[Inquiry] Mismatched Teams in TB - This is not a rage thread

Hyrum Graff··4 votes·2,425 views

Earlier in the day, I was in a TB match where 4 silvers and a bronze were paired with a bronze, a silver, 2 golds and a plat. Needless to say, we (the silvers) got stomped; I'm kind of befuddled about how two blatantly mismatched teams could have been placed against one another.

###Let me be clear. Though this thread exists because of a bad experience,
##this is NOT a "TB matchmaking sucks, rito plz fix" thread.

Instead, I'm genuinely curious about how the matchmaking system works, such that a situation like this is possible -- and you can probably count on me trying to think up a solution to the problem (if one exists) given the information you give me ;) Could it have been MMR disparities between ranked and unranked? That we were a 5 man premade? Low volume of people using the TB que? Some combination thereof? Something I'm not considering?

People on the TB project: @Lyte, btab, ceciliaicy, davin, DoctahWayne, Drevarius, Fr3nchT0ast, Goggalor, MissMechaZero, RiotBahamut, RiotBlackrook, RiotComplex, RiotExLibris, RiotId, RiotJayway, RiotLobster, RiotLulu, RiotMartlet, RiotNeuroCat, RiotNoyz, RiotSeb, RiotTantram, RiotWorldPeace, Ryedan, scezumin, statuskwoh, stochasticmx, VonBurgermeister, Yegg and Yupster.

Other cool people on the forums who could forward this to the team: @BuboBubo, Riot Girl, Baconhawk, whist, xelnath, morello, ghostcrawler, LtRandolph, RiotSargonas

General: @Riot, reds, rioters, rito

######in other news... THERE'S A RIOT LULU!!!

24 Comments

RiotBuboBubo1 votes

Hey Hyrum! If you're up for it, I'd like to turn this question back on you and see what comes up. I suspect you'd enjoy it more than a direct answer but would be happy to provide you my guess if you prefer.

So here goes: How do you know that the teams were blatantly mismatched? Whatever the signal, can you think of cases where even well matched game would lead to this outcome?

Kicking this up to the macro level, how would you judge the quality of a thousand or a million match made games?

Edit: rephrased to sound less dismissive, thanks for calling this out Seminole

Seminole Sun1 votes

BuboBubo, that answer isn't to the level that I would expect from Riot. The fact is that these matchmaking threads are popping up quite frequently. They seem to cluster in team builder (which has longer queue times and so hits the "more accomodative" matchup thresholds) but they're there in other threads.

The thing about TB is that the system doesn't appear to spend enough time on TEAM matchmaking. I've never waited more than 10 seconds for the system to find a team. But I've had similar experience to this player. Multiple golds in a game with all silvers (or a mix of silver and bronze). It seems like we could've easily waited another 10-30 seconds (after waiting for 5 minutes) to get a better match than that.

To be fair, I've had it go the other way. Had a game the other night where 2 of the people were below 30 against a team of all 30s... we stomped.

I think two things are at fault. As I understand it, TB tries to take into account your experience with a champion along with your general MMR. It seems entirely possible that this system (which is new correct?) isn't calibrated well. So when a guy who's gold III and plays ADC main is trying out a new ADC, the system THINKS he should be a Silver IV (or whatever) but really he's going to play like a Gold V.

The other is cosmetic and "perception" but you guys made a decision to remove our ELO from being a known quantity. However, you make it the critical determinant in matchmaking. From my perspective, this is a significantly reduced amount of transparency on the part of Riot. While I don't necessarily think you're hiding something, I also have no evidence to suggest you're not. It would be relatively easy to convince me that Riot has a known problem with their matchmaking algorithm and part of the reason we can't see MMR is because Riot doesn't want to highlight how flawed the MMR system is. That interpretation is certainly completely in line with the data available to the players.

One last note, the matchmaking flaws, as I stated earlier, are clearly not isolated to TB. I played a ranked game last night with 8 Silver V-III's and a duo queue Bronze III and placement match guy (4th match, no rank last season). The team that got saddled with that duo queue was GOING to lose. It's hard to understand how they could possibly have had low silver MMR (or even Bronze I MMR before the duo queue bump).

