First I'd like to say that i think your effort in this thread has amazed me. Since the 'new jungle' changes when Riot completely ignored the opinion of the large majority of players (using the "you are just players, you know nothing about the game" argument) i had lost most of the faith i still had on Riot. Now i sincerely wish you and the rest of the fresh meat good luck on your quest for improving the community.
And while this may seem a huge post, i have read all your 171 posts in this thread, so im pretty sure i wont be pointing anything that was already referred to.
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I have been testing several different kinds of rating floors--various algorithms and ways to do rating floors; however, none of the systems I've researched and tested have been satisfactory to me
![]() To be a bit vague, rating floors solved particular issues that when I broke it down further, would be better solved by something else. |
I know that dropping 400 doesnt feel as good as climbing 1600, but it would solve a lot of issues.
This way to get to your deserved station all you have to do is not to lose (as soon as you lave the "stomp zone" where the top players crush you for a couple games).
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I can't speak too much about this except I generally will not want to give players the ability to play Normal to up their Ranked Elo. In addition, some players want to make sure Normal Elo does not influence Ranked Elo because they play 'differently' in Normal or only play with lower skill friends or only mess around and do not want to be punished and started at a low Elo when they eventually try out Ranked.
We're thinking on the various ways we can allow the modes to interact that would provide value though. |
Lets say i just turned 30 and want to play ranked, i'd start ranked at my current normal rank and go from there. And if i am at a high ELO and wanted to test something on normals i turn it off and go do my crazy stuff.
I know this might be hard to implement, but i just cant see the downside (although im sure you will find a very obvious one i failed to see).
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Now when you enter a lobby, players have to debate what Champions they want, what lanes those Champions go, whether someone wants to trade Pick Orders... it seems like a lot to discuss in the limited timers you have in the lobby.
I would prefer to see some work done on improving communication channels in Champion Select Lobbies first to enable our players to communicate efficiently with each other about their preferences for the game. |
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We are considering ideas like this, but a concern might be that if you get a player who doesn't talk, players might assume that 1) he was a banned player and thus toxic, or 2) he is refusing to communicate. This idea might potentially outcast these players even more, and the net might capture some innocent players who are just quiet or more passive.
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If a player is just quiet, the moment someone mentions "he didnt say anything, he must be silenced" he would just answer "nope" and the problem would be over.
And if this could be a worse punishment than intended, maybe the answer is to just think twice about when to use it, instead of just not using it.
Also, i'd like to propose and idea i've seen on another thread: what about a "never match me with this piece of **** ever again" button? It would be very satisfying after a trolled match to know you will never see that guy again, and if someone would troll too much, eventually they would run out of people to play with (because everyone would have used it on him). The only problem i see would be people using this on poor unskilled people, but even then the ranked system would never match them anyway.





I just wish the balance teams or champion design teams could do the same (at least more than they do). I understand why they don't, but ya.