So I’d like to take a little bit of time (well, a lot
considering how long this is >.>) to talk about the current ranked system
and some tweaks/redesigns I have for it.
Currently there are a few problems with the in place ranked system that
are very frustrating to a lot of players.
In order to try to cut down on a long post, I will jump right into the
issues and try to bullet point them as easily as possible.
Current System
Problems
+ Matchmaking is
based on your MMR not your tier/division.
-This makes your placement in the current ranked queue pretty pointless. In example, while on a smurf in Silver 1 I have been placed with Gold 1/Platinum players. As a Diamond 3 player I have been placed with Platinum 5 or lower players. Both of these instances are extremely frustrating to all involved.
-This makes your placement in the current ranked queue pretty pointless. In example, while on a smurf in Silver 1 I have been placed with Gold 1/Platinum players. As a Diamond 3 player I have been placed with Platinum 5 or lower players. Both of these instances are extremely frustrating to all involved.
+ Because matchmaking is based on MMR instead of
tier/division, the upper tiers/divisions have been filled with players that do
not belong.
- Gold/Platinum players have been able to climb to and through Diamond tier because their MMR is so low that they are placed against Gold/Platinum players even while being in and gaining points in the upper Platinum/Diamond tiers. On the same hand, players that should be in a higher tier are stuck in lower ones because their MMR places them against players of much higher tiers/divisions.
- Gold/Platinum players have been able to climb to and through Diamond tier because their MMR is so low that they are placed against Gold/Platinum players even while being in and gaining points in the upper Platinum/Diamond tiers. On the same hand, players that should be in a higher tier are stuck in lower ones because their MMR places them against players of much higher tiers/divisions.
+ Because there are no restrictions on duo queues, it is
possible for extremely low tier players to be in high tier games. Duo queuing in this way also brings down the
MMR for matchmaking purpose of the higher partner, allowing them to face easier
opponents.
- This is extremely frustrating to players of higher tiers who have to play with lower tier players because of this. Also, it makes it easy for a higher tier player to create/use a smurf to help their friend win a game/series by bringing down their team MMR to place them against lower tier/MMR players.
- This is extremely frustrating to players of higher tiers who have to play with lower tier players because of this. Also, it makes it easy for a higher tier player to create/use a smurf to help their friend win a game/series by bringing down their team MMR to place them against lower tier/MMR players.
+ Clamping, the act of rewarding players with less and less
points as they near 100 points is an extremely frustrating practice to players.
- As the value of each game continues to decrease, value of playing to the player also decreases.
- As the value of each game continues to decrease, value of playing to the player also decreases.
+ Progress starts to feel extremely slow.
- Through the first 100-200 games, players gain 20-30 points and progress seems to be at a good pace to players, but as the games start to rack up, points gained dwindle to the 12-18 ranged, roughly half of what was gained before. When this point hits, the ability to progress through the tiers/division begins to feel extremely slow in comparison. A system that does not change the rate of progress, but still allows for faster correct placement would be much better. Taking away from players often leads to abandonment of a game/game mode.
- Through the first 100-200 games, players gain 20-30 points and progress seems to be at a good pace to players, but as the games start to rack up, points gained dwindle to the 12-18 ranged, roughly half of what was gained before. When this point hits, the ability to progress through the tiers/division begins to feel extremely slow in comparison. A system that does not change the rate of progress, but still allows for faster correct placement would be much better. Taking away from players often leads to abandonment of a game/game mode.
+ Inability to drop tiers.
- Since players cannot drop tiers, and matchmaking is based on MMR, it is possible to “tank” your MMR each time your reach a new tier. Since losses at the 0 point Division 5 level of any tier are basically meaningless, it is possible to lose a large amount of games at that position, so that as you climb you are facing players in divisions/tiers below you instead of on your level.
- Since players cannot drop tiers, and matchmaking is based on MMR, it is possible to “tank” your MMR each time your reach a new tier. Since losses at the 0 point Division 5 level of any tier are basically meaningless, it is possible to lose a large amount of games at that position, so that as you climb you are facing players in divisions/tiers below you instead of on your level.