RiotBuboBubo2 votes

Hey Seminole! My first reply was just aimed back at Hyrum because from our other interactions I know he enjoys open ended discussions and I wanted to explore matchmaking with him rather than just list out what I thought were the main causes. I didn't make this intent clear and this made me come off as dismissive - apologies, that definitely wasn't the intent!

If Hyrum, or anyone else, is up for it I'd like to try the open ended question approach. If not, I can just provide my non expert stab at a direct answer.

Hyrum Graff1 votes

Second this - I'm totally fine with (and actually prefer) informal discussion. Though, in retrospect, I get how a public forum probably isn't the best venue for it.

Hyrum Graff1 votes

BuboBubo, that answer isn't to the level that I would expect from Riot. The fact is that these matchmaking threads are popping up quite frequently. They seem to cluster in team builder (which has longer queue times and so hits the "more accomodative" matchup thresholds) but they're there in other threads.

I'm completely fine with his answer for a couple reasons.

  1. I'd rather have a short answer than no answer at all.
  2. It doesn't seem like a final, "here's a definitive answer to your question" -type answer as much as a "here are some things to consider" -conversation-starter.

The thing about TB is that the system doesn't appear to spend enough time on TEAM matchmaking. I've never waited more than 10 seconds for the system to find a team. But I've had similar experience to this player. Multiple golds in a game with all silvers (or a mix of silver and bronze). It seems like we could've easily waited another 10-30 seconds (after waiting for 5 minutes) to get a better match than that.

To be fair, I've had it go the other way. Had a game the other night where 2 of the people were below 30 against a team of all 30s... we stomped.

Emphasis mine; this is why I made this thread; it's because I want to know more about how matchmaking works, instead of speculating as to what's "enough" time to spend on team matchmaking.

I think two things are at fault. As I understand it, TB tries to take into account your experience with a champion along with your general MMR. It seems entirely possible that this system (which is new correct?) isn't calibrated well. So when a guy who's gold III and plays ADC main is trying out a new ADC, the system THINKS he should be a Silver IV (or whatever) but really he's going to play like a Gold V.

Firstly, I don't believe this feature is present in Team Builder yet - it's something they're working on. Second, I don't believe they intend for this feature to make that big of an impact on matchmaking - it would lower you by a league or two, not 6. Finally, as someone who picks up new champs really slowly, my skill level actually would drop that much on a new champion.

The other is cosmetic and "perception" but you guys made a decision to remove our ELO from being a known quantity. However, you make it the critical determinant in matchmaking. From my perspective, this is a significantly reduced amount of transparency on the part of Riot. While I don't necessarily think you're hiding something, I also have no evidence to suggest you're not. It would be relatively easy to convince me that Riot has a known problem with their matchmaking algorithm and part of the reason we can't see MMR is because Riot doesn't want to highlight how flawed the MMR system is. That interpretation is certainly completely in line with the data available to the players.

Again, this is the reason I'm making this thread. Transparency OP.

One last note, the matchmaking flaws, as I stated earlier, are clearly not isolated to TB. I played a ranked game last night with 8 Silver V-III's and a duo queue Bronze III and placement match guy (4th match, no rank last season). The team that got saddled with that duo queue was GOING to lose. It's hard to understand how they could possibly have had low silver MMR (or even Bronze I MMR before the duo queue bump).

Part of the issue with that specific example is that first time ranked players are counted as unranked silvers, which is honesly better than they should be.

RiotBuboBubo1 votes

I completely accept that sufficient transparency solve the problem of matchmaking feels poor, but I think it would introduce some others (queue specific ranked anxiety for one). These trade offs aren't 1:1 and people will have different opinions on which is the better call, but that is really far outside my realm of knowledge.

