Core Idea
Rank can never define a player's skill, higher rank doesn't always mean better player. Instead rank should be a proof of your grind, a symbol that tell people you've spent time in the game and how much you improve. Rank should motivate you!
How does it work?
- You gain RR for a win, but you won't lose or gain any RR for a lost
- Add more division in every rank and raise the RR it takes for promotion
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Solo/Duo queue and Party queue have separate rank.
- Duo queue Restriction is base on hidden MMR
- Party queue have no restrictrion
- The amount of RR you gain is strongly effected by your hidden MMR in relative to your current rank
- When every act end players get push down rank but hidden MMR remains the same
- Match making is only based on hidden MMR and the rank won't be show during game .(just like our current system)
- Top diamonds, Immortals and Radiants system remains the same as the current one.
Ok, after seeing that you won't lose any RR for a lost you might think this is a sh*t post, but the key here is "RR gains is strongly effected by hidden MMR". In first glance this system looks like a grind to win so let's set an example. Disclaimer: all the numbers is just for example and can be tweaked
Bob is a player with hidden MMR in bronze and maintaining a 50% win rate , which means in the system's eye Bob is consider a bronze player. He started his grind in bronze1, since the shown rank is match with his hidden rank, the system gives him a decent amount of RR for his win. With 0 RR lost for a lost match, he climb all the way to silver1 in 20 wins, which is 40 game. Now Bob is in silver1, he dreams to climb to gold but he is not improving, he still only maintain a 50% win rate with hidden MMR being bronze, so the system gives him lesser and lesser RR for a win. Bob is indeed a grinder, it took him a warping 100 win, which is 200 games to finally achieve gold1. Now due to Bob still not improving, the system gave him such little RR each win that for him to hit plat it will take him 250 win, Before it happened, the act ends and Bob get reset to bronze and gain a act triangle with a couple gold doritos.
George on the other hand is a player with hidden MMR in Diamond and maintaining a 50% win rate. He started his climb on Gold1, due to his hidden MMR being Diamond, it only took him 5 win, which is 10 games to hit plat, and then it took him 15 win, which is 30 games to hit diamond. Now his hidden MMR is matched with his rank, he gains a normal amount of RR for a win. It took him 20 wins which is 40 games to hit diamond5. But George is not improving, he is still being matched against diamond and can't compete with immortals, so due to the diamond5 system being the same as the current one, he will lose an amount of RR for every game he had lost, this result in him being hard stuck Diamond5 till the end of the act. The act ends, George get reset to gold and gain a Diamond act triangle with 2 immortal doritos on top due to lucky win streak.
This two examples demonstrate how the system works, the most important philosophy here is the separation of hidden rank and shown rank. Hidden rank is use for match making, and shown rank is use for showing not only a general skill level but also how much time a player had dedicated in Valorant.
How will the system effect different kind of players?
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Low elo player
- even if you are not improving cause you play with 30 fps, as long as you keep playing, the rank will reflect your dedication. You won't be yeet into iron after a lose streak in silver.
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High elo player (Plat to Diamond)
- hitting plat and diamond is already amazing and you won't wanna get yeet back to gold after lose streak, luckily you won't. There's is no need for rank fear and create alt account to smurf, you can happily play the game and fully focus on improving.
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Top player(mid/high immortals and radiant)
- you won't feel any difference since the system is same as the current one. For you guys worrying about the leaderboard get filled with a bunch of diamond grinders, it won' happen, cause as long as their MMR didn't rise, they will lose way more then they will gain and eventually hard stuck top diamond which is not even in the leader board.
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Player that are improving
- when your win rate rise and your hidden MMR rise, you will find yourself gaining decent amount of RR as you climb, let's say this act it took you 80 games to climb from bronze to gold, when the next act start, since your hidden MMR had raise to gold, it may only took you 20 game to climb from bronze to gold, and you will have more time left in the act to try to hit plat.
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Grinders
- For a extreme example not considering if it is even possible, a player whose hidden MMR is iron and had a 50% win rate, had grind himself a full gold triangle. It probably took him 500 wins which is 1000 games. I think in this case, the gold triangle reflect how much time and dedication he spent on the game. You won't consider his skill is gold, but 1000 games? Let the man have his gold badge.
- Realistically it's just flat out impossible to hit diamond with hidden MMR being bronze in a course of an act, even if you did grind those 1000 games, your skill had bound to improve and your hidden MMR will rise.
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Boosted players
- when your win rate and hidden MMR start dropping, you will begin to notice the RR gain being lesser and lesser, yeah you may still be able to climb due to how the system work, but the speed of your climb will drastically decrease if your hidden MMR kept dropping. Every new act you will find yourself taking longer and longer to hit your boosted rank, and eventually impossible to hit it during a course of an act.
How does the system make you feel in contrast of the current one?
Not touching on the match making problem, which is not the rank system's fault. The current system just straight up feel demotivating, in my opinion this is caused by two things. 1. The match making is only based on hidden MMR. 2. The system is constantly trying to let the rank represent your skill by converging it to you MMR. The difference of shown rank and true rank is what generating so much bad feeling for the current rank system. And all those feeling lead to demotivation, "why does I gain 19 and lose 30? ", "why am i matching with gold teammate and against diamonds?"
Basically all of the problem with the current rank system is generated because it tries to make rank represent your skill, which I've stated it shouldn't be like that. A rank could never fully define a player's skill, especially in a team game with different aspect of skills. With such little division of each rank, you could be a plat3 with immortal aim, you could play like a plat today and a diamond other day, it just became a mess when you try to mark every player with a certain rank.
So the core idea of the new system is, instead of trying to represent you skill, rank should be a goal for you. You should be motivative and awarded by the rank system, it should be able to not only reflect your general level of skill but also the dedication you've put into.
Under the new system, due to 0 RR loss, you won't get the feeling of progress getting rob away when encountering smurf or afk teammates. you won't feel like you enter elo hell again after unlucky lose streak. And for skill representing, you will generally know a player belongs to low elo if they struggle to get to gold every single act, and the players on the leader board probably won't change much either.
Problems that the system can't fully solve
- Match making
- Match making problem is based on hidden MMR, not the RR system. I think separate solo/duo queue and 5 stacks will help this out but it could never be fully fixed
- Smurf
- Smurf will always be there in a free to play game. But what the system will do is take away the feeling of RR getting robbed and help you quickly move on to next game.
- afks and thrower
- this is probably the biggest problem of the system, because of 0 RR lost there will be some assholes who thinks it is ok to leave the game and throw. In order to solve this, there will have to be a more efficient system to identify these players, and make them lose RR or ban them.