Quote:
Originally Posted by Lyte
--- List of Issues ---
1) AFKs in Champion Select Lobby
Players who queue up for a match and then AFK force players to wait through the timers until the lobby boots the AFK players out. Alternatively, some players AFK and get assigned a Random Champion, which is also a negative experience for many players. In Ranked Games, Captains tend to see what the bans/picks are like and be able to react accordingly in the next lobby as the players will generally be the same.
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Afk should be a reason to stop the game. Take a look how Dota2 handles it, when you search for a game and it finally gets ready, it asks you again if you are ready, if you press nothing for too long or press no, you get kicked back to the main menue again.
This would be great in lol too, as I think that a lot of players go afk after they press the search button to do quickly something like going onto the toiled or getting something to eat/drink.
It won't help against all the cases, but it would certainly help against the majority.
Despite this, people who don't pick anything in the queue should get kicked out of the game and the search starting for the other players once again, if he was part of a premade though it should kick all player to main menue without reinitiating search.
In Dota2 such stuff is not a problem, simply because the champion selection is bound into the real client, so if you choose no champion you just stay at the selection screen even though the game started already.
Quote:
Originally Posted by Lyte
2) Duo-Queue Elo Disparities in Ranked
When players play as a Duo-Queue in Ranked, they generally have an advantage if their Elos are fairly close. However, when players play as a Duo-Queue in Ranked and their Elos are far apart, they generally are at a disadvantage.
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Quote:
Originally Posted by Lyte
9) Duo Queue Prevalence in Ranked
Currently, it is possible to get two pairs of Duo-Queue Players per team in Ranked Mode, such that you have a team composed of Duo-Queue, Duo-Queue, and a Solo-Queue. Some data suggests that we should restrict the number of Duo-Queues per team to 1.
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This is a heavy disruption of what ranked should be, and I still can't really understand why Riot put this into the game.
Ranked was meant to be played competitively to find out your own elo and to play with people who want to try the same as well. The ranked Duo-Queue system basically goes into the exact opposite, it doesn't reward individual skill, it tries to put efficient teamwork into a system that was meant to be a calculation for solo players, it should be obvious that such a thing is toxic for every solo player out there and the whole system itself.
I yet doubt you will remove it, probably because people now grow fond of it, and you just can't revert Riot's mistakes without annoying thousands of players who use the Duo-Queue system.
But you can tone it down, and you should.
Ranked is practically anything but what Riot tries to sell it as, and one of the main if not the biggest reasons is the duo-queue system.
If you want to make ranked as a place for competitive play, as it was initially meant to be, there is no way around tuning down the influences of duo-queue, if not totally removing it.
Quote:
Originally Posted by Lyte
3) Skilled Ranked Players in Normal Modes
For a very small subset of highly skilled Ranked Players, their Ranked Elo is vastly higher than their Normal Elo. When these skilled Ranked Players play a Normal Game they generally play against opponents that are much lower in skill, resulting in lopsided matches.
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I actually think this is not such a big issue.
Normal was initially intended to be training place for ranked, but due to the different direction ranked went, into the casual instead of the competitive side, players can freely switch between each other without having to fear problems awaking.
Once you go level 30, you can basically go ranked or keep playing normals, it doesn't really matter that much, because the mindset or ranked players is in no way better or more competitive orientated than the ones of normal players.
I mainly play normals (well, I did, before the normal draft problem), and my normal elo is actually quite higher than my ranked elo. I never used to play ranked, because when I started it, I met worse players or players had even less competitive mindset than my teammates/opponents in normal games.
The problem is because of the ranked games, there is really no difference between ranked and normals, people screw around at both modi regardless how they were intended.
You should ask better WHY are players that have much higher ranked elo than normal elo suddenly playing normals and play with their competitive mindset.
I don't know it tbh, but I think the reason is because people screw in ranked as much as in normals, if not a lot more.
If you want the high elo ranked players to keep playing ranked, then you need to completely remake ranked games, there is a lot of things you can do and I can see in some of the options that you already try.