+ Challenger tier is too exclusive.
- There is too much protection for challenger players, especially for the higher ranked challenger players. The tier is relatively safe; the upper ranked players only having to play a game week to keep their spot. The tier needs to be more volatile and encourage playing games to defend your position.
- There is too much protection for challenger players, especially for the higher ranked challenger players. The tier is relatively safe; the upper ranked players only having to play a game week to keep their spot. The tier needs to be more volatile and encourage playing games to defend your position.
System Needs
+ Conducive to progress
- Any system based on tiers needs to conduct progress through them. A system as such creates goals for players. If these goals feel unattainable, then
eventually the system will not be used.
+ Rewarding
- Reaching a new division/tier should feel rewarding to players. Moving out of a lower bracket of players and into a higher skill level is a great way to do this. By basing matchmaking on divisions/tiers this can be created. Players can and will know the range of players they will be playing against, rather than their matchups not changing when their tiers/divisions do because of matchmaking being based on MMR.
- Reaching a new division/tier should feel rewarding to players. Moving out of a lower bracket of players and into a higher skill level is a great way to do this. By basing matchmaking on divisions/tiers this can be created. Players can and will know the range of players they will be playing against, rather than their matchups not changing when their tiers/divisions do because of matchmaking being based on MMR.
+ Easy to understand
- Any system should be easy to understand by the players. Currently this is not the case because of the high involvement of MMR in the system while MMR is currently a hidden number.
- Any system should be easy to understand by the players. Currently this is not the case because of the high involvement of MMR in the system while MMR is currently a hidden number.
+ Places people at the proper skill level
- A ranked system needs to do this, and it needs to do this in a way in which their displayed skill level matches their actual skill level.
- A ranked system needs to do this, and it needs to do this in a way in which their displayed skill level matches their actual skill level.
+ Allows quick passing of divisions.
- Especially during a player’s placement and first hundred games, players need to reach their proper skill level quickly. A system should be in place that allows players to skip divisions if their potential skill level is high enough.
- Especially during a player’s placement and first hundred games, players need to reach their proper skill level quickly. A system should be in place that allows players to skip divisions if their potential skill level is high enough.
+ Demotions should be defended against.
- As promotions have to be earned, demotions should also be able to be defended against. Currently they come without warning, and without a solid pattern.
- As promotions have to be earned, demotions should also be able to be defended against. Currently they come without warning, and without a solid pattern.
Tweaks/Redesign
Over the next few posts, I will attempt to redesign the
current ranked system in a way that involves both MMR and the current
tier/division system in a way that is fluid and cohesive, rather than feeling
disconnected from each other. All of it
is mere brainstorming and conception work, so please don’t take it as fully
fleshed out fact. But theories and ideas
generate knowledge that lead to a final product. I hope that these concepts can/will address
some of the current issues. If not, well
I tried and the exercise was a decently fun one.
Division/Tier and MMR
Correlation
Currently, MMR plays a huge role in the ranked system,
however, how it plays its role is very much hidden from the players. As I start tweaking/redesign the system, it
would be best to start with how the two correlate with each other. So, here it is.
Bronze 5: 0 - 300
Bronze 4: 150 - 450
Bronze 3: 300 - 600
Bronze 2: 450 - 750
Bronze 1: 600 - 900
Bronze 4: 150 - 450
Bronze 3: 300 - 600
Bronze 2: 450 - 750
Bronze 1: 600 - 900
Silver 5: 800 -
1100
Silver 4: 950 - 1250
Silver 3: 1110 - 1400
Silver 2: 1250 - 1550
Silver 1: 1400 - 1700
Silver 4: 950 - 1250
Silver 3: 1110 - 1400
Silver 2: 1250 - 1550
Silver 1: 1400 - 1700
Gold 5: 1600 -
1900
Gold 4: 1750 - 2050
Gold 3: 1900 - 2200
Gold 2: 2050 - 2350
Gold 1: 2200 - 2500
Gold 4: 1750 - 2050
Gold 3: 1900 - 2200
Gold 2: 2050 - 2350
Gold 1: 2200 - 2500
Platinum 5: 2400 - 2700
Platinum 4: 2550 - 2850
Platinum 3: 2700 - 3000
Platinum 2: 2850 - 3150
Platinum 1: 3000 - 3300
Platinum 4: 2550 - 2850
Platinum 3: 2700 - 3000
Platinum 2: 2850 - 3150
Platinum 1: 3000 - 3300
Diamond 5: 3200 -
3500
Diamond 4: 3350 - 3650
Diamond 3: 3500 - 3800
Diamond 2: 3650 - 3950
Diamond 1: 3800 - 4100
Diamond 4: 3350 - 3650
Diamond 3: 3500 - 3800
Diamond 2: 3650 - 3950
Diamond 1: 3800 - 4100
Challenger: 4100+
This correlation will be the basis for how the rest of the
system works. Each division is assigned
a range of MMR to it. Players of X MMR
should be found within one of the appropriate ranges and the system should
place/match them in correspondence to this.
