Vistha Kai (EUNE)
: >Still, there's a large difference between looking at the stats of a mid laner or a supporter, or looking at the stats of a losing team or a winning team. That's a non-issue. You can either filter the game outcome and compare to other matches, or just look at the team in question without comparing them to the enemy team. >There's also a large difference between looking at the stats of an aggressive Bard Support with ignite and a more passive Bard Support with exhaust. Yes, there is. >In the end, there's simply no way of comparing players by stats and saying one player is worse or better than the other, at least not if they're playing completely different champions, playstyles and/or roles. Two words: Champion Mastery. More than two words: Champion Mastery does just that. It's not optimal in it's current state and it serves a different purpose, but it does exactly what you said there's no way for. >It may also be bad to have a death at the beginning of a match, but what if you were able to trade that with 4 flashes by the enemy and a headstart for your jungler? Are you saying it's hard to track or that it's not being tracked currently? Because it sounds like a non-issue. >I was on about things that are not calculated anyways. Ergo, if it isn't being calculated at the moment, it cannot be calculated at all. That's your message. >There are millions of different possible tactics There really aren't. And before you go on about something related to the number of champions, it doesn't work like that. Many champions are similar enough that they do not provide sufficiently varied responses in tactical situations to be counted as unique cases. >how should the system know you're going purely for roaming as a jungler instead of showing up in your own jungle? Obviously, if you made an impact roaming it's easily trackable. >How is it supposed to know 2 of your 7 deaths were not in vain, and actually hindered the enemy from taking an inhibitor, while the rest of your team did nothing? Again, your argument is about something that isn't currently tracked, not that it cannot be tracked due to the nature of the activity. >Fact is that Riot Games does not differentiate in your MMR between the enemy and your own team, meaning that teams are randomized. Randomized does not mean equal. That's the joke. You think randomization breeds statistically equal outcomes, but it doesn't, especially locally. Globally, it's possible, but when we go down to sample sizes like a Tier, a match or a player then it gets very funny. >Your enemy could have been your ally for all we know. As such, the enemy has 5 random players out of a total of 9 players. Now, let's imagine that the system found all 9 random players for a match (plus you) and out of these 9 players, there is 1 bad player who will impact the team they're on in a negative way. Since the enemy has 5 random players, the enemy team has about a 55% chance of having them. Since we're assuming that you yourself are not the bad player, your own team has about a 44% chance of having the bad player. That's statistic. The real life does not operate on such simple math. It's completely possible to play 100 games and have that "one bad player" on your team in every single one of them. As long as the chance is higher than 0.(0)% it's going to happen eventually. And 44.4% is actually a very high chance for increased failure. >The point is that it may impact you over a short span of time, but if you play a lot of games or maybe just for a long time, bad players won't really affect you and in fact, may even help you climb. Though of course, the same rules apply to smurfs or such, meaning that in the end, it probably balances out somehow. There's also the fact that we assumed that you yourself don't have any bad games, which isn't true, there are definitely games you'll be at fault for losing. The point is that every player's match history is insignificant enough for there to not be "long" enough "time" for the numbers to balance out reasonably. And those numbers don't exactly carry between seasons. I once had a losing spree of 17 games which essentially set me back 3 months of work... a month before the season ended. Instead of fighting for Diamond 5, I ended up in Plat 4, because the numbers did not balance out and I spent 2 weeks in Plat 5 alone. Oh, wait. OP.GG says I actually didn't even manage to get out of Plat 5 in time.
>Two words: Champion Mastery. More than two words: Champion Mastery does just that. It's not optimal in it's current state and it serves a different purpose, but it does exactly what you said there's no way for. You mean the ranks you get after a game? As you said, they are not optimal. In fact, there are a lot of loopholes. They only compare you to people doing the same you are doing on that exact lane at the moment. As far as we know, that does not include tactics, but only champions. And besides that, if you play a new champion on a lane that it has only been played rarely on or maybe never played on before, the system struggles with grading you. As far as we know, they also only compare "core metrics", meaning they don't include trivial things such as ward spamming or emphasize them as much. If they were really accurate enough to be used in ranked, I doubt Riot would not try using them, but they just really aren't. >Are you saying it's hard to track or that it's not being tracked currently? Because it sounds like a non-issue. I'm saying both, it's hard to track and not tracked currently either. It's also hard to judge how exactly those would trade off, so if it would be wise to keep living, but for the enemy to also keep their summoner spells, or for you to sacrifice yourself and the enemy lose their summoner spells. This is just one example, there are more such situations which are hard to judge. Sure, now it's trivial, but if they wanted to use a system that looks at stats for ranked games, not considering all these factors could potentially create an unfair environment and in turn lead to players fighting over for example who gets all the kills, or who gets to farm and who doesn't. It'd start not just a competition between the teams, but between the players within teams as well. >Ergo, if it isn't being calculated at the moment, it cannot be calculated at all. That's your message. Sure, they can be. But it's way too hard to do for Riot to actually consider doing it. There's not enough in it for them, considering the effort they'd have to put in. >There really aren't. And before you go on about something related to the number of champions, it doesn't work like that. Many champions are similar enough that they do not provide sufficiently varied responses in tactical situations to be counted as unique cases. Fact however is, that even if champions were to vary only in one or two spells, they still do vary in that aspect and can create unique situations that other champions couldn't. That's