Quote:
Originally Posted by Lyte
5) 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've been thinking about this one since I read it the other day. At first I tried to think of what metric you could use that is currently listed in game to rule if you are a team player or not. I couldn't think of really any metric to determine that. There are so many exceptions when it comes to how good of a team player some one is. If a support has more deaths than assists due to being focused first in each engagement a bad team player for being focused? The supports AD carry could be picking off the enemy while they focus them but the support could get no assists out of it but be the reason for the victory. It's a hard thing to measure.
Then I tried running through other ideas. What if you chose a role in the pregame lobby and that determined what stats the game looked at to determine your 'value'? Depending on your pick order you would get first pick on a given role. An example being if you picked AD carry you would be measured on damage dealt, minion score, assists, crowd control, and gold earned.
This idea seems riddled with flaws. The biggest problem being no game has a guaranteed structure. You may have two top with no jungle one game and you might have an AD carry in both top and bot or you may have an AP carry in both mid and top. You would have to leave the ability to pick a multiple of a given role as not to lock out a potential team structure. That then brings the problem of what would stop someone from picking an 'easier' role but playing a champion in a different role just for easy personal Elo?
I like the idea of being able to pick a role in the pre-game lobby to help the team see what they have and what they need but I don't believe you could use that information to judge a person's value after the game is over. It's a tough problem. As much as I would like to see variable Elo loss depending on team performance I believe it is best left at a win is a win and a loss is a loss. When the game is over you are still going to have either one more win or one more loss listed no matter if the teams were a hairs breath apart or a world apart.
I would like to see more information in a the pre-game lobby. The ability to see a given person's ranked stats would be a nice boon. It would let you better judge if Person A who says they are better at Role A than Person B is really better. I don't just mean getting to see their win/lose ratio. I mean being able to see the detailed information on per game averages.
Wanted to offer my thoughts here. Eagerly waiting to see how you implement some of the things you are working on.