Number 2 is seriously driving me nuts.
Thanks alot!
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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. 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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A possible solution to this is to do what (DUN DUN DUN) Dota 2 is doing and require player input both at joining the queue and in joining the game itself.
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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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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 saw Wingsofdeathx when I was level 27. This is certainly a problem.
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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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4 person premades are hell for the one.
I have never had a positive experience in one.
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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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Considering the impact streaming has had on the game, why don't you actually place the featured streamer of the week inside the game interface for players to watch? This would expose players of all levels to some of the intricacies of high level play.
Another thing that would be great is if you made a series of extra tutorials on more important things such as last hitting, dragon control, and warding.
I must offer my opinion, however, that ranked isn't really that different from normal play.
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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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When Nocturne was free two weeks back, I played him and won four straight games with him. During the free week I had a 63% win rate, among my highest, and bought him at the end of the week.
This is silly.
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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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What purpose does being able to random a champion in ranked actually serve besides trolling?
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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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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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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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I saw Wingsofdeathx when I was level 27. This is certainly a problem.
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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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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.'[
As far as I see it, the only way to deal with this is to find some way to deal with smurfs.
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