Qualification Series
(New)
First off, the start of any system deals with the
qualifications. If this doesn’t interest
you, skip this section and the next, otherwise keep reading. This first qualification section will be for players
who have never entered the ranked system before.
Your matchups and points to earn will be based on your
current wins minus losses in your qualification series. The more wins you have compared to losses,
the more points you stand to earn.
Losing a match will net you half the points available. After 5 losses,
anymore losses will result in you losing half of the available points instead
of gaining them.
Wins – Losses Playing Against Points on the Line
0 or Negative Bronze
5 – 3 125
+1 Bronze 5 – 1 150
+2 Bronze 1, Silver 5 - 4 175
+3 Silver 5 – 3 200
+4 Silver 4 – 2 225
+5 Silver 3 – 1 250
+6 Silver 1, Gold 5 – 4 275
+7 Gold 4 – 3 300
+8 Gold 3 – 1 325
+9 Plat 5 – 3 375
+1 Bronze 5 – 1 150
+2 Bronze 1, Silver 5 - 4 175
+3 Silver 5 – 3 200
+4 Silver 4 – 2 225
+5 Silver 3 – 1 250
+6 Silver 1, Gold 5 – 4 275
+7 Gold 4 – 3 300
+8 Gold 3 – 1 325
+9 Plat 5 – 3 375
At the end of your series, you will be placed into the highest
division/tier in which your total points fall into. The highest possible division to be placed in
is Platinum 5 while the lowest is Bronze 5.
Examples
Game Score Wins
over Losses Game Results Points Gained Total
1 0 – 0 0 Win 125 125
2 1 – 0 1 Win 150 275
3 2 – 0 2 Win 175 450
4 3 – 0 3 Loss 100 550
5 3 – 1 2 Win 175 725
6 4 – 1 3 Win 200 925
7 5 – 1 4 Win 225 1150
8 6 – 1 5 Loss 125 1275
9 6 – 2 4 Win 225 1500
10 7 – 2 5 Win 250 1750
Final Score: 8 -2, 1750 Rating, Placed into Gold 4
1 0 – 0 0 Win 125 125
2 1 – 0 1 Win 150 275
3 2 – 0 2 Win 175 450
4 3 – 0 3 Loss 100 550
5 3 – 1 2 Win 175 725
6 4 – 1 3 Win 200 925
7 5 – 1 4 Win 225 1150
8 6 – 1 5 Loss 125 1275
9 6 – 2 4 Win 225 1500
10 7 – 2 5 Win 250 1750
Final Score: 8 -2, 1750 Rating, Placed into Gold 4
Game Score Wins
over Losses Game Results Points Gained Total
1 0 – 0 0 Loss 62.5 62.5
2 0 – 1 -1 Loss 62.5 125
3 0 – 2 -2 Win 125 250
4 1 – 2 -1 Win 125 375
5 2 – 2 0 Win 125 500
6 3 – 2 +1 Win 150 650
7 4 – 2 +2 Loss 87.5 737.5
8 4 – 3 +1 Loss 75 812.5
9 4 – 4 0 Loss 62.5 875
10 4 – 5 -1 Loss -62.5 812.5
Final Score: 4 - 6, 812.5 Rating, Placed into Silver 5
1 0 – 0 0 Loss 62.5 62.5
2 0 – 1 -1 Loss 62.5 125
3 0 – 2 -2 Win 125 250
4 1 – 2 -1 Win 125 375
5 2 – 2 0 Win 125 500
6 3 – 2 +1 Win 150 650
7 4 – 2 +2 Loss 87.5 737.5
8 4 – 3 +1 Loss 75 812.5
9 4 – 4 0 Loss 62.5 875
10 4 – 5 -1 Loss -62.5 812.5
Final Score: 4 - 6, 812.5 Rating, Placed into Silver 5
Qualification Series
(Old)
For players that have been in the ranked system during the
preseason and/or the season before. This
Qualification System will attempt to place them in the appropriate
tier/division.
