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After Hours with Matchmaking and Lyte

View Poll Results: Which matchmaking 'issue' is the most important to you? (See post for more details!)
1) AFKs in Champion Select Lobby 4,692 36.83%
2) Duo-Queue Elo Disparities in Ranked 919 7.21%
3) Skilled Ranked Players in Normal Modes 608 4.77%
4) Premade Matching 635 4.98%
5) Transitioning from Normal to Ranked Mode 1,288 10.11%
6) Free to Play Champions in Ranked Mode 793 6.22%
7) Random Champions in Ranked Mode 628 4.93%
8) Provisional Matches in Ranked 649 5.09%
9) Duo Queue Prevalence in Ranked 389 3.05%
10) Level Disparities 590 4.63%
11) Team Margin of Victory 1,549 12.16%
Voters: 12740. You may not vote on this poll

First Riot Post
 
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simpsonboy77 ?? Senior Member
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07-18-2012

Quote:
Originally Posted by Clerigon View Post
sad how you avoid my post, and the kruger effect yea, that can be use in 1v1 games. not in a 5v5 game with random players.
This is false. In a team game you still have to make decisions. The sum of these decisions will effectively be your skill, higher skilled players will make more beneficial choices than less skilled players. Even though there are external influences, you control some. Over many game these random fluctuations WILL even out, and what is left are all the games where you had an effect.There is a reason people with multiple accounts will end up at the same elo if they play enough (Lyte says 200 to 300 games)

Also it is not a 5v5 game of random players, it is 5 random players versus 4 random players and YOU (sometimes with a buddy). You are not random. The dunning-kruger effect does not even apply just to games, it is everything.



Quote:
Originally Posted by Lyte View Post
Many Rioters and many players have actually intentionally dropped down to 300 Elo and climbed their way back up. They actually had 80% or higher win percentages and climbed back to 1800+ in less than 300 games. In fact, I saw a record of 180-20 from one of our top players...

If a player is high Elo, drops to 300 Elo and actually takes 500 games to climb out, we have a big problem; however, it's easy for them to climb out and players and Rioters have tested this repeatedly.
This is a high elo player. I'd hope they can carry well enough to get out with a high win loss ratio. What if instead of a very skilled player you use someone between 1000 and 1400 and drop them into 300. Are the results similar? I would expect a slower climb out, but maybe 60-70% wins.

@Lyte,
I sent an email in and did not receive a response. Do you read all of them but can't reply to all of them, backlogged a lot, or something else?

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

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299 of 362 Riot Posts
07-18-2012

Quote:
Originally Posted by simpsonboy77 View Post
@Lyte,
I sent and email in and did not receive a response. Do you read all of them but can't reply to all of them, backlogged a lot, or something else?
I generally read all e-mails but can't reply to them all personally. Most of the time, I try to answer a thread or question that answers frequently e-mailed questions since it's the easiest way to get more exposure on the responses.

 
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DiscworldDeath ?? Senior Member
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07-18-2012

Hey Lyte, a couple of questions about the new patch:

Quote:
Greatly improved matchmaking for premade groups of 4
Matchmaking improved for highly skilled players trying to queue with lower skilled friends
1. How were these things changed?
2. The "Must confirm to go into champ select", is it going live this patch, or had this been pushed back?

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

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300 of 362 Riot Posts
07-18-2012

Quote:
Originally Posted by DiscworldDeath View Post
Hey Lyte, a couple of questions about the new patch:

1. How were these things changed?
2. The "Must confirm to go into champ select", is it going live this patch, or had this been pushed back?
The AFK feature before Champ Select will be turned on at a later date, but it won't necessarily have to wait until the patch after Zyra. We needed to do some additional testing on the feature.

For the matchmaking changes, I can't go into too much detail but basically the matchmaker now gives more slack when higher Elo players try to play with lower Elo friends. Before, the averages would pull the lower Elo player quite high resulting in pretty difficult games; however, now the matchmaker will be a bit more lenient on the lower Elo player.

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

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301 of 362 Riot Posts
07-18-2012

Updated the thread, moving a couple items to the "Completed" section.

By the way, he's pretty elusive and mysterious, but all the matchmaking changes in the current patch were completed with the help of NinjaCoder. We should thank him for putting in extra time to make sure these came out quicker

 
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Cae vida loka ?? Member
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07-18-2012

Hey Lyte do you know how's the tribunal going to work in the brazilian servers? I have a few concerns:

http://na.leagueoflegends.com/board/....php?t=2373207

 
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Beltroniko ?? Member
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07-19-2012

Quote:
[NEW] Extra noise in the ~1200 Elo Bracket
Because new Ranked players start at 1200, there is slightly more noise for the players who actually are 1200 Elo after ~200-300 games.
Lyte, from your data, in which ELO range this happens, and will be addressed? I feel like it's somewhat between 800-1300. The problem here is people are just on their way to their true ELO (example 300) and they affect every game until they get there.

Having started playing ranked way before I was ready for it, I have felt this in the both sides. I felt I was leading my team to a loss when I began and I felt like I was playing against people who I really didn't have any chance to beat, so it was kinda frustrating for both sides. N

Now, the closer I get to "new player ELO" (after nearly 600 games), the more times I either win or loose (probably mostly wins because statistically the opposing team is more likely to have new players than mine), specially when there are two "new players" on the same team.

Imho, these players still have to play with people with 300+ games so you can assess what the new player level is. Saying this, I think that making sure that the amount of "new players" on both teams is balanced will make is less frustrating for everyone (the 300+ games players and the new players).

To conclude, I think that even today this does not affect anyone's ELO, it's only frustrating, specially when a player in this range gets better (eg: a 800 ELO becomes 1000 ELO in skill), he will need more games than he should to reflect that skill increase because he will depend on how many times he is paired with "new players" who belong in really low ELO. Obiviously I'm not here talking about someone who has a 1800 ELO skill and is at 800 and can stomp everyone, we're talking about slight ELO changes.

Best Regards,
Pedro

 
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Brodhi ?? Senior Member
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07-19-2012

Quote:
Originally Posted by Beltroniko View Post
Lyte, from your data, in which ELO range this happens, and will be addressed? I feel like it's somewhat between 800-1300. The problem here is people are just on their way to their true ELO (example 300) and they affect every game until they get there.


This is a big point. It wouldn't be a problem if League was strictly 1v1, because this 300 ELO player would just feed wins to people 400-1200, but the problem is this player causes 4 other players to drop in ELO, where they shouldn't have if they had an equal ELO player on their team.

 
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GodEmperorLetoII ?? Senior Member
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07-19-2012

Make Ninjacoder come here so we can praise him

As for the stuff moved to completed, what are the changes (in detail) coming? or can you not say? I see the 1 duo queue per team thing, but can you explain why you guys didn't go the route of limiting duo queue partners from having to be within a certain Elo range of each other?

 
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Kazen247 ?? Senior Member
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07-19-2012

Lyte, could you please sticky this post somewhere? Much better than going through the regular hoopla to find it!