Rethinking Ranked Fives and Tuning Dynamic Queue

Riot·6/17/2016, 3:09:20 AM·27 votes·98,008 views

Two weeks ago, we confirmed we're not bringing back solo queue and promised to do a better job of keeping you updated about our ongoing efforts to improve ranked.

So let's talk about what we're doing to address three specific issues:

  • Recognition for skilled solo play in dynamic queue
  • Opportunities for ranked fives
  • Matchmaking problems including queue times for high MMR players and improved odds for everyone to get their primary role

INDIVIDUAL ACHIEVEMENT AND RECOGNITION IN DYNAMIC QUEUE

Individual achievement isn't given the same recognition in Dynamic Queue, and this has left some solo-only players feeling disenfranchised. We're shipping a feature in 6.13 that ought to help: ranked emblems.

The goal is to give you another tool (alongside your rank and champ masteries) to show what sort of player you are. We'll track your win history and premade size, and once you reach 25 wins in Dynamic Queue you'll earn either a Solo Emblem, a Dynamic Emblem, or a Team Emblem. The emblem you earn is based on the way you've queued up for your previous 25 wins, and you can only have one emblem at a time. Emblems have no impact on matchmaking, but they'll show up on the ladder and will be accessible to third-party tracking sites through our API.

So how do you know which emblem you'll get after 25 wins?

  • Solo Preference Emblem: Queue alone for most of your games
  • Dynamic Preference Emblem: Queue with varying team sizes for most of your games
  • Team Preference Emblem: Queue with full teams for most of your games.

The ranked emblems system isn't retroactive, so it'll begin awarding emblems based on the first 25 wins you get after it launches.

With solo queue gone, there needs to be better recognition of individual achievement. We're committed to solving this problem, and we think this implementation of ranked emblems probably won't completely solve this issue for the players who are least happy with dynamic queue. We're seeing emblems as one step towards a better system, not as the end-all-be-all solution to the problem. We want to see how this is received before we move on to other options (and we are looking at other options).


SCHEDULED RANKED 5v5 TEAMS

We disabled ranked teams at the start of the season because we were unsure how match quality would be affected by the addition of dynamic queue. Now that we've limited high MMR players (Diamond 5+) to solo, duo, or trio queues, those players have no option to play ranked as a group of five. Even among the much larger population of players who fall below Diamond 5 (about 99% of all players), we've heard that people miss the ranked 5v5 queue. They miss the unique challenge of managing a consistent ranked team without the constraints of tier restrictions. Queue population issues prevent us from bringing back a permanent ranked fives queue, because we can’t guarantee reasonable queue times in off-peak hours. Instead of giving up on ranked fives, we want to try a potential solution: scheduled ranked 5v5 teams.

Other than the fact that this queue will not be available 24/7, it'll function exactly like the old ranked 5v5 teams queue did. We're still evaluating exactly what time and days for each region make sense, so look for more info on this in the coming weeks.


QUEUE TIMES AND POSITION SELECT

Queue times have been far too long for high MMR players. As part of our ongoing efforts to solve this, we introduced an autofill mode that triggers when we expect position select to lead to unacceptably high queue times. Our initial data shows that high MMR queue times have improved dramatically, and most players in Master and above are only ever impacted by autofill once every ten games. Here are more specific stats:

You'll notice that queue times for everyone under Diamond tier have actually gone up slightly. This has nothing to do with our tuning of the autofill feature. Instead, this is a trade-off we're making to increase the likelihood you'll receive your primary role in champ select. Regardless of your ranking, you should have a better chance to get your primary position.

These are great gains, but what about the criticisms against autofill? The autofill feature undermines one of the main promises of new champ select—that you'll get the role you want. This is undeniably true. Forcing players into autofill means they'll sometimes get stuck in their weakest role, and this makes climbing into the highest ranks as a one-trick or mid-only player much harder.

We're okay with this right now for two reasons: 1) It's necessary to get high MMR queue times down and improve matchmaking quality, and 2) Players dealt with an even more drastic form of randomized role selection for years in the previous champ select process. The high queue times and matchmaking inequalities we've been dealing with resulted from our switch to new champ select with its position-select features.

But we aren't willing to give up the gains that new champ select brings us—it's still awarding high MMR players their desired role at a much higher rate than what players were used to with last season's ranked draft pick. Instead, we'll continue making adjustments and improvements that minimize the irritation of not getting your preferred role.

