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Help Riot improve matchmaking! Looking for examples of bad matchmaking

View Poll Results: How many games do you expect to play before you reach your true Elo?
< 10 Games 171 1.59%
11-40 Games 798 7.41%
41-80 Games 1,146 10.64%
81-120 Games 1,710 15.88%
121-160 Games 650 6.04%
161-200 Games 905 8.40%
200-399 Games 1,669 15.50%
400-599 Games 1,055 9.80%
600-799 Games 444 4.12%
800-999 Games 166 1.54%
1000+ Games 2,054 19.08%
Voters: 10768. You may not vote on this poll

First Riot Post
 
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Lyte Lyte's Avatar ?? Lead Designer of Social Systems

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161 of 173 Riot Posts
03-21-2012

Quote:
Originally Posted by Au11 View Post
I agree with RANGERIKE1363 (except I haven't been suspended). The number of abusive players, feeders and AFKers seems to be on the rise along with the bad language. I report them everytime and I do the Tribunal almost everyday. Plus I have to deal with LOL software errors that you guys can't seem to fix (lags and DCs) so I dont play ranked (yes I have a support request in). On top of that I have to deal with this horrible matchmaking system. It is so bad that my kids rarely play this game anymore (which was why I started playing in the first place).

In my last game, my team had wins of 888, 237, 204, 712 and 236 for a total of 2277, The other team had wins of 1145, 162, 847, 991 and 783 for a total of 3928. This is a ratio of almost 2 to 1. The kill ration was 11 to 24 (what a big suprise). The game ended at 24 mins. How is this even remotely fair? Our team had zero chance of winning and it certainly wasnt fun being the only non-feeder on the team. .

You now have 162 pages of posts. When are you going to fix the match making system?

BTW, did you ever publish the match making algorithm?
I am preparing a new post soon with matchmaking updates and a new discussion. Matchmaking algorithms were not published anywhere.

 
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LilMikeyV ?? Senior Member
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03-21-2012

I understand raging about things you don't like, buy Lyte created a thread to find problems with matchmaking so he can address them and improve the system. Why you would come in here and rage about the system is beyond me, because clearly he is working on it. Yelling that it needs to be fixed. Obviously Riot knows this or they wouldn't have him working on it. Be constructive. Post idea, examples, etc. Don't just post a rant about how it sucks. He's working on it and said several times he's in the process of coming up with a list of changes and will create a new thread. Obviously you don't ready the rest of his post. Be constructive or don't post. Hes trying.

I would actually venture a guess that the people in here just to rage are the same people who rage in game and just criticize, rather than try to be positive and help. Just saying.

 
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Kshatriya ?? Senior Member
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03-22-2012

Bumping this post. Clearly matchmaking has been an issue due to many things, elo ranking (bad for multiplayer), new ranked players matched with veteran (150+ wins), afks, free week champs in ranked, new release champs in ranked, troll ninja lack of communication players, rage rage rage..the list goes on. But it needs to be not just addressed, it needs to be fixed NOW. I don't want updates that promise fixing, We want results, not text post "promises".

/endRANT

 
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Zuroh ?? Junior Member
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03-22-2012

Just came back from a 2 month break, and noticed this post, figured I'd add my recent experience. Over the last 2 nights I have been duo queueing (normal) with a friend, who even after my break, is at a far lower skill level than me.

The first night back (3/20) we won 3 and lost 1. All 3 wins I felt our team mates where of a far higher skill than the enemy team. It seemed that everyone getting placed on our team was at my level or higher. And the enemy team was at my friends level or lower.

Last night (3/21) we won 0 and lost 4. I did not look into the enemy teams match history or any ranked ELO. But from observing the game play I felt like the enemy team players where all at my skill level and in some cases far higher, and all of my teammates where at my friends skill level or far far lower. Needless to say we had no chance in any of our matches.

 
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Para ?? Senior Member
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03-22-2012

I made this post in support for Dominion ELO. It should be shown. It has been one of those nice factors that veteran Dominion players have been riding on to keep on going.

 
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Alan MQ ?? Senior Member
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03-22-2012

Quote:
Originally Posted by Lyte View Post
I am preparing a new post soon with matchmaking updates and a new discussion. Matchmaking algorithms were not published anywhere.
Lyte, PLease make the "SOON" in a real soon, I just dont know why every time i played TT, our enemy team is double the wins than us, although sometime we could win with much effort, but most of the time we were pissed in game and find out that the enemies have far more WINS(experience) than us. Please fix it.

I dont mind losing but the fact is people start to Troll when they see we have less skill than them because of the match making. They would say, this is just skill, you suck, noob team, look at you score...... this isn't just fun at all.