Your previous MMR will be cut in half to give you your
current MMR; however this will be up to a maximum of 1500 MMR. From this point, your divisions/tier will be
the highest that your MMR falls into, and the opponents you face will be
in a range of 1 division down and 2 divisions up from your own. For example, if you are at 1500 MMR, you will
be considered in the Silver 1 division and your first match will be played
against Silver 2 – Gold 4 opponents.
Your matchups and points to earn will be based on your
current wins minus losses in your qualification series. The more wins you have compared to losses,
the more points you stand to earn.
Losing a match will net you half the points available. After 5 losses,
anymore losses will result in you losing half of the available points instead
of gaining them.
Wins – Losses Points on the Line
0 or Negative 80
+1 100
+2 120
+3 140
+4 160
+5 180
+6 200
+7 220
+8 240
+9 260
+1 100
+2 120
+3 140
+4 160
+5 180
+6 200
+7 220
+8 240
+9 260
At the end of your series, you will be placed into the highest
division/tier in which your total points fall into.
Examples
Staring at 1500 MMR
Game Score W>L Facing Game Results Points Gained Total
1 0 – 0 0 S 2-1, G 5-4 Win 80 1580
2 1 – 0 1 S 2-1, G 5-4 Win 100 1680
3 2 – 0 2 S 1, G 5-3 Win 120 1800
4 3 – 0 3 Gold 5-2 Win 140 1940
5 4 – 0 2 Gold 4-1 Win 160 2100
6 5 – 0 3 G 3-1, P 5 Win 180 2280
7 6 – 0 4 G 2-1, P 5-4 Win 200 2480
8 7 – 0 5 G 1, P 5-3 Win 220 2700
9 8 – 0 4 Plat 5-2 Win 240 2940
10 9 – 0 5 P 3-1, D 5 Win 260 3200
Final Score: 10 - 0, 3200 Rating, Placed into Diamond 5
Game Score W>L Facing Game Results Points Gained Total
1 0 – 0 0 S 2-1, G 5-4 Win 80 1580
2 1 – 0 1 S 2-1, G 5-4 Win 100 1680
3 2 – 0 2 S 1, G 5-3 Win 120 1800
4 3 – 0 3 Gold 5-2 Win 140 1940
5 4 – 0 2 Gold 4-1 Win 160 2100
6 5 – 0 3 G 3-1, P 5 Win 180 2280
7 6 – 0 4 G 2-1, P 5-4 Win 200 2480
8 7 – 0 5 G 1, P 5-3 Win 220 2700
9 8 – 0 4 Plat 5-2 Win 240 2940
10 9 – 0 5 P 3-1, D 5 Win 260 3200
Final Score: 10 - 0, 3200 Rating, Placed into Diamond 5
Staring at 750 MMR
Game Score W>L Facing Game Results Points Gained Total
1 0 – 0 0 B 2-1, S 5-4 Win 80 830
2 1 – 0 1 B 1, S 5-3 Win 100 930
3 2 – 0 2 B 1, S 5-3 Win 120 1050
4 3 – 0 3 Silver 5-2 Win 140 1190
5 4 – 0 2 Silver 4-1 Win 160 1350
6 5 – 0 3 S 3-1, G 5 Win 180 1530
7 6 – 0 4 S 2-1, G5-4 Loss 100 1630
8 6 – 1 5 S 1, G 5-4 Loss 90 1720
9 6 – 2 4 S 1, G 5-3 Loss 80 1800
10 6 – 3 5 Loss 70 1870
Final Score: 6 - 4, 1870 Rating, Placed into Gold 4
Game Score W>L Facing Game Results Points Gained Total
1 0 – 0 0 B 2-1, S 5-4 Win 80 830
2 1 – 0 1 B 1, S 5-3 Win 100 930
3 2 – 0 2 B 1, S 5-3 Win 120 1050
4 3 – 0 3 Silver 5-2 Win 140 1190
5 4 – 0 2 Silver 4-1 Win 160 1350
6 5 – 0 3 S 3-1, G 5 Win 180 1530
7 6 – 0 4 S 2-1, G5-4 Loss 100 1630
8 6 – 1 5 S 1, G 5-4 Loss 90 1720
9 6 – 2 4 S 1, G 5-3 Loss 80 1800
10 6 – 3 5 Loss 70 1870
Final Score: 6 - 4, 1870 Rating, Placed into Gold 4
Ranked Progression
The rest of the sections will be of interest to more people
than the previous two. This section will
talk about moving through the tier/division system, how it relates to MMR, and
dealing with promotions/demotions.