The most important thing that lol needs for ranked mode is that it gets more competitive, in nearly every area.
Quote:
Originally Posted by Lyte
4) Premade Matching
Currently, the matchmaking system tries to match Premade 5s with Premade 5s; however, we may consider prioritized matching for other Premade types. For example, prioritizing Premade 4s to match with Premade 4s, and finding a solo queue to fill out each team.
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Matching 4 player premades with another 4 player premade and both get a solo player should work out fine, so I can see no reason why this should not be done.
Quote:
Originally Posted by Lyte
5) Transitioning from Normal to Ranked Mode
Currently, we do not do a great job of educating players on the transition from Normal to Ranked Modes. What would players like to see here? What should the expectations of Ranked be? For example, Ranked could be "Bring your best, every single game!"
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Quote:
Originally Posted by Lyte
8) Provisional Matches in Ranked
When a player joins Ranked for the first time, the system starts them at 1200 Elo and begins their "placement matches." Unlucky strings of losses or lucky streaks of wins can propel a player into an Elo tier they do not belong in. Alternatively, players generally do not like playing with or against players in their placement matches and seeing they have only 1-9 wins.
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It is horrible.
Like I said above already, ranked is everything but what it should represent.
When I started ranked, I thought that I would enter the fields of competitive play, instead what I found was the fields of dispair.
People screw around in rankeds like no tomorrow, they troll, they try out stuff and they just play with the wrong mindset.
The reason for this is because of how easy it is to get to ranked mode, and players don't get placed regarding their normal experiences.
You place a player who had already 1000 played games but never played ranked with a player who played just his 150 games to get to lvl 30. The differences are extreme.
For sure this would be fine for the placing games, but this is a teamgame, and you can't evaluate an indivduals teamplay on the wins of whole teams.
My suggestion:
At first, make a higher limit to be able to attend ranked games, I don't think about wins or played games, but people should have played at least e.g. 30 normal draft games before they attend the placement matches. Normal draft was intended to be THE training ground for players who want to get into rankeds, well, it was, with the NDPOP it is useless atm. So after you fix the NDPOP make players play a certain amount of normal drafts before they are allowed to attend ranked, simply that they learn what picking orders are, counterpicking and banning and the whole system.
Second, give out more information. Once you reach level 30 there should be some sort of popup that informs you about ranked, or even better, when you click on ranked for the first time it opens a short instruction which gives you basic information. These informations should include helpful tips, like if you can play all roles and a variety of champions, you will have bigger success, and it should create the missing competitive mindset in the minds of the players, tell them these matches are meant that they give their best, and that they need to teamwork with their other teammembers to succeed.
The third, and probably biggest change should be a rework of the placement matches.
Like I said, currently it is flawed because it tries to match you regarding of win of teams instead of individual performances. This is not easy to fix, simply because Lol doesn't treat individual performances well enough to make a conclusion out of it. All that counts is win or loss. My suggestion would be that you get points for acts like placed wards, cs, damage dealt to champions and health healed to allies, your k/d/s ratio compared to the ones of your teammates. In every single one of the 10 placement matches, you get points for not only if you won or lost, but also for your individual ratios. Then after your 10 placement matches you get placed to an elo of 1000 to 1400, depending on your points gained. Also these 10 placement matches should be an OWN queue, meaning you should not get matched with or against players who already succeeded the 10 placement matches. This would GREATLY improve the problem of the ranked 1000-1400 area, as well as ranked itself.
Then, after you made all of this, you need to make several awards for ranked players. I'm not talking about high elo rewards, I'm talking about low elo rewards. Your ranked elo system ranks from 0 to something about 2500, the problem is that under 1000 elo, everyone is treated the same by the community. Also between the 1000 to 1400 area. My suggestion, give out more badges for these areas, the first should already start at 800, another one at 1000, then 1200 and so on. This would greatly increase the competitive mindset of the lower elo ranked players, because they want to get the next badge which isn't even that far away from them. Or don't use badges and give them something else instead.