The shift to dynamic queue is about reinforcing League as a team game, so organized team play needs to be much, much easier than it is now. We need to offer the right platforms, tools, and team-finding capabilities to stand behind League as a team sport. We're not there yet, but we're determined to do the work get there.

This is an iterative process. We'll keep communicating specific details about our plans for improving ranked, and we'll be honest about what's working and what isn't. Ultimately, we're aiming to give every type of player (including solo only players, high MMR folks, and people who are currently happy with dynamic queue) the best League experience possible.

688 Comments

MuyAstuto6/17/2016, 8:33:08 PM433 votes

"The shift to dynamic queue is about reinforcing League as a team game"

It is a team game in the sense you have a team, but not in the sense that the vast majority of players are playing with their friends in ranked. It's crazy that you are trying to pad the hurt-feelings of solo que playerss by offering them meaningless swag. Icons are useless, whereas solo que experience is the CORE of the game for these people.

Very few people like the dynamic que change. You are slowly coming to grips with that and we can all see it. Your round-table made it obvious and all these band-aids only insult the people who hang on, hoping for solo que to come back. Ranked is a shadow of its old self.

Shame.

SergeantScuttler6/17/2016, 9:24:14 PM137 votes

A pure solo player with rank X and a pure 5s player of the same rank don't represent the same skillset. They're vastly different experiences and don't belong on the same ladder in a competitive game. It would be similarly misguided to average out doubles and singles rankings for tennis in order to provide a unified ranking. Just like in DQ's case, this would only create an ambiguous ranking which fails to be a good indicator for either format.

For a ladder to be valid, it has to operate under controlled conditions which are consistent for all its members. DQ adds a myriad of new variables which greatly increase the difficulty in isolating individual skill while also dramatically increasing variance and leading to a feeling of reduced individual control in outcomes (for both directions). Worst of all, many of the variables are not only unequal but also unknowable (voice communication, smurfs boosting friends, well-practiced pre-game plans and strategies etc.). Unknowable variables are especially problematic because it's impossible to perfectly compensate for their absence/presence and their influence can be wildly different from game to game.

When you can't accurately compare players of the same ranking due to potentially huge queue configuration differences, you know the ranking system is broken at its core. These are not just matchmaking or queue time issues. This is about the very legitimacy of ranked and as long as such inconsistent experiences are aggregated on the same ladder, it will always fail in this dimension. Even the best voodoo math cannot change the fact that the fundamentals directly oppose key premises of a viable ladder and such attempts will always lack transparency for laymen anyway.

As ranked is further devalued, motivation to pursue the game seriously will dampen and the primary engine behind the game's growth will eventually stall. When people no longer respect and trust the ranked system, they'll be less driven by self-improvement through streams, guides, as well as watching LCS or absorbing other LoL content.

Forsaking ranked integrity in the hope of attracting more casuals is akin to plunging a dagger through your heart to cure high blood pressure. As the blood pressure first drops, it may seem that cardiovascular health is better but the cruel truth eventually manifests itself. Most of what makes LoL a vibrant game comes from its hardcore fans who make art, create websites, stream, preach to their friends, post on forums, etc. The casuals don't care all that much whether it's normals or ranked anyway and tend to follow the trendsetters from game to game. Even if ranked is more accessible to them, they may never become that "ideal ranked player" who buys a lot of skins and champions. It’s not worth losing the goodwill of the community and frustrating those who actually do care about ranked.

While SQ would be ideal, Riot seems unwilling to let their customers choose which queue will live so I’ve come up with a few compromises. The first would be to simply not allow anything beyond duo queue in Platinum and above. The most vociferous opposition to DQ comes from dedicated players in these ranks and larger premades also lengthen queue times. Since it’s generally accepted that anyone can reach Gold with some effort, allowing DQ and its distortions upon the ranked system only below Platinum is an easier pill to swallow.

Another idea would be to keep DQ but segregate out solo performance almost as if it was a separate queue. This would still be higher variance than a true SQ due to premades but at least all solo players would be exposed to the same variables over sufficient games. Unlike the current system, it would have internal validity and it also wouldn’t kill 4s like a solo ladder probably would.

