request regarding re-distribution of mmr based on kda

maruccii··1 votes·1,266 views

how about redistributing mmr base on the game score(kda)? for example, the one who trolled so fucking hard in the deatfed team should get more disadvantage in term of mmr and the one who carried the entire game should be excluded or losing less mmr point.

everyone is gonna play damn hard until the end of the game i think also we wont be able to see those who give up early or afk

oh and there shouldn't be time limit reporting afk
if anyone is afk or disconnected for more than 1 min we should be able to report them even no matter how long game is in progress. another example, winning team should get minimum mmr point like 10 or so and the one who is disconnected or afk should get all disadvantage losing 50 mmr or something like that.

10 Comments

AeroWaffle8 votes

No.

KDA is simply not a completely accurate assessment of how well you've helped the team.

For example;

KDA is incapable of showing selfless sacrifices that saves the lives of their teammates. If their teammates got kills, great, the player gets assists. But sometimes a player holds back the enemy team so their teammates can make a retreat without being wiped (and a wipe often ends the game if it's late-game).

maruccii1 votes

i agree with that supp position is kinda hard to get good kda but how about excluding supp postion from this? i have seen so many game players who are reckless for their play. like "i know i'm bad so i am going to feed no matter what"

Magical Player5 votes

{quoted}

i agree with that supp position is kinda hard to get good kda but how about excluding supp postion from this? i have seen so many game players who are reckless for their play. like "i know i'm bad so i am going to feed no matter what"

1/12 singed takes every tower in the game, but gets less mmr because his score is 1/12...... but has 300 cs 9 tower kills, 5 dragon steals, 2 baron steals. most damage in game

kda does not make sense for a stat to base your skill on

Kei1431 votes

actually if he did the most dmg in the game, he'll probably have a tonne of assists.

Either that or he harassed the enemy a tonne and the team didn't even follow up within 15 secs.

Magical Player1 votes

{quoted}

actually if he did the most dmg in the game, he'll probably have a tonne of assists.

Either that or he harassed the enemy a tonne and the team didn't even follow up within 15 secs.

or enemy team is 5 tanks and your team is 4 supports and singed bunch of meat sheilds that deal no damage so singed poisions just uurns em all

TrulyBland1 votes

Who says only supports can hold back the enemy team in order to ensure a safe retreat? I like to play Jungle Nunu, and I can promise you that it happens very frequently that I have to stand still with my ult while my team retreats to ensure a bad engage doesn't end in an ace. Every champion with some form of cc that puts themselves in danger and/or makes it difficult to escape at the same time can pull this off. And honestly, depending on positioning you can even force it with the threat of high damage burst.

It's not a matter of roles or even of champions. It's a matter of playstyles. And you cannot account for all playstyles because not all playstyles even currently are known. Strategies and playstyles pop up every now and then in a "Why did I never think of that"-way. And almost always it involves doing something that previously would have been considered a bad idea.

In the end it's a matter of personal philosophy: Do you prefer high accuracy or high precision?

Assuming that MMR aims to identify how much you contribute toy our team's chance of winning, Riot's system has undeniably the better accuracy, as this is literally what it's measuring. It's keeping track of which games you win and which games you lose, while also estimating how high your chance to win "should" have been. However it fluctuates heavily. Given that you always either lose or win, but you never have a 100% estimated chance to do either of the two, your MMR will always change over time. That makes it impossible for Riot to ever give you a precise value for your MMR. --> High accuracy, low precision.

Individual performance systems ultimately try to lower that fluctuation, by making the "measured" contribution less binary and allowing in extreme cases the gain of MMR despite losing a game. Eventually you could theoretically even reach a precise equilibrium for your MMR where every game, loss or win, your stats are equally good (given the circumstances). But at the same time what you are measuring now is no longer the actual statistical contribution to your team's chance to win. You are measuring things that correlate with winning in some form. And while that could be accurate, there's no good way to tell whether that is the case, or whether it will stay this way. --> High precision, low(?) accuracy.

Personally, I prefer Riot's method, as low precision fades with enough samples. That means that if the system has the wrong impression of your skill due to fluctuation, that might be bad, but at least you are capabale of "fixing" it yourself: Just play more games. Low accuracy on the other hand, doesn't allow this. If the system in place is inaccurate for your personal playstyle then you're tough out of luck, and your best hope is writing a forum post about it and trying to get Riot to try and consider your playstyle in their formula.

AeroWaffle2 votes

Any position can and should sacrifice their KDA if it means preventing their team from losing.

You're suggesting that people be selfish and play for their own personal scores in a game that requires a large amount of teamwork.

slôw2 votes

Congrats for worst suggestion of the year! CORRECTION!:

SUGGESTION(S) OF THE YEAR!

C-C-C-COMBO!!!!!!!!!!!!!!!!!!!!!!!!!!!

You know your suggestion was dumb as hell if every single person is writing several reasons each how dumb it is.

KANDAONFIRE2 votes

Every objectives and champion objective hit can be tracked in every game. Map presence is tracked as well. CS is tracked. KDA is tracked. Warding is tracked. So why is it that none of that matters when calculating MMR? Because the people at riot are inconsiderate idiots. Excuses like "people will play for themselves" or "support dies a lot" are idiotic excuses. A support could have different standards than an ADC. Number of wards across the map? Assists? Wards found? Time spent in proximity to adc? And much more. And each of these could have their own factors of contribution to MMR. And anything that cannot be tracked like actions that sacrifice for the team could go into the catch-all bucket of win/lose; which would be weighted on more. Why is this so difficult? Because people at RIOT are just inconsiderate idiots. They have a system that works about 50% of the time, and it makes them money, so then leave it as is. If adding this system of MMR contribution costs money and doesn't bring more money in, then why do it? That's why the current system only cares about win/loss.

Hambone20131 votes

No lol I'd a team game and the team needs to either succeed or fail as a team. Introducing kda anywhere puts people in a solo mindset to shield their own kda from harm instead of risking it to win.

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