not even the main point though. Lets say you're playing ap Annie mid. Well, one of the first things that creates different tactics are your summoners and your masteries. Please also note that it doesn't matter if the tactic is good or not, as long as it's possible it could be that someone uses it and that it may be good in some situations. Anyways, those depend on your playstyle, who your enemy is and who your teammates are. Those already create a few different tactics that branch into others, depending on what happens in-game or what you want to prioritize. If you want the other lanes to create a lead, you could gank them a lot. If you want a lead, you could play aggressive early on. If you want to scale during the course of a match for whatever reason, you could focus farming. You could focus pushing lanes to get the first tower or you could focus on pressuring the enemy jungler. During the course of a game, you could also switch your priorities. So while early on pressuring your own lane, after creating a bit of a lead, you could focus on other lanes and give them a lead,... >Obviously, if you made an impact roaming it's easily trackable. What if your impact can't be measured not because you did bad, but because the other lanes didn't really put your roaming to use? >Again, your argument is about something that isn't currently tracked, not that it cannot be tracked due to the nature of the activity. Then how do you think could it be tracked, since it's not because of the nature of the activity? >Randomized does not mean equal. That's the joke. You think randomization breeds statistically equal outcomes, but it doesn't, especially locally. Globally, it's possible, but when we go down to sample sizes like a Tier, a match or a player then it gets very funny. Uhm, well, it does breed equal results. You can try the law of large numbers on any person you want, if you observe it over a long period of time, it will eventually apply. Of course, that doesn't happen within a single match, because we're looking at a large numbers of games, but it does apply to a single player, since we're looking at a lot of games for that single player, and I mean a lot (because the law of large numbers doesn't work with a small amount of subjects). Of course, it will also not apply to a single Tier, because most players in a single tier aren't, as we assumed in my example, better than their current elo. They will stay in their current elo for as long as it takes because they simply aren't good enough. If we were to assume that everyone in a single Tier were to be better than their current elo and that they can't be matched up against each other (because then that would balance each other out again), then the law of large numbers would also apply and they would all climb. >That's statistic. The real life does not operate on such simple math. It's completely possible to play 100 games and have that "one bad player" on your team in every single one of them. As long as the chance is higher than 0.(0)% it's going to happen eventually. Surely, but if we're looking at thousands of games, the chance just becomes so incredibly incredibly low that it's just next to impossible and can be dismissed. Theoretically, it's also possible for someone to win a million Euros in the same lottery a hundred times in a row, but the chances are so incredibly low that it will never happen and that lotteries just ignore that small possibility and expect to make profit anyways. Before someone in League of Legends loses hundreds or even thousands of games in a row solely because of other bad players in their team, humanity is going to go extinct. Even if it does happen, it's not like this one case will really matter to a large mass of a few million players. Seeing the amount of players actually claiming they're solely losing due to bad players though, I think it's more likely to think that nearly all of them, if not really everyone, is just looking at too short of a time-span or are affected by a cognitive dissonance. >And 44.4% is actually a very high chance for increased failure. Well, the numbers *were* over-simplified. There aren't just "bad" and "good" players, if you're a certain level of good, you can still carry a certain level of bad. There are also other things such as trolls, smurfs, flamers and so on we'd have to use in it for it to actually represent how more likely you are going to lose or not. However, the fact stands that for every quality of a random player in your elo you could think of, the enemy is more likely to have someone with it in their team. We'd need data on how likely these qualities are to show to see how unbalanced or balanced that may be, but we're just going to assume that they're about equal, even if I earlier on tried showing they're "unequal" more or less. It's only to show to people that saying you're only losing due to bad players is next to impossible. >The point is that every player's match history is insignificant enough for there to not be "long" enough "time" for the numbers to balance out reasonably. And those numbers don't exactly carry between seasons. I once had a losing spree of 17 games which essentially set me back 3 months of work... a month before the season ended. Instead of fighting for Diamond 5, I ended up in Plat 4, because the numbers did not balance out and I spent 2 weeks in Plat 5 alone. Oh, wait. OP.GG says I actually didn't even manage to get out of Plat 5 in time. I really doubt that out of all of these 17 games, there really was nothing you could have done better to win at least one of those games. Of course, I can't really give you any tips on what exactly, I'm not a coach, but the chances of that happening are just... too low for me to consider it realistic, even if it's just 17 games. And if we're going outside of those 17 games, there may have been who knows how many games before that you could have won by improving that may have resulted in you losing those 17 games not impacting you as much.
Vistha Kai (EUNE)
: Stats may no matter after 40 minutes when everybody has full build, but they do matter in the grand scheme of thing. The average match length is 30 minutes give or take depending on the server and tier. Up until recently {{item:3046}} tracked the number of times it saved you from certain death, so it's not that the game can't differentiate whenever somebody was saved or not, it's a matter of putting necessary checks in place. Should I even bother responding to the _"but muh averages"_ argument being presented as an absolute truth? Reality isn't an arithmetic mean. _"You're the only one making a difference"_, roflmao. No, one bad player makes a bigger difference than one good player. That is a fact, with the only exception being players who are significantly above everybody else in the match and who make use of their advantage. The average person is 52% male, 48% female and has 0.9 child. The average person does not exist.