And for sure ranked itself needs more awards for higher elo players, but that is another story.
Quote:
Originally Posted by Lyte
6) Free to Play Champions in Ranked Mode
Related to the transition from Normal to Ranked Mode, some players feel that you should only be able to play Champions you own in Ranked Mode. The argument is that a lot of players who use Free to Play Champions are inexperienced with those champions, adding a lot of noise in the matchmaking system.
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Nothing much to say here, it is wrong and needs to be removed, it should have never been implemented in the first place. It is one of the things that hurt ranked and make it everything but what it wants to be, a competitive gaming experience.
Quote:
Originally Posted by Lyte
7) Random Champions in Ranked Mode
Some players feel that you should not be able to "Random" a Champion in Ranked Play, and that this feature is used to intentionally troll their team in some use cases.
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Same as 6, this option has nothing to search here. It hurst ranked mode completely and needs to be removed, there's no discussion about this.
Quote:
Originally Posted by Lyte
10) Level Disparities
Some players feel that as a low level, they should never be matched against Level 30s because they feel the match is unfair due to Level 30 rune/mastery advantages. Although these players are highly skilled low levels, they would prefer a different solution than facing an opponent with simply 'stronger stats.'
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That is not really a problem with matchmaking but more wrong prejudice from players. They will think that a 30 player is a lot better than a lvl 24 player, which doesn't have to be the cause. I met lvl 24 players who played way better than most lvl30 players.
Suggestion: You can only try to convince people that the player lvl doesn't mean that much, to reach this you could show a players wins AND losses until he reached a certain amount of played games, in my mind it would be something like 200-300 games, only after then the shown losses disappear at the winning screen.
For sure this could invoke some hate and flames into people, this would need to be tested extensively beforehand.
Quote:
Originally Posted by Lyte
11) Team Margin of Victory
Some players argue that in epic, close matches, teams should not gain or lose the exact same Elo as a lopsided match. What are good metrics for "team margin of victory" that are focused on promoting team play and not individual performances?
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I kind of agree, the main reason why people in ranked surrender very often at 20 mins is because they gain nothing out of playing longer, sure they gain more ip but players who play ranked don't really care that much about ip, if they want ip they play normal games.
But the amount of fluctuating elo points needs to be small, I would suggest for every additional played 15 minutes, the LOOSING team members loose 1 elo less after the game ends.
This would encourage players who really want to climb the ladder to not give up that fast, and the small amount of lesser lost elo will eventually stack up so they need to win one game less out of 16 played games to reach the same elo.
Calculating elo for lopsided matches and for not-lopsided ones is harder, the problem is, as earlier described, that lol doesn't really reward indivdual performances. Thinks like k/d/s ratio compared to teammates, things like placed wards, gained gold, farmed cs, stolen buffs etc doesn't get rewarded, if they would it be easy to determine if a match was lopsided, and the players should loose less elo, or if not and they should loose the same amount as it was a fair match.
If you want to improve such stuff, I think there is no way around improving aftergame statistics and informations.
Endtalk:
Riot has done a lot of bad things in the past, and now they seem to recognize them. So they prayed and them were sent a messiah, with the name of Lyte.
:P So, Riot is a young company, and if they really want to hold up against the coming Moba-storm (with it's biggest one, Dota2) then they need to improve their matchmaking, and their e-sports viability.
Look how many stuff Dota2 does have what would be great in lol, huge game history, replays, games in the game history are connected with replays (that's so awesome!), amazing statistics at the end of the game, individual player rewards player options (e.g. great teamplayer!) and last but no least, an impressive and well funtioning matchmaking system.
If Riot wants to keep their competitive players and be able to compete with other Moba's in terms of e-sports viability, these are points they need to improve on.
And that's why I thank you, Lyte, and all the other guys working with, to finally take the approach to this. I believe in you that you will make ranked and lol in generall a better place to play and a much more enjoyable gaming experience than it is now.
Thanks.
~solidfake