Was coming in 13.2 but we had to skip that patch, will be in 13.3.
Was coming in 13.2 but we had to skip that patch, will be in 13.3.
does normal mmr decay if you play exclusively arams? Wondering since it's been almost a year since I played a norm but I play aram every day.
I believe it does, but don't remember for sure.
what about all the people who are inactive? I have 3-4 accounts now that are all easily 5-10 divisions worth of mmr over my actual skill, with all but one of them being inactive across 3-4 seasons and the only solution is to play a few hundred games at a mildly negative winrate where i underperform every game (but am not bad enough to drop far below that 40-45% winrate overall threshhold). Even at the start of the season. its miserable to try to get back into the game.
it was even worse when these accounts were automatically in smurf queue, but I heard that was removed.
Normal MMR decays on an algorithmically fit curve depending on how long you're away, Ranked MMR does not currently because of the implications it would have on your progression (e.g. climb for 1 month, disappear for 3 months, come back and your LP gains/losses are now awful because your MMR decayed). Depending on how high your accounts' MMRs were they'd be hit by the start of season soft MMR resets though. There are probably some creative solutions to this specific problem.
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Pretty much, would only add it would take quite a bit longer than 4 weeks to resolve. Like the post above said we have years of calibrations for all the folks who've been around for that long.
Read moreIt just seems like matchmaking in general feels worse compared to up until season 6-8 or so. Games feel far less stable, and far more often one-sided.
Is this just a symptom of role select as people solely grew more specialized and less versatile, you think? Is it just people being less experienced in secondary and autofill roles, and leading to relatively frequent lopsided experiences? I'm still of the mind that role select feels great for players, but was bad for the game overall.
Or do you think its a symptom of where meta has shifted, where coinflips commonly happen before a jungle even finishes first clear?
As far as "stats", its just noticed trends (could be anecdotal), but its also something that others seem to mention somewhat commonly as well. I remember people thought 5+ win/loss streaks were crazy unless you're playing far outside of your actual MMR back in early seasons. Now it seems like 5+ isn't uncommon in comparison even for plateau'd players...
Role select did a lot of different things. Like you said, it's led to players becoming less versatile because it allows you to hyperspecialize, but it's also made a lot of players really happy for that reason. "Feels great for players but was bad for the game overall" isn't a rare opinion internally, but it would probably take a lot if we decided we wanted to unwind it.
Gameplay is absolutely something that can affect how fair a match feels. If the meta shifts from "farm and scale for late, mages and ADCs are the strongest" to "early game hyperaggro invade junglers every game", the latter games probably feel more one sided even though nothing changed with matchmaking.
On streaks, humans are pretty bad at recognizing randomness. It'd be more likely we were rigging things if streaks weren't frequent. On a pure 50/50 coinflip the chances of you getting heads 5 times in a row are 1/32. Then consider how many players per day are flipping those coins, you're ac...
Read moreRead morehttps://web.cs.ucla.edu/~yzsun/papers/WWW17Chen_EOMM peer-reviewed study warning
So an engagement optimized system isn't being used?
- We're going to ignore the high prevalence of extended win/loss streaks in modern seasons which very closely match trends found under EOMM-based matchmaking?
- Are we going to ignore the consistency in the high prevalence of recent performance discrepancies between two teams? If you don't know what I'm talking about, seeing a team full of 50%+ WR, and the other full of 49%- WR, rather than a relatively random distribution that would be expected.
These didn't happen often in early seasons. Win/loss streaks and recent player performance on each team would appear relatively random in a normal system.
Are you saying Riot would have zero motivation to use a similar system after all of the past /dev posts talking about wanting higher playe...
So an engagement optimized system isn't being used
Correct, it's not
Where are you getting your stats on streaking and team performance distribution compared to prior seasons?
We have a pretty straightforward strategy for increasing engagement - put out cool stuff that the players want to engage with and build long term trust that we're gonna be straight with you, are in it for the long haul, and are committed to all of those things because we're players too and those are all pretty fundamental things everyone wants.
We could juice all sorts of ranked engagement metrics with EOMM for a while, but how long are you going to stick around with League if we were to actually start rigging the ranked system? If we were, I wouldn't be out here telling you we aren't because that'd be pretty slimy. Would you trust other Riot games? There's all sorts of downstream consequences to violating trust like that.
There's versions of...
Read moreI'm impressed you bother to explain the matchmaking stuff to clueless people who don't want to hear answers lol.
I'd tell them I am rigging their next ranked match because of complaining on reddit
I tell people I'm putting them in loser's queue all the time, and the reason I can make those jokes is because I can't because it doesn't exist :)
And what about certainty of MMR in regards to how many games played? Can you"loosen" the certainty if you start playing very well all of a sudden? The opposite feels to be the case at the moment.