>Stats may no matter after 40 minutes when everybody has full build, but they do matter in the grand scheme of thing. The average match length is 30 minutes give or take depending on the server and tier. Still, there's a large difference between looking at the stats of a mid laner or a supporter, or looking at the stats of a losing team or a winning team. There's also a large difference between looking at the stats of an aggressive Bard Support with ignite and a more passive Bard Support with exhaust. In the end, there's simply no way of comparing players by stats and saying one player is worse or better than the other, at least not if they're playing completely different champions, playstyles and/or roles. It may also be bad to have a death at the beginning of a match, but what if you were able to trade that with 4 flashes by the enemy and a headstart for your jungler? >Up until recently {{item:3046}} tracked the number of times it saved you from certain death, so it's not that the game can't differentiate whenever somebody was saved or not, it's a matter of putting necessary checks in place. Yes, the amount of damage you take and that is not taken can obviously be checked by Riot Games, quite easily so, because the game has to calculate it. I was on about things that are not calculated anyways. Like what kind of tactic you're playing. There are millions of different possible tactics, how should the system know you're going purely for roaming as a jungler instead of showing up in your own jungle? How is it supposed to know 2 of your 7 deaths were not in vain, and actually hindered the enemy from taking an inhibitor, while the rest of your team did nothing? >Should I even bother responding to the "but muh averages" argument being presented as an absolute truth? Reality isn't an arithmetic mean. "You're the only one making a difference", roflmao. No, one bad player makes a bigger difference than one good player. That is a fact, with the only exception being players who are significantly above everybody else in the match and who make use of their advantage. That is not the point. I wasn't talking about whether or not a good or bad player makes a bigger difference. Fact is that Riot Games does not differentiate in your MMR between the enemy and your own team, meaning that teams are randomized. Your enemy could have been your ally for all we know. As such, the enemy has 5 random players out of a total of 9 players. Now, let's imagine that the system found all 9 random players for a match (plus you) and out of these 9 players, there is 1 bad player who will impact the team they're on in a negative way. Since the enemy has 5 random players, the enemy team has about a 55% chance of having them. Since we're assuming that you yourself are not the bad player, your own team has about a 44% chance of having the bad player. Of course, you can once again argue that these are only percentages and that they do not fully represent the truth. That is true, but they do represent close to what reality is. Consider it like this: You take a normal dice and roll it. Theoretically, you should have a 1/6 chance of receiving any kind of number. However, out of 10 rolls, you may roll a four 3 times, a two 5 times and a three 2 times. Obviously, the chances weren't 1/6, but that's only for the smaller scale of things. If you roll the dice lets say 6.000 times, you may receive a one 900 times, a two 1032 times, a three 1132 times, a four 920 times, a five 1007 times and a six 1009 times. That's not just an example, this comes close to what reality really looks like. We call this the law of large numbers. The point is that it may impact you over a short span of time, but if you play a lot of games or maybe just for a long time, bad players won't really affect you and in fact, may even help you climb. Though of course, the same rules apply to smurfs or such, meaning that in the end, it probably balances out somehow. There's also the fact that we assumed that you yourself don't have any bad games, which isn't true, there are definitely games you'll be at fault for losing.
Chrysies (EUW)
: I'll be happe to return and display my own once this account reaches level 30 and I've cleared atleast 20 games. Cherry picking games is moot to the debate, since it has to follow a 3+ winstreak.
All of the losing sides in those games do have at least one person with a 3+ winstreak before that game. (it's the number on the left, next to the winrate in %)
Chrysies (EUW)
: You can say WR doesn't equate to MMR, but contrary to your claim everything points toward that very point. Whether op.gg would use for 20 days or 20 years makes no difference to the point, since the overall WR of your team starts dropping increasingly after 3+ wins. Are you trying to claim that is pure coincidence or that it is somehow due to op.gg's limited use of statistics? All the evidence I need is what is presented to me, in this topic it's what I can track through various sites in terms of WR, and that is what I've been saying all along, that your own teams WR start declining compared to the enemy teams, after 3+ wins. Riot (including yourself and every other Emissary, wrenchman etc) have never presented or made it possible to verify anything you claim is happening, using the pseudo argument that it would allow gambling toward the system which is impossible by simply showing players MMR! As far as suggesting how Riot could improve match making, I have no interest in making suggestions since it's been tried for as long as I can remember, always ending up in using false claims and pseudo argumentation or even wildly strawmaning the whole topic.., but if other games revolving around the same setup can do it, so could Riot.