Jesus is Savior1 votes

I had a game where my team was 3 plats, a diamond, and me (a silver), and none of them were premade. Enemy team was 2 plats and 3 bronze/silver/unranked? I have had teams where teambuilder CLEARLY just threw a plat on both teams for the heck of it. The plat on both teams will have several normal wins, etc... And it doesn't always wait to do it, either. I have had plats thrown into the game I was captaining in the first 30 seconds before. And sometimes, only one team gets the plat/diamond, and the other team is kinda screwed.

In both cases it's not fun. There's only a 1/4 chance the plats will be in the same lane, if both teams have a plat. So in the case where they're not, it's "whoever gets 20 kills the fastest", as both will win their lane. Then there's the instances where it will throw a plat V on my team, and then it will go "diamond 1? close enough" and throw that on the enemy team.

So sometimes it "tries" to even the teams out... But why is it even putting those plats in my game anyway? It's not fun. And then other times it doesn't care and will throw a 5 diamond non-premade team against bronzes.

Teambuilder is really really bad. Like really really bad. If I get too many of those games in a row, I just say "screw it" and play blind pick.

Hyrum Graff2 votes

Team Builder is new, while they've had years to perfect the Blind Pick matchmaking system. Heck, they're not done adding basic functionality to TB (like the ability to give people in your lobby invite privileges). Give them time; TB actually has the potential to make these issues better because you know what lane people are going to ahead of time, so if you have to throw a diamond on each team, you put them in the same lane.

That doesn't mean we shouldn't give them feedback - they need that so they can make it better! But we don't need to be overly harsh, either.

DerPunkt1 votes

So I find this discussion very intersting and worth of jumping in an trying out the new board for the first time.

I completely accept that sufficient transparency solve the problem of matchmaking feels poor, but I think it would introduce some others (queue specific ranked anxiety for one)...

When you changed the visual output for us from ELO to League-Division-LP system, i totaly understood your intention to get rid of the anxiety issue, BUT I never quite got how this resolves the problem. As far as I see it, its some kind of Poltergeiststory here, you just removed the Tombs but not the bodys. What I mean by this is: You gave us another visualisation of our ranking, but alot of players still feel to afraid to start a ranked game when they are at 0LP and feel the fear of droping a division since it takes at least 3 games to climbe back to the spot where you were ( one game for 100 LP - 2 games to win the normal series)

Where does this not cause ranked anxiety? I don't get how a score that is slightly lowered is worse than a player fearing to drop and to have to put alot of afford in it to come back. This does even induce more rage and fear than the previous system. I am not a psychologist, but I have enough empathy and compassion to understand why people start to realy be upset by the fact, that minor flaws in the matchmaking produce so much work for them and reduce their gaming success so drasticaly. If it was just a few Elo point at stake I guess than nobody would care, or at least not feel so very fucked, that he was just stomped by players who are represented as much stronger players by an intransparent system.

Sincerely or as we say it MfG DerPunkt (namechange to get rid of the 2 incoming ^^ )

Sir ArmaMalum1 votes

First of all, welcome. Hope you're enjoying your time here.

I think it's a definitive trade-off having much more definitive lines and a possible harsher punishment for a loss. Rage induced by the inevitable drop of a league or division is a drawback to the current system, no argument there.

I for one have seen a lot of my friends finish their promos not because they want to, but but because the decay warning corners them. and that does not create the best atmosphere to start with. But I think the cons are worth it, as the current system is a better representation of individual skill in the game.

Promo games are not score based with their results, it's simple win or lose. This makes it a bit harder to game the system via duo queing and the MMR inflation that results. Before, at least how I have come to understand it, it was easy to climb of you had a higher ranked buddy, because the duo que brings your opponent's MMR higher and getting the effect of reduced loss and increased gains when it came to scores. Now, you can do that and get to your promos, but unless you can prove you can produce a 60% win rate (2/3, 3/5) against the opponents you're facing, you will not advance.

That being said, it still doesn't help ranked anxiety in the slightest, so I got but tangential there, sorry.

Hyrum Graff1 votes

OK, so presumably promos are there to prove that you are better than your current division and deserve to advance, and to stop the abuse that you just described.

