I can improve Riot's feeder problem overnight

A Bronze Garen·1/18/2020, 1:36:25 AM·2 votes·2,207 views

Out of every 10 games on average...

How many of those 10 do you participate in true back and forth competition where the outcome is ultimately determined by a clutch play, well-coordinated team fight or an amazing hard fought comeback?

Now how many of those 10 are basically decided by whoever had the least "feeders" on their team?

If you relate more to the 2nd scenario... you're not alone.

Riot has a REAL problem with people genuinely NOT caring about ranked while queuing up for ranked. You know the type: -They don't pick a ban or talk strategy in matchmaking. -Lock in a role they don't know how to play or go ADC support and steal CS -AFK in fountain during early game invades -10 deaths in 15min

"I don't care." "This isn't my main account whatever."

There is absolutely NO ACCOUNTABILITY for these people because "technically" they aren't intentionally doing it so reporting falls on deaf ears (or bot ears) because they are communicating their lack of care to the team, and didn't straight up quit the game.

My solution is simple. (Hopefully someone at Riot will see this, but I doubt it.)

Just as there is a penalty for leaving early and significantly decreasing your team's chances of winning, there should also be a penalty for significantly decreasing your team's chance of winning by constantly dying again and again with no remorse.

Do I think these people's accounts should be deleted for having a bad game? No I do not.

But what if certain poor performance metrics are hit you received a queue wait penalty. Disable their ability to join ALL non-CPU game modes for a short duration to encourage them to harness their skills in practice or non-competitive modes. This would (AT THE VERY LEAST) get people to think about their performance and how it effects a community already plagued with toxicity.

What those poor performance thresholds are can be left to people way smarter than I. While not every game with a feeder ends in DEFEAT I would welcome any data showing their isn't an overwhelming correlation to it.

With that in mind some basic concepts that could be built into a much more complex algorithmic system could look something like:

If Loss and 0/5/x before 10min ......... 30min ranked queue duration penalty. If Loss and >2/10/x before 20min ........1hr ranked queue duration penalty. and so on.

Obviously these could be tweaked and weighed based on roles - ex. Support tend to die more than other roles so assists taken into consideration.

Doing this would immediately improve the behavior and performance of the community. Less people feeding (and hopefully using practice modes) Less toxicity because people know players will no longer get away with going 0/10 and saying "whoops sorry guys bad game."

tl;dr - Penalize Queue Time for people who are significantly decreasing a team's odds of winning whether intentional or not based on poor performance thresholds.

Looking forward to hearing any logical response on why something like this would not improve the game and community over night.

14 Comments

rujitra1/18/2020, 1:51:01 AM10 votes

If you don't want to be matched with these people who play poorly, then you need to display your skill is much greater than theirs.

MagicFlyingLlama1/18/2020, 2:06:22 AM7 votes

Looking at your match history, the rules you just proposed would result in you being suspended.

Dont project, get good.

NF Remilia1/18/2020, 6:04:52 AM5 votes

Man if this system becomes true , i wish you get matched againts duo challenger smurfs , they camp you and make you go 0/10 in 10minutes then you will curse the system right?

Kei1431/18/2020, 1:49:55 AM5 votes

Or ... you can improve your macro game and carry regardless of other people's performance.

You know that hard fought comeback you speak of? It comes often with good macro.

Upgrades1/18/2020, 3:41:33 AM3 votes

Thats a good way to significantly decrease the player count overnight instead of fix feeders overnight

[sg-miss-fortune]

CharDeeMcDenniz1/18/2020, 2:08:33 AM3 votes

[{quoted}](name=A Bronze Garen,realm=NA,application-id=ZGEFLEUQ,discussion-id=gnYtEsev,comment-id=,timestamp=2020-01-18T01:36:25.465+0000)

tl;dr - Penalize Queue Time for people who are significantly decreasing a team's odds of winning whether intentional or not based on poor performance thresholds.

you want to punish players for not being good at the game? are you nuts?

no, in no way, shape, or form would this fix ANYTHING ever, much less over night

AeroWaffle1/18/2020, 4:13:34 AM3 votes

Player A is the cause of their own losses a majority of the time. Player B is usually not the cause of their own losses.