>Whether op.gg would use for 20 days or 20 years makes no difference to the point, since the overall WR of your team starts dropping increasingly after 3+ wins. Are you trying to claim that is pure coincidence or that it is somehow due to op.gg's limited use of statistics? Uhm... I'm not trying to claim anything in that regard, because that's just not the case. Not as far as I have observed, at least. Of course, it's possible that in some matches, it's like this out of pure coincidence, but I have picked out 3 random matches, looked at the winrates, winstreaks and who everyone was premade with (I'll also post their op.gg so you can look up if I made any mistake): https://cdn.discordapp.com/attachments/335782456282316800/566681162819305508/Screenshot_1.png https://euw.op.gg/summoner/userName=Bokb+k+is+silent ----- https://cdn.discordapp.com/attachments/335782456282316800/566681172185448460/Screenshot_2.png https://euw.op.gg/summoner/userName=corabsnicop ----- https://cdn.discordapp.com/attachments/335782456282316800/566681180779315201/Screenshot_3.png https://euw.op.gg/summoner/userName=DarthTVF Of course, winrates were only counted among games of the same queue (in these cases, solo/duo ranked), I excluded remakes and the winrates/winstreaks are only for every game played before that particular game I looked at. If you're wondering how I found them, I picked out someone I recently played with, went down their match history, found someone they played with and so on. As you may also notice, the op.gg is on German, I hope that's not too much of a bother. If you need anything in there translated, just ask. In any case, I don't know about you, but I at least can't really see any correlation between any of their winrates or winstreaks at all. The only correlation I can see is their ranks. You're free to find your own examples and show them to me as well if you believe these were just unlucky cases or that I rigged them or something.
Chrysies (EUW)
: > [{quoted}](name=GLurch,realm=EUW,application-id=39gqIYVI,discussion-id=hOZqXhf4,comment-id=0003,timestamp=2019-04-12T16:50:57.005+0000) > >The matchmaking system doesn't differentiate between the teammates it gives you and the enemies you get matched up with, so on average, your enemies should be just as good as your teammates. This means that in the end, you're the only one making a difference, so if you play better than the average person on your MMR, you'll automatically win more games and climb. This just isn't true, sorry! External sites may not be able to accurately determine any given players MMR, but they accurately determine your wr, and if you use a site like opgg to follow wr on both teams, you will notice that the players you get matched with following 3+ wins start getting lower and lower. That is a direct result of a system trying to balance out your wr, it's not a result of coincident. In order to climb you have to be able to "carry" more games, than you get that are evenly balanced which is just flat out nonsense! Just because you argue that it's impossible making a system that utilizes game statistics outside of wr (Which it isn't, it's just a pseudo arguement), doesn't mean the system should try and even out a given players wr to 50%. Furthermore, the system isn't balancing any given game around 1v1, but 5v5 making it even more unpredictable since it's based on wr =/= MMR, thus throwing new and unexperienced players into the mix.
>External sites may not be able to accurately determine any given players MMR, but they accurately determine your wr, and if you use a site like opgg to follow wr on both teams, you will notice that the players you get matched with following 3+ wins start getting lower and lower. >That is a direct result of a system trying to balance out your wr, it's not a result of coincident. Websites like op.gg only look at your winrate over the past 20 games, while League of Legends looks at *every* game you won and lost that season (and partly those of the last seasons as well) by taking your MMR, not your winrate. You don't get matched up with worse players the more games you win. The more games you win, the higher the MMR of your enemies and teammates. MMR does not correspond with winrate though. Lets say you had an MMR of 1300, were on a winstreak and now have an MMR of 1500. Your enemies and teammates will all also have an MMR of *around* 1500. Now, the thing is, that doesn't mean all of them have to perform equally. It's possible that one of your teammates has an MMR of 1500 or something, but that they used to have an MMR of only 1400 and got on a lucky winstreak because they were carried for a few games. It's also possible that you'll have someone in your team who used to have an MMR of 1600 but got on an unlucky losing streak. The same goes for the enemy as well, but as with everything, the chance of the enemy getting these kinds of teammates is higher than for them to land in your own team. Your own team can contain at most 4 random players, while the enemies can be 5 random players. Meaning that well, no matter how you look at it, you're the one making the difference. Now, if you keep all that in mind, it becomes obvious that yes, Riot Games does indeed enforce a winrate of 50%. But that is only if you already reached the rank you truly deserve. If you're even slightly better than the average person on your elo/MMR, you *will* automatically climb, even if only a bit. Of course, if you still want to believe that Riot Games gives you teammates with a bad winrate if you're on a winstreak, I can't keep you from that. But there's just no evidence of it :/ >Just because you argue that it's impossible making a system that utilizes game statistics outside of wr (Which it isn't, it's just a pseudo arguement) Well then, how do you suggest Riot Games would accurately do that? There are just *way* too many loopholes in a system that'd take statistics in mind. What about people switching roles? What about off-meta tactics (such as double jungle or double adc)? And how would it ensure that teammates would still cooperate with each other and not just fight over who gets to take the kills?
: MMR how it actually works.
Well, yes, it all boils down to whether you win or lose. Stats don't matter, it'd be kinda hard to have a balanced MMR system taking scores in mind, seeing as there are so many diverse roles and ways of playing. There'd be just way too many statistics to consider. There are also some things that you can't really measure by any statistic at all, like for example when a Support has to sacrifice themselves to save their ADC. Aaand in the end, stats don't matter anyways, because the objective of the game is to win, not to amass a lot of kills or cs, even if they help with winning. The matchmaking system doesn't differentiate between the teammates it gives you and the enemies you get matched up with, so on average, your enemies should be just as good as your teammates. This means that in the end, you're the only one making a difference, so if you play better than the average person on your MMR, you'll automatically win more games and climb. Of course, there are exceptions to this, you may have a bad player every now and then and so may the enemy, or you may have a smurf mixed in your game, but if you're an average person with average luck, that shouldn't matter *on the long run* (even if it may over a short period of time). Does this mean you should just give up because your game is going bad? That depends on your point of view and how that specific game is going, but sometimes, it may be worth playing just 10 more minutes to have a small chance of turning the -15LP into a +20LP.
