Is to implement an individual evaluation system after game
this system will calculate 3 ratios
(Kills + Assists)/Player Team's Kills = effectiveness of player in team fights
Deaths/Player Team's Deaths = determines feeding status
Deaths/Enemy Team's Deaths = determines if the deaths are worth it
Working from there, the game can compare the three ratios of 5 players from same team to determine the effectiveness of individual players. The two calculated Death ratios can be used together to determine if a player's high amount of deaths contributed to victory ( a tank) or contributed to a defeat ( feeder ). Then each player is given a different elo raise/fall based on his effectiveness compared to his teammates.
This system can cause better players to rise in elo faster, or when they have bad teammates, to not suffer much elo drop, or even gain elo in a defeat if their effectiveness warrants it; this would also be effectiveness in helping decent but not superbly skilled players in escaping "elo hell"
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