New LP attribution proposition

Shôgun·4/5/2019, 1:09:36 PM·2 votes·3,036 views

Hello,

I create this thread to submit an idea I had about LP attribution. Instead of the current way to attribute LP for each player after a ranked game, I propose the following idea: give 100 LP to the winning team and take 100 LP to the losing team. In more details, each player of the winning team would be attributed a part of the 100 LP based on his performance during the game. The performance could be measured for example with the existing score attribution (S+, S, S-, A+ etc). So that if one player hard carries, he could get 40 LP and each of the 4 other players would get 15 LP (40 + 4x15 = 100). This is of course a caricature example but it is to show the idea with an example. In a similar manner, if someone really ruined the game in the losing team, he would lose 40 LP as the others would lose 15 LP. Note that the mmr of each player regarding those of other players in the game could still be considered, so that a player that hard carries but has the highest mmr of the game would win less LP than a player that would hard carries but who would have the lowest mmr of the game.

To me, here are the pros of this method:

  1. This could better reflect the performance of each individual player in a team
  2. This would encourage each player to try hard the game, no matter if losing or winning: if a player is in a game that is likely to be won, it is still better in his interests to keep try harding the game to win the maximum of LP. On the contrary, if a player is in a game that is likely to be won, it is still better is his interests to keep try harding the game to lose the minimum of LP.

To me, the cons of this method:

  1. Players may adopt bad behaviors like stealing kills or farm to have the best possible scores and win/lose a maximum/minimum of LP.
  2. If the score measure is biased, then players will tend to exploit the biases to win/lose a maximum/minimum of LP.

This is just a draft of this idea and I think it could be completed/improved. But I would appreciate to know what you think about it and if you have ideas to complete/improve it!

Cheers

2 Comments

JakeParkbench4/5/2019, 5:01:09 PM3 votes

This has come up before. The end reason why riot doesn't use a performance based LP system is simply it does not encourage do what ever it takes to win.

Easy example is being a split pusher. Enemy team always send 3 people to kill you but you team get ahead every time. You get less LP for dying while providing the needed pressure. Same for an engage tank dying for the setup or an assassin going 1 for 1 but getting a critical target.

The system now just says win but whatever you can do and you climb. It sucks in that it can't protect you from.a feeding bot lane but doesn't punish you when another lane won you the game as you got camped.