You can through winstreaks or losestreaks (doesn't need to be X wins/losses in a row, it's X wins or losses out of Y recently played games), we're not looking at any in-game performance metric right now.
Except matchmaking algorithm is based on EOMM, behavioral score, and MMR.
It's not like flipping a coin.
Matchmaking knows within a 95% confidence interval which team is going to win and which team is going to lose.
When matchmaking makes a team with 2 duo pairs, 3-4 divisions higher, and all 60%+ w/r, and are all on 3+ game win streaks, while your team has no duo pairs, has players 2-3 divisions lower, and all are sub 45% w/r, and are all on 2+ game loss streaks, then the matchmaking system intentionally put you on the disadvantaged team.
If your match making is like this 8 games in a row, you are in loser's queue. It's not a coin flip. It's intentional.
Except matchmaking algorithm is based on EOMM, behavioral score, and MMR.
Just MMR, and modifications to MMR to balance for things like premades & red/blue side advantage. Matchmaking doesn't look at winrates or streaks.
They are not as accurate as the actual system.
Knowing exactly which factors count into MMR will help people knowing how to mislead the system, either for personal gain or for damaging other players.
There is also the problem that knowing how the system recognise patterns will help players avoid the detection i.e. back in early seasons, if you were a OTP you’d very likely get matched with someone who had high chances of picking a counter champ to stomp your promos.
Other than that, I can only think what happens if players find out they are being ranked with incredibly silly factors.
I can just tell you - you gain MMR by winning games and lose MMR by losing. The amount you win or lose is related to a few things, like the MMRs of both teams. In other words if your team has more MMR, so you're "expected" (and I really need to emphasize that "more MMR" and "expected" are extremely thin margins before you pounce on me for rigging matches, in almost every case the MMRs of both teams are close enough that the difference is not really significant) to win, you earn less MMR than in the opposite case. It's also related to how confident we are in your the MMR you have today, for example win or lose streaks can be an indication that you are farther off from your MMR than expected and we'll move you more per match as a consequence.
back in early seasons, if you were a OTP you’d very likely get matched with someone who had high chances of picking a counter champ to stomp your promos
wut
Do rank points gather on the same track for flex and solo queue? I usually split my time between both game modes, but do I need to just focus on one or the other in order to get my 200 games in a single track? I get gold but it takes all season so now with half the time to get there, I might need to focus on number of games instead. I just don't know if I can still do flex queue with friends or if I need to just solo only in order to meet the limit for the skin.
They do gather on the same track, so you're good to split your time
Riot Auberaum what is your current rank in league? So many problems in high elo do you even play the game? Atleast they should hire some high elo in the department don't you think?
You can look me up if you want, my NA summoner name is Riot Auberaun.
which animal name would you like us to replace with YasuoMaster2 next patch
Also use WASD controls coming from old RTS games and am a big fan, my thinking is that your mouse hand should almost never have downtime, you're moving your character or aiming an ability almost constantly for the entire game, while your keyboard hand is frequently not doing much at all. Even in the middle of a fight, you have 4 abilities + some items, some of which will have longish cooldowns, but the clicking never stops.
Can you send me your account name and which server you're on?
you mean 13.2 or 13.2 or do you mean february?
Ah sorry I do mean 13.2 or 13.3 XD. what year is it...
this is coming either 12.2 or 12.3 13.2 or 13.3
I am not a fan of this at all. I f**kimg hate the devs main medium of "communication" is random ass reddit comments.
There are +100,000,000 monthly players (1.25% of the entire human population). Only 6,000,000 reddit subs.
How many of those subbs check the reddit every day? How many see a post like this? And how many actually scroll to the comments to read the dev responce?
If this is how they communicate, at best they are communication with 1-5% of the total player base.
Pathetic.
I wouldn't say it's our main form of communication, if something is important or relevant for the general playerbase it should go on the website or in the client, since that's the only place every player is going to see it. Before you ask, yes, we missed by not having precise ranked start time information available there.
For other things that are smaller individual questions, or opinions about the state of the game, I'm curious what communication methods you'd like to see. We do post broader articles like quick gameplay thoughts that attempt to address some of these things at a broad scale, but our general take is that it's good to talk to players where they're talking (and talking like humans to them because devs are humans too, we're not PR robots). I only speak English so I'm try to be active on Reddit & Twitter, been looking at Discord, we've done some outreach in other language communities too.
This is a known bug we're fixing, it's only for that part of the client, you can still see the current season games and W/L under the stats tab in your profile for now.
Hey, we were able to find the problem here and are working on a fix. There's a chance it could require them to re-seed but we'll see if that's avoidable.