But what if you're in the division you belong in? You can still be pulled out of it by bad teammates, if you're at low LP.

Therefore, I propose that there are also demotion series, where you have to lose 2/3 of your next games to be demoted, to prove that you're dragging your team down.

Hyrum Graff2 votes

I'm judging the "mismatch factor" based on:

  • The ranks of the players involved
  • The win/loss record of the players involved
  • The # wins of the players involved
    and perhaps as importantly
  • the subjective, in-game experience of every player (sans our ez) being very outclassed

I'm not making any presumption as to my ability to judge the quality of any other games. So I suppose another question I should tack on is: how common is this kind of mismatch?

Also, I forgot to include my screenshot of LolNexus in the OP; I've added it now.

RiotBuboBubo1 votes

I agree that the 2 most common ways to judge the match as a player are: was this game a stomp and some skill estimate from lolnexus or ranked borders.

Re stomps: The problem with stomps as the primary tool to evaluate matchmaking is that some percentage of games will go this way, regardless of matchmaking quality. This makes judging based off small sample to be of limited use. I am not claiming anything about the current matchmaking quality, just that this approach for evaluating would have some built in difficulties. That's why I think the macro question is the more relevant one - how would you judge if the system is doing a good job or not?

Re skill estimate: I think using current ranked placement and last seasons border is the most common approach. The problem with this is that each queue has it's own MMR so this proxy is going to have some built in error. How would you incorporate or adjust based on this?

Hyrum Graff1 votes

Started with a second reply last night; was too tired to finish. Now I've merged that reply and this one. Here you go:

####A little more in-depth response

Re stomps: The problem with stomps as the primary tool to evaluate matchmaking is that some percentage of games will go this way, regardless of matchmaking quality. This makes judging based off small sample to be of limited use. I am not claiming anything about the current matchmaking quality, just that this approach for evaluating would have some built in difficulties. That's why I think the macro question is the more relevant one - how would you judge if the system is doing a good job or not?

First off, I wasn't judging only based on the outcome. I was also judging based on their subjective general skill level - they seemed to have a better sense of where and how to rotate, when to back off or stick around, were better-positioned, and had more technical skill (with the exception of ezreal).

The difference here is that a stomp could happen because one player gets an advantage and snowballs, even though the lane was evenly matched, or the player could start out with a -skill- advantage and use that to snowball. The former is fine; the latter is not. I'll continue addressing this in response to another of your points/questions:

can you think of cases where even well matched game would lead to this outcome?

This is an interesting point that I didn't get pre-edit. But before I address it I have to start by talking about what "well matched" means. Because, as you said earlier (well, actually later, but I quoted it earlier), the most common way to evaluate skill is essentially ranked placement. With this in mind, there could be an "even matchup" but with one team playing on champs they'd take into ranked (like the kassadin of that game), where the others could be trying out new champions (like my corki and the jungle urgot).

However, I think this is another form of mismatch, and I think it's as problematic as the 'general skill level' mismatch, which is why I'm excited that the TB crew are working on a feature to adjust for this in matchmaking (it would be especially cool, although I'm not sure how it would affect que times, if TB tried to make individual lanes have even matchups).

So, with that in mind, there is only one scenario I can think of where a truly well-matched game leads to a stomp, and that's when one or more lanes happen to play better this game (when they're evenly matched in general), gain an advantage, and snowball from there. But as I said earlier, the stomp wasn't, ipso facto, the only subjective way I judged the skill matchup.

For the rest of this reply, let's presume that the teams were actually mismatched, so we can move on to the good stuff: what to do about uneven matchmaking.

How do you know that the teams were blatantly mismatched?

(especially given the following quote) I think what you're getting at here is the 'normal MMR is different than ranked MMR' thing. That is to say, that they play more ranked so their ranked and normal MMR are significantly different.

Re skill estimate: I think using current ranked placement and last seasons border is the most common approach. The problem with this is that each queue has it's own MMR so this proxy is going to have some built in error. How would you incorporate or adjust based on this?