RayleighTT (EUNE)
: for me worked , i suggest you to read some articles ... , you are highly wrong informed , the punishment level resets after 6 months or more .. I got 2 times 14 days banned on one account , one after i got first permanent banned i didn't changed my behaviour ,cause is not easy ... , then after i keeped to play my secondary account touch 14 days ban , then i stop from playing 1 year ,when i come back punishment system started from begin ... , and when i got permanent banned Riot took of my past history behaviour rather than my actually behaviour , which explains why Riot have 0 experience about all of these... , is really dumb to talk about past when you got permanent banned 3 years ago , then after you played secondary account your behaviour was still not fixing... , and then when you take a break Riot comes to talk about your history bans ... , and not about your last chain of punishments where you been punished for criticism and lower offensive stuffs , but yeah you are volunteer and you are more different than them , but i suggest you to take a friend who was toxic ,and ask him for advices , what you could possible answer to people who are in honor lv 0 situation...
3 months is the average time, but that doesn't mean anything, since it's just an average. The actual time it takes depends on how much you play and how you behave during these games. Well, at least that's what the latest source I/We got on it says, although it is still 2 years old: https://boards.na.leagueoflegends.com/en/c/player-behavior-moderation/iLcIFjP0-how-permanent-ban-works?comment=000e If you have any more recent sources, I'd still be happy if you could share them with us of course.
RayleighTT (EUNE)
: playing actively all we did , and stil landed to permanently ban ,so your advice is to tell him to play actively ?? knowing his issues?? , is like you would tell someone to don't suicide while he wearing a bomb and is any time ready to explode... Thrust me you not even know how it feel to be close to a permanent ban and give advices , the perfect reason there are so many people banned permanent is because they take advices from people like you , who think they help , guess what ,is easy to say , hard to make ... it's the best phrase should apply to you when you give advices .. Play actively so you can buy Riot content and get banned because you become angry ,because again the game is full of anything else than positive players who stay chill and calm no mather of what , Euw looks much better than eune guess.. , if he landed to honor lv 0 ...
>playing actively all we did , and stil landed to permanently ban ,so your advice is to tell him to play actively ?? I think you're projecting your own circumstances a bit too much on the OP. This is what the OP wrote: >got banned 3 months ago that's why I'm honor 0 now but since then I was always friendly and cooperative I don't know about you, but I don't think he has any problem with playing actively without getting punished. If he did, he'd most likely already have received his permanent ban. Though I also don't want to assume too much, but for the sake of it, I think we should just trust the OP when he says he's always friendly and cooperative ^_^
Shamak (EUW)
: How to recover from honor 0 ?
All that you can do to recover your honor level faster is to continue playing actively and to not flame. Getting honored speeds up your progress a bit and you should also not forget to always honor someone, because if everyone in your team honored someone, you'll also get a slight boost to your honor progress. Though as mentioned, you gain the most honor progress simply by playing. Also note that if you're behaving in a bad way, even if not enough to get an actual punishment, your honor progress can still be slowed down. You won't necessarily get a notice of it. Other than that, it's perfectly normal for it to take 3 months or even longer till you get to the next honor level, depending on how much you play. This is probably because Riot Games wants to be really sure you're reformed by the time you reach honor level 2, even if it can still not be guaranteed this way. You see, rewarding players who may still behave in a bad way worsens their behavior even more and wouldn't really fulfill the purpose of these rewards.
RayleighTT (EUNE)
: i suggest you the following things and listen carefully !!, take a break 6 months or more on your account , you will be hunted down for anything and be permanent banned , i thought that i can make throught it , when i made 3 months of being chill after the 14 days ban ... , without criticism and allies advices..,then the end of season came , people trolled more often ,been more toxic , lost my account permanent and i touch honor lv 1 , if you don't thrust me is up to you , i personally i have nothing against if you think you can handle it ... I not even insult or criticism , just made what i have did in past among trollers , tryed to scarry one troller to play support and to play normal as a support main would or a guy who play support role should... , bam i started new account , honor almost lv 3 ... , now i can tell you that any player would further play from this point against me or in my team is not welcome when he flame/troll/feed/play extremly bad , i learn to deal with all those stuffs just to make it possible for me to bring more and more players to the point i been banned for permanently 135 years regarding the subject and the chat logs , the perfect reason i make justice for me against Riot greed for money and trash players money + i help like the others now to make this permanent ban an experience for every league of legends players ,so Riot can be more proud as they legit t33542iefs of my money and all my accounts content , hope they burn with the balance on negative profit.
>i suggest you the following things and listen carefully !!, take a break 6 months or more on your account , you will be hunted down for anything and be permanent banned Contrary to popular belief, this doesn't do anything at all. The system won't see you as "reformed" no matter how long you stop playing for. If you got a 14 day ban and take a break for a few months or even a few years, the system will still deal with you like you just got off of a 14 day ban. The only way for you to go back in terms of punishment steps is by actively playing over a long period of time, without flaming or whatever got you the punishment of course.
xZ257 (EUW)
: What happens when I permanently delete my account?