Currently, progression through the tiers is not straightforward. Because points earned vary from game to game
and clamping exists as you get closer to your goal, it is hard for players to
judge what it will take for them to reach the next tier/division. One game may earn them 20 points, while a
few games later they may be earning 5 points.
The difference can be quite large and the reason is unexplained to the
players. This just leads to
frustration. Using the division/tier
and MMR correlation chart above, here are a few of my suggestions for ranked
progression.
+Players will gain and lose a set number of League Points
per game. This number will never change
and can be set between 10-20 points per game.
-This will give players an easy to understand and consistent method of progression that still requires a higher win than loss ratio and removes player frustration over instances of losing more points on average than you win on average.
-This will give players an easy to understand and consistent method of progression that still requires a higher win than loss ratio and removes player frustration over instances of losing more points on average than you win on average.
+MMR will still gain/lose points based on a second (the
current) system.
-Tackling an MMR system is a little beyond me. Using the one already in place would be fine in my opinion. MMR will be primarily used in promotion/demotion decisions as a check/balance to progression speed, rather than determining your matchups.
-Tackling an MMR system is a little beyond me. Using the one already in place would be fine in my opinion. MMR will be primarily used in promotion/demotion decisions as a check/balance to progression speed, rather than determining your matchups.
As an example, a player would earn/lose 15 LP every game,
but their MMR rise/fall based on the MMR’s of those they are playing against.
Promotions
+Upon reaching 100 League Points, the game would check to
see that your current MMR is => the minimum MMR of the next tier/division.
-Prevents MMR tanking at Div 5 of new tiers. Attempts to control lucky win streaks by having a second check to make sure a player deserves to be promoted.
-Prevents MMR tanking at Div 5 of new tiers. Attempts to control lucky win streaks by having a second check to make sure a player deserves to be promoted.
+If your MMR is below the minimum MMR of the next
tier/division, your promo series would be delayed. During this period you would enter a state of
MMR acceleration. While your LP is =>
100, winning a game would continue to add League Points past 100, but your MMR
gains would be increased to 150% (or perhaps a scaling bonus on win streaks:
110% -> 120% -> 130% -> etc).
-Allows for players who have improved to raise their MMR to promotion levels at an accelerated rate, moving them through the MMR promotion check/balance at a fair speed.
-Allows for players who have improved to raise their MMR to promotion levels at an accelerated rate, moving them through the MMR promotion check/balance at a fair speed.
+Once both your League Points are => 100 and your MMR is
=> the minimum of the next tier/division.
Your Promotion Series will start as normal. During your promotion series, MMR
acceleration will cease.
+Matchmaking for Promotion Series will consider you as in
the next tier/division.
-Promotions should be played against the tier/division you will be joining, not based on the one you are already in.
-Promotions should be played against the tier/division you will be joining, not based on the one you are already in.
