players for potentially spammable mechanics . But by considering so many statistical aspects, this mostly solves the issue - spamming one thing will lead to a lack of another.
Hmm. That's an interesting approach, although I'm not convinced it will work in all cases or not be exploitable. But the idea of looking for players who exceed in multiple categories across their team might have something to it.
I agree. Some stats have more behind them than others. However, in the vast majority of cases, kills are good, assists are good, deaths are bad (unless a player gets kills/assists before their death, which would be considered).
I think the more fundamental problems you're going to find are:
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The "value" of many stats can't accurately be determined in isolation. Deaths are almost always "bad", but sometimes dying is the least bad outcome (like maybe you died so the rest of your team could get away), and sometimes you're throwing the game.
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Some stats are good at some times and bad at others. For example, you keep referencing "damage taken", perhaps considering it a proxy for something like "participation in team fights". But you might also just take a lot of damage because you're bad at trading or positioning. Even if you're a tank, with all else equal you'd want to take less damage.
This is a problem. The scenario that I am torn on is something like this:
Player goes 8/0 in lane
Team-mates struggle, maybe die once or twice in lane
Player doesn't use his advantage to help
Team-fights are lost, but relatively this has little effect on the final rating of the 8/0 player
If it's not this player's fault that his team lost their lanes, should he take as much responsibility for the loss? Yes he could've done more, but in every game you can say "well this person could've done this better."
You're explicitly proposing a system to dole out responsibility for wins and losses -- so yes, any "bonus" they're getting in rating should be based on how close they came to doing everything they could to help the team win. In extreme cases it might even make sense to give an extremely selfish player extra LP loss, even if they have a "pretty" stat line. If your system is incapable of doing that then it will definitely be exploitable.
The player will still lose LP for the loss, and repeated performances will lead to further LP loss unless they learn. However, they will just lose it at a slower rate - is that not fair?
If their "good stats" had no impact on the game -- yes, actually it is unfair in some sense to reward them for it. Doing that is effectively penalizing the person who took a late-game teamfight champ and got stomped into the ground because Mr. Lane Bully didn't help his team get to the late game like they should have.
Whether you phrase it as one player getting a bonus or another getting a penalty, you're effectively assigning more blame for the loss to one player than another. Keep in mind that rating gains/losses have to be balanced -- if you give one player more credit for a win/loss, you have to give another player less, or you'll break the rating system over time!
In a system like this it's beneficial to play early-game champs, or assassins/duelists, since if you're mechanically good you'll probably have a good stat line even when you lose. If you pick a team-oriented champ, and your team struggles around you or doesn't play effectively together, there isn't much you can do. Just that effect alone will screw with the meta in solo queue.
You would think! However, the fact that you start on 0LP after promotion makes a big difference. This is what spurred me to make this discussion - I was promoted, my following performances probably ranged between 6-8/10 (for my rank), yet I was almost immediately demoted. Above average performances do not necessarily lead to a higher rank, or if they do, it can be a far more painstaking process than it should be. If I win my next 5 games, get promoted, then lose the next 3, I haven't progressed in the ranking system, despite a 63% winrate! Surely a 20LP start would make more sense! This happens because the promo games do not contribute to LP, and Riot don't seem to have considered the effects of this.
The whole division system and the way promo series work is a separate thing. Some players definitely find it frustrating, although there are frustrating elements to almost any ranking system (mostly because almost everyone thinks they are better than their rank says they are.) Also, you do have protection from being demoted immediately after you promote to a new division, and a single loss at 0LP is not guaranteed to demote you.
If you maintain a 60%+ winrate over time, your MMR will keep rising, and eventually that will more or less force you into higher divisions until your winrate levels out. It may take longer than you'd like, but you'll get there.
It could definitely do better, having seen the results from my first draft algorithm, never mind with improvements! Like I said before, my target is to have a formula which is accurate in 90% of games. If it fails in 1/10, this is far better than Riot's current system which fails in probably 5/10 (my algorithm also re-allocates LP in winning teams depending on good/bad performances, e.g. if a bad player is in a winning team, they will get less LP).
What Riot currently does is very accurate over a large enough sample of games. (It seems like most people need 50-100 matches in Ranked to get close to where they should be on the ladder.)
The whole reason you'd want to have a system that tries to grade individual performance is that you can get better results in the short term. If you can do that very accurately, you can adjust players' ratings more accurately (and more quickly). But either way, eventually almost all players will end up in an equilibrium where they win ~50% of their matches.
The problem is that any sort of rating system based on individual stats *will distort how people play to some extent. For a system like that to be "worth it", it has to be extremely accurate. If you only use it to shade MMR gains/losses to a small degree (say, +/- 5%), then it's probably not worth the headaches you'll get from players trying to game it and screwing their teams over in the process. If you're going to use it to make big adjustments to rating gains/losses, it has to be pretty much impossible to abuse, and grade people correctly almost all the time -- even if they use novel tactics that you haven't seen before. That's a high bar to clear -- I'm not saying it cannot be done, but it's really hard.