To all of your questions: Yes, but only 30 days after you asked for the deletion of your account. Also note that if you just want to switch the name of two accounts, you can do so by asking the Riot Support. It'll cost the same as a name change (1.300 RP/13.900 BE). On another note, I think you should also read this FAQ about account deletions, it should answer most questions, if not all: https://support.riotgames.com/hc/en-us/articles/202647784-Account-Deletion-FAQ
No Ganks (EUW)
: But without seeing the context you don't know if he is right or if he is just informing his allies to it be like someone saying peel me i can carry its 30 minutes and they got 1 item . ure negative and inting for all i know this is true cause i don't get any other info it has always felt like there hiding behind claiming people are toxic to ban people hoping they will spend more money on new accounts showing people purely there chat logs has always seem deceptive to me considering i have also seem bans on people for not communicating to there teams remember singed support they said he was banned for not telling teams his plans so your not allowed to mute people either or you can be banned for not telling people wutever your suppose to idk .
>But without seeing the context you don't know if he is right or if he is just informing his allies to it be like someone saying peel me i can carry its 30 minutes and they got 1 item . ure negative and inting for all i know this is true cause i don't get any other info Even if I don't have the whole context, the information I have is more than enough. I can look the game up on op.gg, check the Viktors match history and guess more or less accurately what happened in the game based on what was written in the chat logs. Viktor may have some bad games, but he also has some good games, overall, his scores don't really stand out as exceptionally bad when looking at his match history and we're at silver elo here so some misplays are to be expected. The OP is clearly not informing his team that he can carry or anything like that, if that's all he wanted to do, he could've done so, but he chose the route of accusing his teammate of intentional feeding (which is really nothing more than an accusation, looking at the match history of the Viktor, I don't see anything indicating him intentionally feeding and it's not like it's rare for people to accuse others of intentional feeding when they're really not), telling him he's useless and pointing out his misplays (and I don't mean the kind of misplays that are hard to miss, but the really obvious ones, I think Viktor was perfectly aware that for example, he shouldn't have gone 1v2, even if only afterwards). >showing people purely there chat logs has always seem deceptive to me Well, what more should Riot show? The chat logs are the only interesting thing here, because the OP got punished for flaming in the chat. You can't see someone flaming in the chat by their plays (well, other than that maybe they'll stand afk in their base for a while) and neither do someones plays justify their behavior. Good players aren't allowed to flame, just like bad players aren't. What others wrote also doesn't belong in the chat logs, you're getting punished for your own behavior, not for what others did. If others flame you, you should mute them instead of replying to them. >considering i have also seem bans on people for not communicating to there teams remember singed support they said he was banned for not telling teams his plans so your not allowed to mute people either or you can be banned for not telling people wutever your suppose to idk The Singed Support was not banned for not communicating with his team in-game. He went an off-meta role, basically one that didn't exist. Meta-roles would be the roles you can select, like Support, Bot, Mid or Jungle. However, he went Support and didn't play Support, he instead played a second jungler, though he went more roaming around than jungling. In any case, he didn't play Support and he also didn't ask his team beforehand if it was okay for him to play this "new" role. Usually, you don't need to communicate everything with your team, but in this specific case, his tactic impacted his whole team, since the bot laner would have to play without a Support and the Jungler would have to play with a second Jungler more or less. That's all there is to it. You also need to be aware that doing something like the Singed Support did will not immediately get you banned or anything. If Riot Games notices you forcing a certain tactic on your team that has nothing to do with the original "meta" teamcomposition, they may temporarily suspend your account only to tell you what you should do better. They likely won't do this if you just do it once or twice, since Riot Games would need to manually notice something, so you really need to do this a lot. After you have submitted a ticket and they told you how to improve, they'll immediately lift your suspension and only if you then continue doing the exact same as before will you get an actual punishment. When you're in-game, you can mute others all you want, you can ignore what they write to you, you don't need to communicate with them at all. Not communicating with your teammates has never been a valid report reason, except for these very rare exceptions like in the Singed Support case, as I mentioned previously. No one has ever been punished for muting someone.
Nhiire (EUW)
: whole game, you mean 3 messages, damn
>Nhiire: mid Nhiire: stop man Nhiire: useless Nhiire: for what Nhiire: u are useless Nhiire: its a fact Nhiire: who fed jax Nhiire: wp top Nhiire: i wouldnt give it to him Nhiire: how come Nhiire: im being rational Nhiire: blue is helping a player Nhiire: but ure not good enough Nhiire: to give u blue ---- >Nhiire: u say to stop it? u just went 2v1 Nhiire: and lost for nothing Nhiire: report me for calling viktor useless Nhiire: news flash, he's useles --- >Nhiire: nobody ask u to feed my game Nhiire: so dont play Nhiire: u ruin our game --- >Nhiire: mute Nhiire: what a selfish kid Post-Game Nhiire: viktor negative and troll ---- In case you wanted the exact lines. This doesn't really look like 3 messages to me. There's really nothing positive in your chat logs, nothing at all. You're only arguing with your team, telling them how they don't deserve buffs, how they're useless and how they feed, which doesn't really help anyone.
Nhiire (EUW)
: was a ban for this deserved?
