XP and IP system rework...

Emerald Fang··1 votes·601 views

Hello!!!

I am still at Level 27 after a very long time of playing (around 300 games or so). For new players, Riot recently halved the amount of XP to level up. I was particularly angry about this b/c I had spent hundreds of hours of my time grinding and they just lower the XP limit like that.

But that's kind of off-topic; let me move on to my main point:

Okay, so Riot's current XP system has no reflection on your skill, teammates' performance etc. It is based on TIME and whether you WIN or not. -Time and winning. That's pretty lame, and also unfair since you may get significantly more XP for a 60 min loss than a 20 min win. -XP is semi-proportionate to IP, and your IP is also based on time and winning. -What we need is an XP and IP system based on skill, specifically Mastery score. This system naturally raises/lowers the amount of games needed to 30 by determining XP count based on your performance, accurately determining whether you are ready for ranked.

MASTERY SCORE

-First, mastery score needs to be redone. -I'm not going to go and crunch numbers and determine HOW masteries are calculated, I think we just need a min and max. Since losing may only grant you 20% of the mastery score, a min and max would be helpful to establish a new base. Also maybe a rework of the levels? I think it should take a major dedication to max a character out; I found out that while maxing Akali it only took me around 35 games; similar with other champs. It should take at least 50 so people are inclined to play and level up their favorite champ.

-Wins: 500-1250 -Losses: 150-500

Rank 1: 0 pts Rank 2: 1000 pts Rank 3: 5000 pts Rank 4: 15000 pts Rank 5: 30000 pts The average person would have to play around 50-60 games to max.

With Riot planning to remove soloqueue, parties are going to be necessary to advance far in Ranked. For this reason party bonuses should simply be removed b/c the playerbase will be shifted towards people with more friends, making parties more and more common. Parties won't be special after a certain amount of time.

XP SYSTEM

My main point here, the XP system is flawed and needs to be fixed. There are a few reasons: -XP isn't based off of skill, only time and winning. -Partly for ^^^, but losing can sometimes give more XP than winning.

My new idea for an XP system still uses these, but prioritizes skill.

XP GAINS: -Wins: [25% mastery score]+75+[2.00 x Time] -Losses: [25% mastery score]+[4.30 x [Time-20min]]

This system heavily rewards wins. However it takes into account that losses are usually not all on you, and gives extra time bonuses for effort.

Averages: Assuming a 30 minute game with 820/320 mastery score gain (average gain according to above system) -Wins: 278 XP -Losses: 149 XP

XP PROGESSION: -The same 30 levels will be kept. However there will be different values:

-Level 1: 100 XP -Level 2: 240 XP -Level 3: 500 XP -Levels 4+: 500*[1.1^{n-3}], where n is the current level. TOTAL XP: 60689 XP -This curve will multiply at the same rate every level [exc. 1-3] making an expected curve. Need to know how much XP for the next level? Multiply your level's by 1.1. -The current and old XP progressions made no sense, only increasing by 10-20 until the dreaded Lv21 spike where you see your XP rates doubled, only to have them level off again!

Assuming a win rate of 50% and an average game consisting of 570 mastery gain and 30 minutes: 284 games would have to be played to reach Lv30.

-This is in between the proposed 210 and 395 games to reach Lv30 [before and after the patch respectively]. Players with less skill will have to play more to get to ranked and vice versa; this ensures a competitive Ranked environment where people know what they are doing.

PUNISHMENTS: -Now, I will admit, I have been hit with that dreaded LeaverBuster many times, and it sucks. Waiting 20 minutes before a game while rendered unable to access the menu is painful. But is it enough? -Leaverbuster initially will teach players not to AFK, but after a few 20 minute penalties, they will get used to it (at least I did). Now, I don't intentionally AFK, but if I ABSOLUTELY have to, I wouldn't mind that much. -A REAL penalty would be taking away earned resources. Not necessarily IP, but...

-Yes. After 3 Leaverbusters, just take away levels. Here's my idea: -Under Level 30: -3rd: 20 min penalty -4th: 1-2 level penalty [21+: 1 level. >21: 2 levels.] -5th and up: 3 level penalty

-Level 30 [Ranked or not, doesn't matter] -3rd: 20 min penalty, LP loss -4th: 1000 XP penalty [Yes, temporarily removed from Ranked. Stats will still be intact after player reaches 30 again.] -5th: 2000 XP penalty -6th: 5000 XP penalty and demotion by one division -7th: 5000 XP and demotion by five divisions [One whole league]

-Harsh? Yes. But players need to learn that going AFK is not acceptable.

WIP... IP CHANGES COMING SOON

3 Comments

LostFr0st1 votes

They rolled over the excess xp that you had saved up. When you logged in the first time after the adjustment and played a game (any queue) it should have bumped you up to whatever you would have been had you grinded at the now current xp gain.

Emerald Fang1 votes

It only did that for the current level. I had 2000xp for Lv26, and playing a game only rolled that excess (720ish) over to the next level, if that makes sense. I would have been Lv30 by far if they used total xp.

LostFr0st1 votes

Yeah, you're right, I found Riot Reinboom's post on it. http://boards.na.leagueoflegends.com/en/c/gameplay-balance/MxjyfJB6-riot-would-you-be-willing-to-add-a-200-xp-bonus-to-the-first-win-of-the-day-reward?comment=001c0000000000000005

Why would you want to tie leveling to mastery score though?
It's already easier for skilled players to level up since they win more and therefore level up faster. You suggestion would just make it easier for people to spam level up accounts and make it harder for people who don't spam one champ to level up.

On the mastery score thing: they are adding more mastery levels so I think the amount for lvl 5 is ok.

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