First off, I need to say, it's absolutely imperative that ranked MMR is left out of normal matchmaking. That's because ranked MMR is indicative of your highest skill level, when you're tryharding; if it were used in normal matchmaking, you would have to tryhard in normals, or lose.

That being said, I think we want to minimize the fringe case where player X plays a ton of ranked, gets much better, then returns to normals and stomps. Therefore, here's my suggestion:

######....coming in the next post, because I've just hit the character limit on this one.

Hyrum Graff1 votes

####The suggestion:

When a player with a higher ranked MMR wins/loses a normal game, their normal MMR rises/falls by more/less than if their ranked and normal MMR were the same.

A technical way of thinking about this is, at the end of each normal game, after applying the normal MMR gain/loss, they have an additional MMR gain.

"But Graff, won't that just do the same thing as using ranked MMR for normal matchmaking, but with a time delay?" -Skeptical Community Member

It would, except that we have an additional parameter to safeguard against this:

The size of the additional MMR gain is determined by a few things:

  • The size of the disparity between your normal and ranked MMR
    and more importantly
  • The number of normal vs ranked games you've played recently

This means that if you played a bunch of ranked, won a lot, then play normals and are at roughly the same skill level as before you played ranked (because you're not tryharding in the normals), your MMR will go up a little more than it should, but will quickly return to the normal behavior as you play more normals.

An important thing to note here is that there doesn't have to be a linear relationship between ranked:normal ratio and MMR gain - there's a lot of room for you guys to play around with what numbers are best for creating even matchups.

Finally, I've got another suggestion; it's in reply to Sir ArmaMalum's post.

Sir ArmaMalum2 votes

To throw my own 2 cents here, there will always be hyperbolic matches based on extenuating circumstances, like a challanger queing with a bronze.

This actually happened to me http://i.imgur.com/QNOCBqI.jpg?1

and with that kind of disparity, I personally don't think it's the system itself, rather people intentionally gaming the system. Although that kind of does show the system's lack of contingencies against loophole searching like this.

(Going a bit into my own tangent for a bit sorry) Personally I think incorporating the difference in a group's average MMR into matchmaking criteria would be a good addition, so they can be paired with just a balanced or obnoxious groups when possible. (Unless, of course, this is already being done)

Re Knowing it's a mismatch. There aren't many good ways of seeing it post-game, but in-game I think there's one defining metric that can pinpoint a stomp: Kill/Assist rate. Not kill/assist number themselves, as that can be inflated by simply a long game, but if someone comes in and makes the enemy team feel like beginner bots, they'll be killing or assisting like crazy from the get-go. Sure people can get lucky and go on a killing spree in the first 10 minutes, but if someone is consistently doing so then (imho) the system needs to take that into account. Easier said than done I completely understand but I think it could get a net decrease to mismatches if that's the case. Ideally it would also work well against smurfs after their first few games.

Re cases well-matched turn stompy. Luck, momentum and morale. Those three are big factors in my experience to decide an ideally matched game. Once an advantage is gotten and held on to, the winning team won't (and shouldn't) let up until the nexus is down and in some vases this can cause the losing team to quite simply not have a good time. Morale can also just work against a team, toxicity and raging will naturally cause people to play worse and could cause an incredibly one-sided game.

Re Judging large sample size. Looking over a large number like this Law of Large Numbers comes into play and I'm sure that overall win/loss for individuals would eventually determine the matchmaker as doing its job. Unfortunately this isn't the practical application of a system governing players that majority rarely break 1000 games played. So in a practical sense, judging it off of raw win/loss isn't a good answer, but monitoring teamwide kill/assist differences between opposing teams could be a good start. Simply, factor games based a certain difference threshold (let's say, 20+ kill difference) differently. More often than not, games past this difference threshold were a stomp, and the MMR's of those affected should be treated ever so slightly differently than if it was a closer game.

Note that all of this is said without any real knowledge on the exact methods the matchmaker works, so I apologize if I've gone over a criteria or metric that's already being used.