 
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Jayhawks ?? Senior Member
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03-22-2012

Quote:
Originally Posted by Lyte View Post
This is an idea; however, I want to avoid telling friends they cannot play together. I would like to push for a solution where friends with greatly different Elos can still play together, but we allow the matchmaker to give them a fairer match -- perhaps with the cost of some longer queue times.
I don't see how this could ever be possible, unless the person with the greatly different (lower) elo is actually much better than that elo and shouldn't be there in the first place.

 
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BlizzGrarg ?? Senior Member
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03-22-2012

Lyte, here are some of my ideas. Please comment on them.

1) Problem:
There is huge variance in player skill at the 1300-1500 elo level. I often get games where one or more players have absolutely no clue what they're doing. After the game is over, I look at their elo, which is the same as ours but he only has 16 wins. This kind of pairing ruins matchmaking and discounts experience as a factor in skill level. Plenty of people get lucky and shoot up in the short term.

Solution:
Add a tier factor to each person's account, based on ranked wins. Hypothetically, let's have these tiers be 0-80, 80 - 180, and 180+. Matchmaking prioritizes putting together people who are in the same bracket, with some allowances being made if queue time takes too long. I believe this solves the inexperience problem quite neatly without negatively affecting anyone's gaming experience.

2) Problem:
Duo queue pairs often have huge differences in elo, which either results in the higher level player rolling his lane and the game or the lower level layer's lane crumbling, leading to nonstop feed. This kind of scenario makes the game unfun for everyone and many of the games I play with duo queuers result in 20 minute surrenders on either side.

A secondary problem is the lower level player getting carried beyond his level. I've often a high level duoer whose partner is very new to ranked. This lower level player is often taught to play one role (support usually) reasonable competently, taught to play passive and hold their lane until his partner can snowball and win his lane for him. Once left alone, however, this lower lvl player becomes a real terror in his bracket, costing whichever team he's on the game due to his inexperience and inability to adapt.

Solution: Either pair duo queuers with similar elo differences against one another (possibly impractical due to limited availability) OR create an elo requirement for two people to duo (say, the lower player must be at least 85% of the higher players elo, to account for the fact that differences are less noticeable the higher you go). I proposed the second method because I'm of the camp of people that believe that the high difference pairs have no place in ranked. The matchmaking logic that 1000 elo players should not be paired against 1500 elo players should not change just because a 2000 elo player is along for the ride. Games should be full of 10 players whose elo level are approximately at the same level.

 
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Lyte Lyte's Avatar ?? Lead Designer of Social Systems

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162 of 173 Riot Posts
03-22-2012

Quote:
Originally Posted by BlizzGrarg View Post
Lyte, here are some of my ideas. Please comment on them.

1) Problem:
There is huge variance in player skill at the 1300-1500 elo level. I often get games where one or more players have absolutely no clue what they're doing. After the game is over, I look at their elo, which is the same as ours but he only has 16 wins. This kind of pairing ruins matchmaking and discounts experience as a factor in skill level. Plenty of people get lucky and shoot up in the short term.

Solution:
Add a tier factor to each person's account, based on ranked wins. Hypothetically, let's have these tiers be 0-80, 80 - 180, and 180+. Matchmaking prioritizes putting together people who are in the same bracket, with some allowances being made if queue time takes too long. I believe this solves the inexperience problem quite neatly without negatively affecting anyone's gaming experience.

2) Problem:
Duo queue pairs often have huge differences in elo, which either results in the higher level player rolling his lane and the game or the lower level layer's lane crumbling, leading to nonstop feed. This kind of scenario makes the game unfun for everyone and many of the games I play with duo queuers result in 20 minute surrenders on either side.

A secondary problem is the lower level player getting carried beyond his level. I've often a high level duoer whose partner is very new to ranked. This lower level player is often taught to play one role (support usually) reasonable competently, taught to play passive and hold their lane until his partner can snowball and win his lane for him. Once left alone, however, this lower lvl player becomes a real terror in his bracket, costing whichever team he's on the game due to his inexperience and inability to adapt.

Solution: Either pair duo queuers with similar elo differences against one another (possibly impractical due to limited availability) OR create an elo requirement for two people to duo (say, the lower player must be at least 85% of the higher players elo, to account for the fact that differences are less noticeable the higher you go). I proposed the second method because I'm of the camp of people that believe that the high difference pairs have no place in ranked. The matchmaking logic that 1000 elo players should not be paired against 1500 elo players should not change just because a 2000 elo player is along for the ride. Games should be full of 10 players whose elo level are approximately at the same level.
1) This is mainly a problem of the matchmaker not accurately placing a player after his Provisional Games. By tightening the accuracy, this becomes less of an issue. However, I do see certain advantages to 'tiered' systems.

2) I agree Duo-Queues in Ranked has some issues/kinks and we have several solutions in the works.

 
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Oberic ?? Senior Member
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03-22-2012

With these eventual updates, I may grow to enjoy ranked, as absurd a thought that is to me.