Player A will lose more than Player B. Player A will lose ELO until they are matched with/against people who have similar problems with their own performance. If Player B continues to influence games in their favor and plays better than average they will raise in ELO until their "better than average" is just average for their rank.

Does having bad luck and getting a lot of bad teammates have an effect? Sure. But adding more punishments for playing poorly is not going to change that. You're still going to occasionally have the bad luck to be matched with teammates that happen to do poorly. Sometimes in consecutive matches.

Knife88Edge1/18/2020, 4:38:32 AM3 votes

[{quoted}](name=A Bronze Garen,realm=NA,application-id=ZGEFLEUQ,discussion-id=gnYtEsev,comment-id=,timestamp=2020-01-18T01:36:25.465+0000)

Out of every 10 games on average...

How many of those 10 do you participate in true back and forth competition where the outcome is ultimately determined by a clutch play, well-coordinated team fight or an amazing hard fought comeback?

Now how many of those 10 are basically decided by whoever had the least "feeders" on their team?

If you relate more to the 2nd scenario... you're not alone.

Riot has a REAL problem with people genuinely NOT caring about ranked while queuing up for ranked. You know the type: -They don't pick a ban or talk strategy in matchmaking. -Lock in a role they don't know how to play or go ADC support and steal CS -AFK in fountain during early game invades -10 deaths in 15min

"I don't care." "This isn't my main account whatever."

There is absolutely NO ACCOUNTABILITY for these people because "technically" they aren't intentionally doing it so reporting falls on deaf ears (or bot ears) because they are communicating their lack of care to the team, and didn't straight up quit the game.

My solution is simple. (Hopefully someone at Riot will see this, but I doubt it.)

Just as there is a penalty for leaving early and significantly decreasing your team's chances of winning, there should also be a penalty for significantly decreasing your team's chance of winning by constantly dying again and again with no remorse.

Do I think these people's accounts should be deleted for having a bad game? No I do not.

But what if certain poor performance metrics are hit you received a queue wait penalty. Disable their ability to join ALL non-CPU game modes for a short duration to encourage them to harness their skills in practice or non-competitive modes. This would (AT THE VERY LEAST) get people to think about their performance and how it effects a community already plagued with toxicity.

What those poor performance thresholds are can be left to people way smarter than I. While not every game with a feeder ends in DEFEAT I would welcome any data showing their isn't an overwhelming correlation to it.

With that in mind some basic concepts that could be built into a much more complex algorithmic system could look something like:

If Loss and 0/5/x before 10min ......... 30min ranked queue duration penalty. If Loss and >2/10/x before 20min ........1hr ranked queue duration penalty. and so on.

Obviously these could be tweaked and weighed based on roles - ex. Support tend to die more than other roles so assists taken into consideration.

Doing this would immediately improve the behavior and performance of the community. Less people feeding (and hopefully using practice modes) Less toxicity because people know players will no longer get away with going 0/10 and saying "whoops sorry guys bad game."

tl;dr - Penalize Queue Time for people who are significantly decreasing a team's odds of winning whether intentional or not based on poor performance thresholds.

Looking forward to hearing any logical response on why something like this would not improve the game and community over night.

I complain here in player behavior alot recently, but i got to say it's very rare to see feeders.... even in Bronze 4 where i was placed (now in Silver 3). Maybe 1-2 feeder in 5 games and i think that's a reasonable RNG. The key to winning those games is keeping the morale up. Especially be good towards the feeders so they won't tilt. Trust me, give those feeders a calm mind and you'll win the game.

Silent Gravity1/18/2020, 2:47:14 AM1 votes

They don't penalize queue time for people who significantly decrease a team's odd of winning.

What they do, is they reduce that account's MMR.

Tele II1/21/2020, 10:37:36 PM1 votes

This would require an impossible to achieve matchmaking system that somehow knows everyone is gonna play at the very same level so that no one could possibly get outplayed really hard unless they just werent trying or didnt care. Emphasis on "impossible to achieve".

PresBushDid7111/21/2020, 10:44:05 PM1 votes

They has to be a troll post, in your last couple days you have these scores: 4/12 5/10 1/9 4/13 In back to back games 1/8, 1/7

I don't even think it's even an argument to "get gud", how about getting to a 1.0 kda first.