Also, as a P.S. I actually won against that challenger supporting a somewhat troll comp, so really, (to anyone reading) ranking of individuals doesn't weigh as much as people would think. Don't let it get you down =)

http://i.imgur.com/tmrPh3D.jpg?4

Edit: Forgot to blot out names in chat, woops. Fixed

Hyrum Graff2 votes

#This is the reply I hope people look at

(Unless, of course, this is already being done)

...

I apologize if I've gone over a criteria or metric that's already being used.

This is one of my main points in this post, that we don't really know how matchmaking works.

Can we have a matchmaking dev blog? Rito plz!

Garnet Dust1 votes

I want to know what happened to the patch 4.7 Team Builder updates? Specifically,Solo players can now see which role/position combinations are in high demand when deciding their spec •"Play Again" has been added to the post-game screen, allowing Captains to automatically invite their friends from the same match to a new Team Builder lobby.

Hyrum Graff1 votes

"Play again" was added...

Yeroban1 votes

While I understand there are differences of opinion in the diligence one employs while playing ranked vs teambuilder vs normal SR, I've always thought a player's matchmaking rating, or MMR, should be based on the map they're playing on, not the game type (*excluding novelty game modes like URF, AllForOne, etc). There are no differences in the gameplay between non-ranked and ranked aside from bans. And very rarely do I see players or teams troll or goof off to toxic extremes in non-ranked game modes.

I think matchmaking could be more accurate if the MMRs for modes on the same map were continuously linked in some way; not completely, but partially. I think this would be useful for beginners and players who predominately play one game mode, when trying out a new game mode, as well as those who do not play certain game modes on a frequent basis.

What would be the downsides to more closely linking MMR between varying modes on the same map?

Hyrum Graff1 votes

People may not "goof off" that much in unranked, however, I'll try crazy things in unranked that I just wouldn't do in ranked (zilean or Veigar top, for example).

Additionally, I'm very good at 4 champs: anivia, diana, karma, and soraka. I play those 4 in probably 80% of my games. In ranked, I almost never play any other champs. My skill level on ANY other champ is MUCH lower. If my ranked MMR were linked to my normal MMR, I could never win a normal game unless I were playing one of the 4. That's limiting. That's the problem.

Aezuriel1 votes

I feel there is a major issue here that is not being explored, and that would explain a major hesitation for transparency in Team Builder. In part, people have mentioned Separate MMR's for separate game types, but haven't really explored the WHY? of it.

From my own experience... My team-builder games have met with MUCH better results (and w/l record) than my previous experience in matchmaking. While I expected to have better games, it strikes me that it is a statistical impossibility for EVERYONE to experience the same raise in win percentage, that I have in TB.

Just talking about it makes me a little nervous... because I don't know what to attribute it to.

  • Have I always been more team focused, and TB allows me to shine more?
  • Have I learned to game matchmaking and my MMR better over time, and a new play mode allows me to use that knowledge from game 0?
  • Am I just lucky? Is my performance in TB a statistical outlier?
  • Is Teambuilder being played more often by persons of a lower skill level than me?

I have a few guesses... but I don't know for sure what is causing the disparity in my performance. So, I can see why Reeto wouldn't want to say anything either. How can you be transparent, when you are still analyzing the data and trying to make it better. Why tell players how to game the system that is in place, when you are not sure if it is monkeyproof (though nothing is ever 100%).

Please don't mistake my tone ... I think having this discussion is a good thing.

But, I don't think we should soon expect the magician behind the curtain to show us the wires and duct tape holding everything together.

Hyrum Graff1 votes

If this were ranked, I would agree with you. But seeing as this system is still in iteration, I'm not sure it's a bad thing to allow players to find loopholes and flaws - the sooner they're found, the sooner they're fixed.

I understand there's a flip side to this - Team Builder's reputation. But I think the pros outweigh the cons, here, especially since you have another contingent of players (like myself) who will be working on coming up with solutions to those problems.

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