League of Legends

League of Legends Dev Tracker




06 Dec

Comment

Originally posted by puberty1

and would skyrocket to 10th place

Doubt a Team consisting od Huni Froggen Aphro and Sneaky who were all good on international stage would end 10th, idk what this circlejerk of people saying DIG even without Sneaky is a 10th place team

Comment

Originally posted by Gilthwixt

Shhhh, don't need more league players in our Great Community By the Way™ /s

Were all already there xD

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Originally posted by Stealth_Tek

Where’s your Rioter flair? I thought every Rioter gets one on this sub?

Great question - I'm trying to find out. Used to have it, but it sounds like new reddit caused some issues.

Comment

Originally posted by Veralion

This could be f**king massive for Riot. Holy shit, this could be an absolute gold mine. It's literally free money, smaller devs will want to take advantage of League's massive fanbase to put themselves on the map and Riot just has to sit back and collect a check while they do the work. It's f**king crazy how they did nothing with the IP for 10 years and now all of a sudden are doing ALL THE THINGS at once.

I do want to be fair - a number of Rioters have been working for years on enabling us to do things like this. We wouldn't be able to launch Forge without the years of work internally on the IP

Comment

Originally posted by JimmyDuce

So it's your fault I get 30% WR people in my promos :P.

I know it's hard, and you get way too many suggestions, but why not weight initial MMR from norms? And also stop giving me 30% win rate people in my promos

Normals can be a part of the puzzle, but they don't perfectly correlate to skill in Ranked. It's probably a good thing for us to consider, but it's not the solution all by itself.

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Originally posted by KaisaPermanente

Why not have placements start lower and have win streaks worth more and loss streaks adjust match mmr more? I think the issue might be more the fact that the first two or three matches of a fresh account starts at gold, which is basically a coin flip of it being a new player, a bronze "smurf", or a high elo smurf.

I also have a question, why can i climb so much faster and easier on an account that has less games than another at the same elo? Example, having 100 games played at gold 3 vs 300 at gold 3. My 100 games account will climb much faster than my 300 games. This means i abandon an account every time an older one catches up, and so far its been too consistent to not be design. Is there no limit to how the system judges your improvement with games played?(i.e., judging it against a 300 game sample size instead of capping it at say the last 100 games sample size)

We match based on MMR, not Rank, so starting placements lower rank-wise wouldn't matter. If we started at a lower MMR, as I mentioned in the original post, it just ends up moving the middle downward and destabilizing more games along the way.

As for account age vs. climbing, I may be misunderstanding your example, but let's say you have a 300 game account that is settled in at Gold III. Then, you make a new account and play some games, and rise quickly to Gold III - much faster than the 300 games you played on the last account.

What you're not taking into account is that on the older account, you weren't necessarily at Gold III skill the entire time. Over the course of those 300 games, your skill changed and improved up to Gold III, and your MMR and Rank changed to follow. Now when you make a new account, your skill is starting at Gold III, and your MMR will adjust to that very quickly. Since you weren't the same player when you started the second account, you shoul...

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Comment

Originally posted by dlabguy

A while back, you guys changed the API so websites like op.gg can no longer display MMR. Is it possible to get that feature back ? Perhaps in the main client ?

We don't plan on bringing visible MMR back - when MMR is working correctly, it does a lot of things that feel bad when you look at it in isolation. The biggest one is that for half the population, MMR only goes down, because we start people in the middle and then naturally, half the population has to be the bottom half.

As a side note, the API was not sending MMRs out to third party sites, that was a separate estimation done by those places. Part of the reason we asked for it to be removed was that it was often substantially wrong and led to a lot of false expectations.

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Originally posted by lilivnv

Are winrates not taken into account? I’ve seen so many people with 70-80%+ winrates in mid/low gold with like 40-50 games versus someone with <48% winrate with hundreds of games

Winrates are a very fuzzy metric, because they don't take into account who you won against. A lot of new accounts that eventually reach Diamond+ will start with 70 or 80% winrates, because they're a Diamond skilled player facing off against Gold skilled opposition. But as they move through the ranks and face harder opponents, their winrate will go down. That doesn't mean they've gotten worse - it means we've gotten enough information to give them more fair games.

Comment

Originally posted by Gkkiux

How does the system determine the final rank though? After losing first game in my placements and finishing around 7-3 I was placed in Silver 1, but after another win the system bumped me up to gold 4. Wouldn't it make more more sense to do adjustments like these in placement games? Or is it that MMR and rank need to be far enough apart for this kind of jump to occur at any point?

So provisional games aren't meant to mark the best rank you can achieve, just where you're starting your season. From your particular case, it sounds like you ended right on the threshold of Silver I and Gold IV, so as you won more games, it makes sense that you'd move upwards.

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Originally posted by Futomus

One thing I've been wondering though. Wouldn't be feasible to look at the input stream from a player and apply an algorithm to judge the mmr? I don't know if this is part of smurf detection or mmr already, but I'm thinking that a deep learning network would be farily good at guessing the real mmr of a player given the proper input and also quite resistant to trying to gaming it?

So generally I agree, but tuning those kinds of models is not super easy, and can run into issues where once you've tuned it, you may promote strategies that focus on convincing the system you're good rather than actually winning the game. We are experimenting with some options along these lines, though, and they show promise.

Comment

Originally posted by hellyeah222

Hi, Can you please provide an explanation why there is such a significant divide between hidden MMR and the LP system? And I am not talking about new players here, so pardon for going off the topic of the OP.