+Upon winning a Promotion Series, you will be placed into
the lowest division (but at least 1 higher than your current) in which
your MMR is within the range. Allows for
skipping of divisions but will not allow you to skip a tier.
-Allows for players to skip divisions if their MMR is high enough, helping them to reach their appropriate skill level faster. Also deals with undeserved promotions losses. For example, you might lose your Promotion Series 2-3, but afterwards reach it again in 3 straight wins. A continued cycle of 5-3 or 6-3 should still be rewarded even if those 3 losses are all promo
-Allows for players to skip divisions if their MMR is high enough, helping them to reach their appropriate skill level faster. Also deals with undeserved promotions losses. For example, you might lose your Promotion Series 2-3, but afterwards reach it again in 3 straight wins. A continued cycle of 5-3 or 6-3 should still be rewarded even if those 3 losses are all promo
+Winning a Promotion series will make you immune to demotion
status for 1 day or 10 games, whichever comes first. Your MMR will still drop during this time
period.
-A quality of life improvement for players, it is extremely frustrating to win a promotion series and quickly get demoted to an unfortunately timed losing streak. Player’s will still have to regain their MMR, but this will protect them from bad luck.
-A quality of life improvement for players, it is extremely frustrating to win a promotion series and quickly get demoted to an unfortunately timed losing streak. Player’s will still have to regain their MMR, but this will protect them from bad luck.
This system will provide two measures to a player’s skill,
hopefully able to best place players in the tier/division appropriate to their
skill level. While it does limit a
player’s ability to speed rush through the system on wins streaks, it still
allows for quick progression if MMR is high enough. The consistency of earned points makes it
easy for players to understand and the removal of any clamping is a simple
quality of life improvement. Also, since
points are consistent, players who improve their gameplay and deserve to be
higher tiers will be able to progress based on their current skill level rather
than their progression rate having been clamped because of the number of games
they have played.
Demotions
I find that there are three problems with the current
demotion system. First, you are not
warned about them. Second, you cannot
defend against them. And lastly, you
cannot be demoted from a tier. I
believe that the first two should change simply for the quality of life of the
players, while the last issues should change to remove MMR tanking exploits and
to better place players at their appropriate skill level.
+If a player is at 0 League Points and their MMR < their
current tier/division’s minimum MMR, they will be placed into a Demotion
Defense Series.
-Sets when and why demotions will occur and lets players track how close they are to them.
-Sets when and why demotions will occur and lets players track how close they are to them.
+Players must win 2 out of 4 or 3 out of 6 games to prevent
their demotion.
-Sets the demotion prevention requirements at a 50% win rate.
-Sets the demotion prevention requirements at a 50% win rate.
+Upon surviving their demotion series, players will gain LP
equal to 2 wins.
-Prevents hitting a demotion series immediately after winning one, even if your
MMR is still below your current division/tier’s minimum MMR.
+If a Demotion Defense is lost, players will be placed in
the previous division/tier with 50 + Demotion Defense wins (max of 75) LP.
+Players CAN be demoted from tiers.
-Counteracts “elo boosting” and large lucky win streaks. Also allows for redistribution of players as more skilled players make their way into the appropriate tiers.
-Counteracts “elo boosting” and large lucky win streaks. Also allows for redistribution of players as more skilled players make their way into the appropriate tiers.
I think that having a system in place that notifies players
of incoming demotions and allows them to prevent them is a good quality of life
improvement as opposed to the current, surprise you’re demoted, system. Having players being able to be demoted from
tiers will make sure players are in their appropriate tiers as well as
devaluing the worth of “boosting.”
Matchmaking
Matchmaking is probably the most important issue with the current
system. Currently the division/tier
system seems to be nothing more than a fancy user interface. I believe (I could be wrong) that matchmaking
is based entirely or almost entirely on your MMR and has nothing or little to
do with your division/rank.
+Currently the matchmaking system is too broad.
-Matches can consist of players across up to 3 tiers. Diamond tier players have and can be matched up against Gold tier players and vice versa.
-Matches can consist of players across up to 3 tiers. Diamond tier players have and can be matched up against Gold tier players and vice versa.
+Basing matchmaking on MMR can create highly skewed teams.
