Why doesn't LoL have MMR (Matchmaking Rating)?

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Krshna

Senior Member

07-12-2011

This would be the cure to and the solution the Hard Reset/Soft Reset issue.

Yes, the people in low Elo probably are where they should be. And yes loads of High Elo players coming down to 1200 with everyone else would cause some chaos.

Yet in the interest of parity and fairness, and of preserving the definition of the word "Season" in a sporting context, everyone should be reset to equal. It's only fair.

That is why other games have MMR, or Match Making Rating.

This means that every year, even though the ladders reset fully, the game still remembers your skill level and still matches you appropriately.

Right now people are mistaking Elo for pure Skillscore, when more accurately it's something like Timescore/Skillscore. Grackis for example has something like a 50.1% win/loss ratio, and yet he is what, like 2k? Any reasonably skilled player can reach high Elo if they play MASSIVE amounts of games.

MMR is truly a Skillscore. It has nothing to do with your standing, your recent games, etc. The game knows how good you are and assigns you a proper MMR. Then your Elo, or whatever ranked rating is used, is your Score. No skill tag, it's just how well you've done in your games in that given Season.

To be honest, even though it makes more sense, in a system that lacks MMR (a second hidden Elo that carries over with you between resets) to do a Soft Reset to not create Ladder Chaos... it is a little bit of a mockery of competition to start a new "Season", but just leave the high high and leave the low low. The whole point of "Season" competition is to every year, attempt to climb that ladder in hopes of reaching the top again. This puts the onus on players to continually prove their worth.

This game has such little Elo Decay, that with this soft reset, there will be players who don't even play anymore sitting on top of the ladder when others are fighting tooth and nail to climb.

It just makes no sense competitively to not start on even ground every year. But... since there is no MMR it seems we don't have a choice or else chaos will ensue...

Conclusion: If we had MMR we could have a true, fair, balanced Hard Reset. Since we don't we are forced to accept Soft, even though it is a mockery of the spirit of competition, albeit necessary at the moment.


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Krshna

Senior Member

07-12-2011

Can't really imagine why I am being downvoted. I'm not claiming Low Elo players are stuck in an Elo Hell, I'm not claiming High Elo players got "carried" or "lucky" like other threads are doing.

All I'm saying, is many other games have a hidden Elo that never resets, called MMR, which allows them to Hard Reset their ladders every year without causing Chaos on the ladder. That is a perfectly valid point.

And the fact that I am getting downvoted goes to show, that people on this forum will downvote anything that doesn't agree with their point of view.

All people see is me saying we should not have a soft reset. Everything else goes in one ear and out the other. So sad.


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Norwazy

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Senior Member

07-12-2011

not a bad idea


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Giant Chicken

Senior Member

07-12-2011

Why not just do a soft reset instead of adding something else into the mix? If we work under the very valid assumtion that people end up where they belong, it doesn't make much of a difference if you soft or hard reset in the long run. Soft reset just puts similar skill levels together, which is what you want in the first place. This way is easier for them and does the same thing.

Side note, win/loss ratio isn't that important to your elo, its about who you beat. Playing lots of games doesn't improve your elo by itself unless you become more skilled as you play.


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Krshna

Senior Member

07-12-2011

Well don't credit me. This is one of the very few games that doesn't have it.

Best example would be WoW Arena's since it's once again a Team Game (unlike SC2 where you control your own destiny) and they use a similar rating system.

Every Arena "Season", every player is reset entirely to 0. Whether they were a 2500 Gladiator or a 1400 noob. The reason this works is because of MMR.


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WhatIsThatThing

Senior Member

07-12-2011

How do you propose they calculate your MMR?


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Covenant

Senior Member

07-12-2011

+1

A coherent post about skillscore/timescore!? Excellent stuff.


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purehybrid

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Senior Member

07-12-2011

You have no idea what you are talking about, and...

Quote:
Originally Posted by Krshna View Post
Right now people are mistaking Elo for pure Skillscore, when more accurately it's something like Timescore/Skillscore. Grackis for example has something like a 50.1% win/loss ratio, and yet he is what, like 2k? Any reasonably skilled player can reach high Elo if they play MASSIVE amounts of games.
...this statement proves it.

A win/loss ratio will always trend towards 50% if you are playing with/against people of the same skill level. THATS HOW IT WORKS. Good players vs'ing other good player, get average/even stats. The only time your win/loss WONT be approximately 50%, is if you are on the rise or fall (ie. you are better or worse than those you are playing with and against). For the uberpro's, this means their w/l will stay high, as their current comparitive skill level is essentially infinite (ie, they are simply better than literally everyone else). For players in the 2k range, who are awesome players, but not the absolute best of the best, their w/l will trend to 50% just like everyone elses.

Quote:
Originally Posted by Krshna View Post
MMR is truly a Skillscore.
No, it isn't. Most MMR systems are either an abstracted ELO system, or an artificial construct with a bunch of arbitrary values assigned to even more arbitrary actions that may or may not result in a team winning or losing.

If you want to jump on the Elo/Reset QQ bandwagon... at least get some idea of what you are talking about first.


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FrankyCentaur

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Senior Member

07-12-2011

I find that the ELO system is basically the same thing as MMR... I play both games and don't see the difference.


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Kokowam

Senior Member

07-12-2011

Okay, so basically you want high level people to play against high level people while low level people play low level people. So even though high level people are obviously better than the low levels, we want to put them at the same rating?

Or why not just rank people by the MMR?