Addition to the ELO System: Win Counts

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Epic Lag Spikes

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Junior Member

05-03-2012

Goal: This is a fairly straight forward suggestion on making more balanced solo/duo queue games.

Motivation: To those who are paying attention, you may notice games are often not balanced. A lot of time, by the end of the laning phase, one team has been beaten enough that they're ready to surrender. Another way this situation shows itself is when the losing team is losing every single lane.

Suggestion: Take into account of the player's win count during match making.

Reason 1: A 1200 ELO player with 800 ranked wins generally plays nothing like a 1200 ELO player with 3 ranked wins.

There is a big jump going from blind pick normal games to solo/duo queue ranked game. People who are new to draft mode often are not familiar with the idea of roles in laning or counter picking. The players who are a little slow at catching on don't even realize that the support isn't suppose to steal CS. I have laned with this one person who went "support Orianna" and AoE-ed every minion wave, not even stealing CS as much as making us lose CS.

Now, some of you are thinking: they can learn all about draft mode in draft mode normal games. That is true. However, this is the internet. Just like a lot of new players skipped the tutorial and dived head first into turrets in normal games, people are not going to prepare their selves before ranked games. If you really have that much faith in humanity, my proposal to you is to go and watch a few games at 700 ELO.

Reason 2: This factors in a new aspect of the player that the current system does not: experience.

Blind mode and draft mode aside, the current ELO system is designed to reflect win/loss ratio. Two people can generate the same win/loss ratio even though 1 of them played 100 times as many games as the other. The current ELO system has no way of reflecting this.

There is a difference between a skilled player and an experienced player. A skilled player with 1337 APM can be the most devastating thing 1v1 but it generally takes experience to know how to work with a team.

Reason 3: This should not be terribly difficult to implement.

Let's face it, it's just a number. There's no parsing or interpretation involved. It doesn't encourage people to kill steal each other for a better score. Just use what ever code that is currently balancing the ELO of the teams and add a duplicate that balances the win count.

One small tweek I would suggest is that, instead of balancing the actual win count, balance the logarithm of the win counts. This is so that 1 guy with 1400 wins doesn't get completely screwed carrying 4 newbies every game. Afterall, there's a big difference between someone with 10 wins and someone with 100 wins. There is less of a difference between 1010 wins and 1100 wins. Using logarithms gives this diminishing returns effect so that, after enough wins, everyone is treated about the same. It shouldn't be that hard to have a computer program calculate logarithms.

Extra Note: I admit this is more intended for helping people get out of "ELO hell" than to benefit the "pro players". But here's a thought for the guys at Riot. Those "pro players" may be the flash point getting your game all the attention, but they already unlocked just about everything they need. The "newbies" are the ones buying RP. Make a stand for the common man and it'll benefit in the long run. It's not like this will actually hurt the "pro players".

TL/DR : Balance the players' win count during match making to make teams more balanced.

P.S. Up vote this post if you agree with me!


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Breezeair

Senior Member

05-07-2012

Bump, Riot do something!


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ChiefRocker

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Recruiter

05-07-2012

Very well thought out and straight forward. Bump.


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seleleth

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Senior Member

05-08-2012

Love it! Bumped and +1.


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DRo0P

Junior Member

05-09-2012

Bumped and +1'd


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gentlemenshadow

Senior Member

05-09-2012

what DRoOP said