Originally Posted by TheUnburned
Of all 3 of those methods listed, I think that a vote-kick is the most needed right now. I understand that people don't want vote kick to be used to kick players going against the meta or something like that, but the fact is that if it's UNANIMOUS that the other 4 players on the team don't want to be subjected to playing with that person, they shouldn't have to spend 20 minutes in a game that's not enjoyable or face a dodge penalty.
The fact is this: If there's a dodge penalty, there needs to be a vote kick option. Otherwise you're forcing players to suffer consequences for trolls and non-team-players. They either have to face the dodge penalty, or take up a "don't let the trolls win" mentality and play out the game anyway.
I think role queuing will always be a problem for a game like this, because it's very hard to avoid supporting one team comp over another. Queueing needs to be as vague as possible to allow for unique team compositions.
Although there are some decent ideas on that subject in my thread on the topic here.
We've tested many different queue penalties in the history of League of Legends. If you don't have any penalties at all, queue dodge rates skyrocket. Players leave for many diverse reasons:
- perhaps the team composition wasn't optimal
- perhaps the opposing team composition was too strong
- perhaps they didn't get their role
- perhaps they didn't get their champion
- perhaps someone was being toxic
- perhaps someone was AFK
- perhaps the Captain didn't do the drafting the way the team wanted
- perhaps a perceived OP champion was chosen by the enemy team
- perhaps a perceived UP champion was chosen by a teammate
What happens is you have more lobbies that end in a queue dodge than actually enter a game. However, when we introduced stronger penalties, queue dodge rates dropped by 50%
. Changing and tweaking queue dodge penalties is an extremely tricky science. On one hand, we want players to be able to have an opt-out mechanism to get out of games that are definitely not going to be fun; however, if we have no penalties at all, the actual time it takes a player to hit "Play" and enter the game after several lobbies increases dramatically past 10 minutes. Micro-managing Champ Select lobbies really isn't that fun, and we don't want to encourage it.