If a player is consistently matched with people above his current division/LP, shouldn't he be promoted to the same rank as the people he's playing against? Why employ arbitrary limitations to LP gain maxing out at 35 or so LP per win, and limiting division jumps to 2 divisions (from what I've experienced myself. Not to mention that these jumps only happen if you REALLY shouldn't be in your current LP rank).

This is an issue I've faced in all of my accounts, where the MMR gains outpace the LP gains and I end up playing versus players with higher LP ranks than me. When I play Support on my main, I get to Gold 2 or so, and get matched with Plat players, but I struggle to reach plat myself due to the limited amount of games I have time to play. I know that with an...

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So MMR is meant to measure your skill, and that is all it's meant to care about. This means that we want it to be able to adapt quickly, be fine with overestimating, and move around quickly as we get new info.

LP is meant to be more steady and certain, so it moves slower and is less responsive to small trends. This is why it takes more games for your LP to move upwards and sometimes catch up with your MMR - it's effectively waiting for a larger sample size.

Also, if you are making new accounts (which I'm inferring from your post), it's going to take longer for your LP to catch up, because again, we're starting over from new info each time.

Comment

Originally posted by candoodle

Why dont you factor in normal game mmr for the few first ranked game

if someone is getting shit on by bronze players in normal why toss them into mid gold mmr in their first ranked game

Normal games may be part of the answer, but results in Normals don't necessarily correlate 100% to results in Ranked. People don't always have the same competitive intent in Normal mode, so a player of average skill who tries hard may be slightly above average in normals, while a player of above average skill who messes around may end up below average. Then when those two players go into Ranked and start both trying hard, their Normal MMR wouldn't actually reflect their relative skill.

It is a good starting place, though!

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Originally posted by neberhax

Wouldn't it be possible to split up mmr for new players? Just hear me out.

The initial mmr's would be on one side the average mmr a new account has after like 20 games, and on the other side the actual average mmr of the ranked playerbase. Would it not be possible to have matchmaking (and visible rank) based on the 1st mmr, but have the 2nd there to keep the ranked system in balance?

Eventually both mmr's should meet in the middle since the 2nd one barely has any gains and significant losses.

Does this make any sense?

Yup, get where you're coming from on this, and it's a cool idea! But it's operating on the assumption that new players fall between those two points. We don't necessarily know that to be true (and in the specific case of saying they should be between average and somewhere below average, we actually KNOW that isn't true - many new accounts are above average skill).

There's probably a version of this where you could pick a point below average and a point above average, and execute the same function - but this would still constrain players into that range for their first few games, and do a poor job of handling outliers who are either really good or really bad. And for players who are really good, we'd be dropping them into below-average skill games for much longer, which makes those matches feel unfair to the players who really fit into those games.

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Originally posted by Etheri

Is there any possibility of moving away from centered distribution (I.e. normal distribution) and towards a skewed, bottom heavy distribution?

I imagine guaranteeing stability, no rank inflation, ... is much more difficult. But it may be more representative and allow you to adress some of these issues.

We try to model our skill estimation to the results we get, not towards a particular shape of a distribution we have in mind before starting. So aiming for a bottom-heavy distribution wouldn't necessarily be representative of the data we see in game.

Comment

Originally posted by LooseCandidate

I've had an even better experience, i just got level 30 after playing die-hard arams and normal games for 8 days straight, I jump into ranked play two games and i get flamed for being boosted and having "bought" my account, the guy swore he would get me banned, and guess what? 1 Game later, my account is suspended for suspicious activity, L M F A O.

I just made a support ticket to see why they locked my account and what was so suspect about it, except for the fact i was clapping up some kids as TF ;).

Sorry to hear it - support ticket is going to be your best bet. Hope it gets resolved for you!

Comment

Originally posted by Greatius

I got question for you then. Why do I end placements in silver or even bronze, with 9/1 placements, where last few games were wins in high gold/low plat elo. Last few wins in placements give +40ish lp. After placements 1st win skips you 2 divs. Next 3 wins give up to 38 lp, and after you pass 100 lp you just go to next div without promos.

So why are next 10-20 games after placements more influential than 10 placement games themselves. 1/9 or 9/1 no difference at all, it is all about next 20ish games after placements.

While I'd disagree that provisional games are less impactful than post-placement games, you do make a good point that since you can't skip divisions during provisionals, you may get bigger single game jumps, depending on where and when those wins happen.

Some atypical things do happen when you go 9/1 or 10/0 in provisionals, though - I think this is more a product of you having an excellent win streak and the system cautiously catching you up than anything else.


05 Dec

Comment

Originally posted by KawaiiMajinken

Void screeches

Plz mark NSFW with that kind of dirty talk.

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Originally posted by CapsTheArbiter

....I know this is mostly focused on indie, but will big studios be given a crack at it? FromSoft, for example? ;D

We'd love to work on a big title at some point, but for now we need to build our muscles publishing some smaller games before we take on something like that.

Comment

Originally posted by elrd333

Can you explain how profesionnal player are given an account for international event. Don't say start at D1 mmr and inflate mmr?

Event accounts are seeded at a higher than usual MMR, but they do a lot less to disrupt the MMR balance because:

  • They're only active for a smaller period of time
  • They're seeded much closer to a reasonable approximation of their skill, since we know the pro player's performance already
  • The number of pro players coming in is fairly small.

These accounts probably cause a slight overall deflation (as we don't seed them as high as some of these players are on their home server, so they tend to gain MMR), but it's considerably less than if we let those players enter the system via smurf accounts without higher seeding.

Comment

Originally posted by TragicKid

Dating sim when?

Rek'sai waifu gacha game. Noted. We hear you, Reddit.