-On a smurf whose MMR is very high, I’ve been on teams full of Silver 3-1’s against teams full of Gold 4-1’s. One player’s MMR can highly skew the team composition in terms of divisions/tiers.
-On a smurf whose MMR is very high, I’ve been on teams full of Silver 3-1’s against teams full of Gold 4-1’s. One player’s MMR can highly skew the team composition in terms of divisions/tiers.
+MMR is not a visible stat to players and as an invisible
stat should not be part of determining matchups.
-This is for the quality of life of the players, reducing frustration on seemingly so varied team compositions.
-This is for the quality of life of the players, reducing frustration on seemingly so varied team compositions.
Changing matchmaking to be based primarily on the
divisions/tiers in place would make them much more meaningful, reduce player
frustration, and cause players to be placed in divisions/tiers more appropriate
to their skill level. Here are my
thoughts.
+Matchmaking should first pull from the closest two division
within your tier.
-In example division 3 would first pull from divisions 4,3,2 but division 5 would pull from division 5,4,3 within that tier.
-In example division 3 would first pull from divisions 4,3,2 but division 5 would pull from division 5,4,3 within that tier.
+As time in the queue increases matchmaking will open up to
all divisions within your tier.
+As even more time passes by without a match found,
matchmaking will open up to Division 5 of the tier above you and Division 1 of
the tier below you.
+Queue times should increase to better match players. Something along the lines of 1-2 minutes for
the first search bracket, and 1-2 additional minutes for each new search
bracket.
-Personally, I would rather spend a longer amount of time to find players
within my skill level and have evenly matched teams than to find unbalanced and
broad games quickly.
I feel that a matchmaking system based on the visible
ranked system would make the tiers/divisions much more meaningful as well as
make the matchmaking system easy to understand by players.
Lastly, two small suggestions on possible improvements to
either matchmaking system. Not so much
changes, but rather additions.
+Duo Queuing should be limited. I feel that requiring players to be within in
one full tier of each other is fair. For
example, a Plat 5 player could duo with any player within Gold 5 – Diamond 5.
+In a players profile they may set their ability level in
each of the lanes/roles (Skilled, Average, and Unskilled). In the champion select screen, these could be
seen by teammates as small icons underneath the player’s name. This would convey more information during
champ select for team coordination.
-Players can also choose to not mark anything (so players do not feel pigeonholed into the current metagame). Could be used in the matchmaking decisions or just left as an information conveyor only.
-Players can also choose to not mark anything (so players do not feel pigeonholed into the current metagame). Could be used in the matchmaking decisions or just left as an information conveyor only.
Challenger Tier
Last on my list of things to talk about, is the Challenger
Tier. I find that there are a few
problems with its current incarnation:
+Challenger Tier is extremely exclusive.
-Only allowing 50 players into it at a time is an extremely small number with how many players League of Legends has.
-Only allowing 50 players into it at a time is an extremely small number with how many players League of Legends has.
+Safety period is too long.
1 week of demotion immunity is a long period of time for a tier that
should promote volatility and competition.
-Being a Challenger should be a position that demands it be defended. Players should not be able to sit back once reaching it and safely hold onto it.
-Being a Challenger should be a position that demands it be defended. Players should not be able to sit back once reaching it and safely hold onto it.
+Only rotates the bottom players in the tier. Top players are nigh untouchable.
-The players that reached challenger tier first and have now reached the top 30 or maybe even 40 are relatively untouchable. Their points are so high compared to the lower end and new entries that it’s almost impossible for them to be in danger of demotion, even while playing only 1 game a week.
-The players that reached challenger tier first and have now reached the top 30 or maybe even 40 are relatively untouchable. Their points are so high compared to the lower end and new entries that it’s almost impossible for them to be in danger of demotion, even while playing only 1 game a week.
Currently, there are a lot of players in Diamond 1 who
cannot even begin their promotion series because the players they can replace
are locked in demotion immunity status.
