Riot trying to revive dead horse. DynamicQ strikes again (hurr durr improve improve)

WARNING. WALL OF TEXT The source is Surrender at 20. It's an interview with Riot about dynamicQ "With the introduction of dynamic queue, we alienated a portion of League’s passionate player-base who believe a ranked competitive experience should be limited to a solo (or duo) endeavor. We agree dynamic queue standings don’t reflect pure individual skill as well as a solo ladder, but they also don’t inhibit competitive team experiences, and that’s a trade-off we want to make. After considering all possible options and assessing the gains (and losses) of dynamic queue over the last five months, we've made the decision to not bring back solo queue. While we’re committed to dynamic queue, we know there’s still a few problems we need to solve. We highlighted the most serious issues and what we’re doing about them in an open roundtable discussion you can watch here. Below, we’re covering the data behind the problems as well as expanding on some of the answers presented in the video." So here we see them highlighting that soloQ won't come back and they want to solve problems that are here with DQ. **Role selection** "Position select isn’t sufficiently prioritizing primary roles and we’re working to improve how it does so.You should get your primary position more often whenever possible. Right now, a support main has a 95% chance of getting his role, while a mid main has only a 55% shot at getting hers. Different combinations of roles also vary quite a bit. For example, if a mid main is a support secondary, she’ll end up mid only around 16% of the time. " Good move. This is the problem that should be solved and they will try to do that. I like to play support from time to time, but it really is impossible to not get support currently even if you pick it as secondary so I don't play supports currently. Seems they want to fix it. **Premades and fairness** "We’re also tackling match quality because games featuring premades versus non-premades are unfair, even if they are rare. Delving into the numbers, Bronze, Silver, Gold, and Plat solos, duos, and trios battle a five-player premade in about 1 game out of 1000 (slightly more often in Plat). In Diamond, the odds of encountering a full premade jump to 1 in 150, and then skyrockets in Masters+, where players encounter a five-stack as often as 1 in 25 games. Despite being relatively uncommon below Diamond, the winrates look like this overall:https://3.bp.blogspot.com/-sRSFIkxd-cA/V03_yjBgcTI/AAAAAAAAPqg/-x4aVBnOYQATFeKpEeCK9OLaVk1D6xwsACLcB/s400/image%2B%25286%2529.png We’ll be adjusting premade handicaps further to even the playing field between premades and non-premades. " Here starts Riot's casual fooling players with charts, statistics and stuff. The real experience in low elo is actually completely different. Currently I'm gold II(plat 4 last season, started from s1 this season and got to gold 1 then back to s1) and I'm telling you it is not 1 per 1000 matches I get unfairly matched. This is constant 3,4 premades in enemy team vs no premades or duo at best in my team, which results in coordinated gameplay from enemy team that bullies one lane. Literally perfect coordination between those premades which also includes throwing skillshots into a place where they know their teammate will CC an enemy. This is quite LCS level coordination. Meanwhile my team is full of solo players and we can't coordinate, because most premdaes are sitting at skype/ts. Riot says 0,1% of the games I say 70%+ and many other players agree. Just a quick example from today's match. oblidarated by constant 4 man ganks mid. Then bot getting oblidarated by 4 man ganks bot. Perfect coordination. No mistakes. Perfect dives. This is happening on daily basis. **High MMR adjustments** "We know we can guarantee reasonable matches for almost all players, but elite MMR has such unique issues we need to make changes specifically to the highest tiers to account for the differences. For example, because mismatches are much more common and much less fair at high MMR, we’ll limit the roughly top 1% of MMR (Diamond 5 or higher) to solo, duos, or trios. League is a team game, and we want dynamic queue to work for every player who wants to compete, but we’re admitting how impossible it is to find fair matches when fully-coordinated professional teams like SKT are out there lurking in the queue. We’re currently considering enabling 5s for Diamond and above during specific peak hours on certain days of the week--when more players are in queue to make matches. We want to improve things now. We’re also still looking for and working on better solutions. It isn’t only match quality that varies wildly at the top compared to the rest of the ladder." Here. While the issue of high elo matchmaking is really concerning, they start with fooling people again with "we know we can guarantee reasonable matches for almost all players". If you can where is it? Where is soloq? Because this is the only way to fix it currently or do something like in DotA. 4 man premades not allowed. 3 man premades have to be matched with 2 man premades, same pattern for opposite team (3-2 teams for each team). Solo players have different ranking and duoq on one team meets team with duoq as well. It's not hard. Considering DotA has twice less players or even less than LoL and they don't have a problem with Q times, Riot should not try to fool people with another useless argument "but Q times will be big" . There is no problem with Q times. They just want things to be their way nothing else. **High MMR queue times** "We recently made some behind-the-scenes adjustments to how the matchmaker works, bringing average queue times for high MMR down to 17 minutes (from spikes as high as 30). We still don’t think that’s good enough, but we’ve exhausted our leading options for addressing queue times via this type of algorithmic or other backend tinkering. Position select combined with the smaller player pool at elite MMR is causing long queue times at the highest tiers. We’re going to intentionally make a trade-off here: Scale back on guaranteeing specific roles in order to better ensure high quality matches get made in a reasonable amount of time. To address position shortages, we’re adding an autofill mode that can trigger when queue times are too long. If players enter queue with excessive estimated wait times, the matchmaker will potentially assign them a role other than the two they selected. The matchmaker will continue to optimize for primary and secondary positions, falling back to fill only when necessary. We’re looking to minimize the number of players that’ll end up filling, but it will happen most often at highest tiers." While High MMR queue times were always high and indeed would be nice for high elo to get lower Q times, showing on another chart that lower elo Q times are fine is a complete lie: https://1.bp.blogspot.com/-cbNTkW9A1MQ/V04ADHCVS_I/AAAAAAAAPqk/fOHbg_rEazkfb26FS3jH93Ed6IJooYwPgCLcB/s400/image%2B%25287%2529.png Are you serious? Currently in Gold II I have to wait on average 8-10 minutes to find the game at any time of the day. it's 65% of more games that I wait for so long. Around 20% I get a decent Q times with average of 2-3 minutes and around 15% I get more than 10 minutes Q. I asked many players that I know from real life as well on other forums and I see Q times threads on boards every day. People confirm my experience as well. This is really getting on my neves. They screwed the ranked system completely. They should be quiet and think how to fix this for real. Instead they release these inverviews where they try to fool people with charts and stuff that everything goes as planned and fix for few important things come soon. And they still try to emphasize things that are really broken and screws game for solo players are not existance and everything is fine. Stop fooling people. Admit you made a mistake and you just went for easy money and make this game noob/newbie/casual friendly and eliminate individual skill completely. Change it or let the game fall completely.
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