Well, you're not really doing much else than flame Viktor throughout the whole game (even if you may not use any harsh insults). Yes, that Viktor is useless is your own opinion, but no one asked you to share it with everyone and there's no point in doing it. No one in the game benefits from you calling Viktor useless. You're not even giving him any tips on how to do it better. If instead of telling him he's useless you'd have told him to play it save, or when to fall back (before he dies), that'd be helpful. By calling him useless or telling him. he's "inting", you're not making him play any better and you're at most annoying your team. If anything, Viktor will only play worse from being flamed. So basically, you should have either ignored the Viktor or give him actual tips. If he didn't listen to your tips, you should have also ignored him. I mean, at most, he's making you lose a single game. Over a long period of time, this single game won't matter. You'll very likely also get enemies who're playing just as bad as your Viktor eventually, contributing to your win.
Auulay (EUW)
: Damn, i actually lost against Glurch in the game. Time to go into my corner and cry
just fyi, I screenshotted this and I'll preserve it for all coming generations
Kamille W (EUW)
: Isn't this hand gesture used by white supremacists to indicate something? I don't know what it means but I heard it is in the news after the horrific shooting in New Zealand where the shooter did this gesture to troll the media or something like that.
https://www.urbandictionary.com/define.php?term=The%20Circle%20Game
Rioter Comments
Mikukaeru (EUW)
: Well, I'll troll in ranked games from now on. Try all the champions in different roles. See if i like anything. {{sticker:slayer-pantheon-thumbs}}
Hmm, that's not really the point. If you want to try something new like you're stating, go for normals. If you then found something that seems fun or was strong, you go to ranked to refine it more in a competitive environment. If the normal environment isn't competitive enough for you to try something new (because you're only getting people trying "weird" combos like double jungle) but the ranked environment is too competitive for you for whatever reason, create a smurf and play ranked or normals there. The same goes the other way around, if you want to try something new but normal games are too competitive for you (for example you're only getting people playing their mains in normals, or yasuo one-tricks picking yasuo mid all the time), create a smurf and play ranked or normals there. High elo people who are like diamond+ do this frequently.
: so, why did riot add "all random" to urf?
I quote from https://nexus.leagueoflegends.com/en-gb/2017/12/ask-riot-urf/ : > #Q > > **Why do we keep getting different versions of URF mode instead of regular URF?** > > #A > > URF launched a long time ago, way before we ever started doing RGM. It was basically a crazy April Fool’s gag that ended up becoming hugely popular. Given how popular it is, lots of players want to know why we don’t bring back regular URF more often. There’s one reason that we haven’t really talked about before now: > > **URF makes some people stop playing League.** > > Every time we ran regular URF, we’d see a huge spike of games being played, and then the numbers actually dropped back down to a level that’s lower than it was just before we ran URF. > > It’s normal for new players to join League and for some longtime players to leave—this happens all the time. But when we turned on regular URF, it was different. In NA, for example, whenever we ran URF we’d usually see over twice as many longtime players leave the game compared to what we would’ve normally expected. > > In other words, some people binged on URF, and then suddenly stopped playing League. And the size of the dropoff indicates that it’s not just people coming back for URF and then leaving afterwards. Despite spending a lot of time investigating the reasons, we aren’t actually sure whether URF causes some sort of “hangover” effect or if it makes regular games feel slow by comparison—maybe it’s because URF feels like playing League with cheats turned on. Regardless, after we turn on URF, total games played go down, as do overall game hours. And they don’t recover for a long time, if ever. > > We’ve been trying to wrap our heads around a way to solve this problem for a while, and that’s one of the biggest reasons you see us experimenting with variations on the mode like ARURF and Snow Battle ARURF. Although these modes still suffer a bit from the “binge-then-churn” effect that regular URF has, it’s not nearly as bad (probably because you’re not seeing the same OP champs every game). > > URF causes some people to stop playing League, **but a lot of you really love it.** So instead of killing URF altogether, we’re just gonna keep experimenting to find some healthier version of the mode. Tell us your thoughts about Snow Battle ARURF—we’ll listen and apply what we learn to ARURF’s next appearance. > > [GHOSTCRAWLER](https://nexus.leagueoflegends.com/en-gb/#author/ghostcrawler) & [RIOT CACTOPUS](https://nexus.leagueoflegends.com/en-gb/#author/riot-cactopus)
Cryptidian (EUNE)
: So the ratio between 1€ and 1RP will stay the same? This just seems very confusing to me.
Well, the ratio will stay close to the same it is supposed to stay at. The value of currencies changes all the time, 1€ may be worth $1.10 USD today and the next day, 1€ could be worth only $1.09 USD. It all depends on recent events, economic situations, politics,... Some of these changes may stay for a long time, so it could be that while two years ago, 1€ was worth $1.25 US, 1€ has been worth only about $1.15 US for more than a year already. When this happens and Riot doesn't adjust RP prizes to these changes, they won't gain as much money as they expect to gain. Lets say they expect to sell 1380RP for 10€, but due to the value of the Euro going down, they have actually been selling 1380RP for 9€. If this was only a short-time change and the value of the Euro would go up again, that would be no problem, since their 9€ would eventually become 10€ again. However, during the time where they only have these 9€ instead of the expected 10€, they still have that loss of 1€ and depending on how long these changes stay, Riot may "lose" a lot of money. Well, you could just simplify it by saying they lose money if they sell their RP for less money than it's supposed to be sold for. ######I would say this is still simplifying it all, but there's just way too much to this subject.
