Quote:

**Lyte**:

Streaking is an interesting phenomenon. For example, everyone considers a coin toss as an event that should result in 50% heads and 50% tails over a large number of events; however, in the short-term, if all 30+ million League of Legends players started flipping coins, lots of individual people will see streaks of 5, 6, 7, even 8 or more of heads or tails!

What I am trying to illustrate here is that even if matchmaking was perfect (and I don't think any matchmaking system can truly be perfect), it will still have streaks and lots of them. However, perhaps we can think of creative ways that will help reduce a players' chance of getting 'extreme' losing streaks that are emotionally demoralizing.

It is an interesting idea. I think you risk throwing people into games they aren't prepared for. You also risk giving games that they will stomp in.

Maybe give players a choice about what win % they want.

Most players would pick 50%.

after 6 losses, many players might pick 75%

People who want to get better would always pick 25%. They would be guaranteed hard games. They would learn how to play when outmatched.

I'd only be afraid of the 75% que-times getting long as people want to win more than they lose. Conversely, people want short que-times and will balance the desire to win with the desire to get in game.

maybe replace the fixed %ages with ranges... 25%-50%, 40%-60%, 50%-75%

It would also be nice to have the predicted win % displayed at some-point. That way we could know if the elo predictor failed or if the matchmaker failed.

go given a set of 6 games at .5 win...

you have a 1.6% chance of winning all 6 (.5^6)*100%

I've played close to 1000 games. So roughly multiplying which is incorrect, I should have had 16 win streaks and 16 loss streaks.

I think I've had a lot more "random" win streaks than loss streaks. I think this has to do with learning new champions. I play with a new champion about once a month. I play them for many games in a row. Many of these games would be losses. (it was worse when I was newer to the game)... Trying a new champion would give me 2-4 expected losses in a row. My coin flip on my main champions is probably around 65% right now.

It would be nice to not impact matchmaking when trying new champions by allowing players to have 3 normal elo's. "Hardcore, relaxed, and learning." Have them be at least 80% independent (eg. people who always play hardcore with 1400 elo, but want to go for learning would start at 1240).

^ because this algorythm is playstyle agnostic, people could use these 3 rankings for

"Main role", "Off role", "whatever role"

or

"Main champ", "Off champ", "new champ"

or

"Carry", "Troll build", "Experimentation"