Nefas6/17/2016, 8:56:50 PM82 votes

This emblem means absolutely nothing for me as a solo player. This proposal seems like something slapped together over night and quite frankly is insulting. This is what we get after 6 months of dynamic queue? Some crappy "emblem" that isn't really even unique to solo players since dynamic and full team players get their own emblems as well. Perish the thought that solo players ever get anything actually for them and them alone when dynamic players get IP boosts and all kinds of Hextech boosts.

Blah blah blah "this is just the start". Sure. This is your slapped together short term proposal. We will probably possibly maybe SoonTfuckingM in a year or so get real solo recognition. Riot really pisses me off.

Solerian6/17/2016, 8:30:12 PM66 votes

The problem people complain about with dynamic queue is matchmaking, so you introduce a system that could be useful in improving matchmaking, but decide it's not going to affect matchmaking. So, we just get vanity?

Yeah, wow you guys are so unforgivably disconnected from the community. Make the social experiments stop, please.

ThatNinetiesKid6/17/2016, 8:43:59 PM51 votes

I mean the biggest issue is I dont care about emblems. That place on the SOLO Q ladder has my name on it. And its being effected by groups, on my team or theirs because of communication.

Its not hard to see what happens at 12 mins into the game when people group and start taking stuff while my team is in the laning phase still. And or teamfights/rotations are much smoother. You simply cannot beat that with pings and stopping to type.

Nothing gets on my nerves more when im in jungle and the next thing you know im being invaded by 2-3 people working together in comms. While my team has no clue whats happening yet.

The whole "Dynamic" and Philosophy has changed since season 6. Its like the SOLO Qer is being punished. Why cant we have separate MMR's for grouping and the solo grind?

An emblem is not going to combat any of these problems I listed. Even with Voice chat coming in the future. Its no guarantee everyone will use it. And are you guys going to listen to each game to see who was toxic or not?

Maybe its time to reduce LP gained for people grouping. And give extra LP for people going Solo. We can all operate on the same ladder this way. Because for the soloQ player it gets really one sided. Its not like it was in season 2 anymore. One mistake from your own team could end the game, And it sucks because you dont have the same communication they do.

Before in Solo Q, You used to be able to read what the person was going to do with a series of movements and pings. It was sweet setting up that wombo with no words at all. You had a mental connection with your team members. All that has changed.

Does any of this make sense to anyone else? Or am I alone?

Lilybet6/17/2016, 8:56:28 PM48 votes

I would like to see some stats on solo players. how often do solo players win games? What role has the highest winrate for a solo player?

I think that your emblem system is going to be horrible. That's not a reward, especially when everyone else still gets bonus IP and better communication.

One of your dynamicq choices REQUIRES a solo player. And that solo player gets jack shit for being an essential part of a team.

Why don't you start focusing on the benefits to being solo players mixed in with premades?

PsycloneJoker6/17/2016, 8:17:11 PM34 votes

The ranked emblems system isn't retroactive, so it'll begin awarding emblems based on the first 25 wins you get after it launches.

Nice now after six months of this cute DQ experiment all the boosted animals can start playing solo and avoid being called out on getting their friends to boost them. God bless. This would have actually been a decent addition if you made it retroactive but now it's useless for this season.

Instead of calling this Season 6 you should have called it Season Beta, because that's what this crap has felt like all season long. Hope you can manage to get your stuff together by the time Season 7 rolls around.

lmMark6/17/2016, 8:27:42 PM27 votes

This is basically saying "now you know who to hate and be toxic to". Seems kinda backwards with what the team has been going for... is the hope that people will stop doing 5 man teams to avoid community shaming so you don't have to make the decision to limit queu size? I just don't understand this decision at all

Mktrix6/17/2016, 9:13:18 PM23 votes

Why schedule ranked 5s? Give people the option to queue up whenever they want as a team and give a pop-up disclaimer about queue times if they choose to go in at off-peak hours. Those willing to wait should be given the option to if they want it.

Jeddy0176/17/2016, 9:13:42 PM18 votes

I have a question: Are you guys planning on doing the Ranked Rewards the same as previous seasons? You know, the end of season rewards & all that. I feel you should change how Ranked rewards work due to the change to Dynamic queue.

Also, I don't see anyone at Riot address a common complaint of solo players. The pain of playing WITH premades, specifically 4 man premades. Any plans for that?