There’s a decent sized queue to get into Challenger because there
effectively only a few slots open that are constantly being protected. If a player is not on top of when immunities
will expire and do not claim that promotion series spot as soon as it opens,
they may never make it to challenger even though they deserve it. I’ve brainstormed two ways to potentially
counteract these problems and make the Challenger tier a more competitive and volatile
tier.
Tweaking the Current
Challenger Tier
+Drop the safety period to 2 or 3 days instead of 1 week.
-Gives players enough time to get out of the bottom end of Challenger while not locking up the position if they don’t play.
-Gives players enough time to get out of the bottom end of Challenger while not locking up the position if they don’t play.
+MMR acceleration at 100 points in Diamond 1 will allow
players to earn their promotion series faster by reaching the MMR of players in
the Challenger Tier.
+Allowing points to go past 100 will hold on to Diamond 1 player’s
promotion without fear of losing a game or two while at 100.
+MMR acceleration in the Diamond 1 tier will cause the
players rotating between Diamond 1 and the bottom of the Challenger tier to
catch up to the players in the top of the Challenger tier.
Challenger Tier
Redesign
This idea I like a lot more than just tweaking the current
Challenger Tier. I feel it creates a
tier of fairly constant competition that promotes defending your position
rather than simply idling in your position once you move out of the lower end
of the tier.
+The Challenger Tier will consist of a shared point
pool. For my example the total amount of
points available in the Challenger tier will be 50,000 (1,000 to each
player). Once 50 players have reached
Challenger status, the points will be distributed evenly and the tier will
officially begin.
+At the start of the Challenger tier, all players will be
given 1 week immunity from demotion while the ranking within it settles.
+Every game that is played in which a Challenger plays
against a Challenger, the points within the Challenger tier point pool would be
affected. If a Challenger(s) plays a
game but does not play against another Challenger(s) only their MMR will be
affected by the outcome.
+In Challenger versus Challenger games. Non-participating Challengers and the losing
Challengers will lose 1 point per Challenger on the winning team. The Challenger(s) of the losing team will
also lose an additional 25 points. These
points will be split evenly among the winning Challengers.
Example using even
teams
Challengers on teams Winners Non-participating Losers
1v1 +74 -1 -26
2v2 +73 -2 -27
3v3 +72 -3 -28
4v4 +71 -4 -29
5v5 +70 -5 -30
1v1 +74 -1 -26
2v2 +73 -2 -27
3v3 +72 -3 -28
4v4 +71 -4 -29
5v5 +70 -5 -30
+The specifics will be different for teams in which
Challengers on teams are uneven. Points
lost by the non-participating Challengers will be based on the number of
winning Challengers.
+For Diamond 1 players, their promotion series will start
when reaching the lowest MMR in the Challenger tier but will replace the
lowest ranked Challenger.
+New players will enter the Challenger tier with 1,000
points. These points will first be taken
from the replaced Challenger and then stolen evenly from the rest of the
Challengers (starting from the #1 rank)
I believe that this system or a similar one would promote a
volatile and competitive Challenger tier.
A shared point pool prevents infinite climbing while still allowing for
you to create distance between you and the others in the tier. Play becomes about your comparison to those
in your tier rather than the amount of points you have accumulated. By having every game siphon points from all
Challengers, the system will deal with the stagnation of the top ranks. All players in the challenger tier will have
to play a decent amount of matches to maintain and defend their position while
all of the challengers will be targeting and “dragging” down the rest of the
challengers, realistically making them targets that can be passed. Challenger tier should not simply be a
position that is reached and held, but one that must be defended and maintained
by all Challengers, not just those at the bottom of the tier.
Summary
The current ranked system is nice, especially in a
visual/player goal oriented sense. There
are however, still problems, especially in how matchmaking occurs and how much
of an affect MMR has on matchmaking, unfair/fair tier/division progression, and
the Challenger tier. This is compounded
by the fact that MMR is an invisible player stat and is never stated to the
players as being such a huge part of their ranked experience.
I hope that some of the tweaks/changes I have put worth have
value in alleviating the current problems.
I especially like the Challenger redesign, but that may just be me
=). I hope this can generate some
discussion about how to best solve the current issues of the ranked system and
I will be checking and responding to this thread on a consistent basis if
discussion picks up.
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