Aritmor (EUNE)
: > [{quoted}](name=GLurch,realm=EUW,application-id=2BfrHbKG,discussion-id=GIvfiMrB,comment-id=0002,timestamp=2019-02-20T18:32:40.010+0000) > > Saying "RP is getting more expensive" is wrong, RP isn't getting more expensive, it's getting adjusted so it'll cost the same as it always has. Just like 1€ is not the same as $1 and how the worth of the Euro compared to the Dollar changes all the time, even if only minimally, the same must go for RP in order for RP to always be worth the same. Else, we'd get the same amount of RP as for example the people in NA while paying less than them, which wouldn't be fair either. > Let me give an example that'll show this a bit better: > 1 Euro is at the time I'm writing this worth about 125 Yen. You can get 1380 RP (with these new changes) for 10€, are you supposed to get 1380 RP for 10 Yen? Obviously not, that'd be way too unfair for us, because Japanese people would have to pay way less than us, even if the "amount" they're paying is... technically the same. And now imagine this, but just that one day, one euro is 125 Yen and the other, it's 128 Yen. If prices don't get adjusted regularly, these things get out of hand and it eventually gets unfair towards some. Correct me if I am wrong, but it looks like after the change you will basically get the same amount RP for Euros as for dollars. It certainly does not follow the exchange rate that is 0.88€=1$.
Yes, if we wanted to be accurate, if $10 US is 1380 RP, we'd need to get 1566 RP for 10€ instead, or NA would need to get 1194 RP. I'm guessing since there's "only" a difference of 186 RP, and because while the exchange rates may change all the time, Riot Games adjusts the RP prizes at most once a year, they just decided to give both the same amount, which is 1380. Not to mention, NA technically still pays more, since they need to pay taxes on top of it, though I don't know if Riot Games also calculates for that.
Cryptidian (EUNE)
: So you said it will get adjusted. Does that mean the RP amount will increase as well as the price? If not, don't use the word adjusted as the word you're looking for is increased. Don't sugar coat it.
If the price would increase, you'd get the same for a higher price. If the price is adjusted, you'd get the same for the same amount of money as before. Riot is not increasing the price, they're adjusting it based on economic changes so that the value of RP stays close to the same everywhere.
Ryyskk (EUW)
: I never said that prices shouldn't be adjusted. I'm fully aware how economy and exchange rates work. What I'm trying to say is, they're not doing this only to "keep it an equal playing field", because it actually still isn't. That's still not even the main issue, or, more specifically, the issue I was trying to highlight, though. It's that due to not having "that great" income numbers, they're trying to balance it out by making people give them more overall in exchange for the same stuff. That's at least, what it feels like. Not to mention, 1€ is currently $1.14, so doesn't that technically mean that **we** should be the ones paying less and the US should be paying more? a bit unrelated, but since you brought up exchange rates, I'd like to know why most $60 games cost 60€ here, even though the euro is technically worth more, and why that doesn't generally happen to britain and their pounds.
>Not to mention, 1€ is currently $1.14, so doesn't that technically mean that we should be the ones paying less and the US should be paying more? As far as I know, NA currently pays $10 for 1380 RP as well, plus, due to the laws there, they have to pay taxes on top of that, which seem to differ from state to state. In any case, they need to pay more or at least the same as us after these changes (and before these changes they needed to pay *even* more). I personally doubt this has to do with Riot Games' income. It's surely possible, but even if so, there's no way for us to know that, we just don't have information on Riots earnings and all that. >a bit unrelated, but since you brought up exchange rates, I'd like to know why most $60 games cost 60€ here, even though the euro is technically worth more, and why that doesn't generally happen to britain and their pounds. I mean, I'm not an economist or anything like that, but I guess it's for simplicity. Think about it, I doubt anyone would want to pay 52.89€ or something, simply because it's an... ugly number. It's also rather inconvenient for sales. Take 60% of 28.41€ and you'll end up with... 14.526€, which would probably end up being 14.53€. Take 60% of 60€ and you'll end up with 36€, which you should have no problem calculating in your head. It's way more convenient and easier.
: Tbh everyone who's Emissary keep getting downvotes . Why you don't realize that you're helping Riot in a wrong way ? They aren't even paying you to say that . Please don't make yourselfs look like idiots who just follow what Riot say. The RP cost increasing is suck and that's right
I'm not helping Riot Games, I'm just voicing my own opinion, saying what I want to say and so on, I'm not following any orders or anything ^_^
Ryyskk (EUW)
: (Upcoming) updated RP costs - discussion
Saying "RP is getting more expensive" is wrong, RP isn't getting more expensive, it's getting adjusted so it'll cost the same as it always has. Just like 1€ is not the same as $1 and how the worth of the Euro compared to the Dollar changes all the time, even if only minimally, the same must go for RP in order for RP to always be worth the same. Else, we'd get the same amount of RP as for example the people in NA while paying less than them, which wouldn't be fair either. Let me give an example that'll show this a bit better: 1 Euro is at the time I'm writing this worth about 125 Yen. You can get 1380 RP (with these new changes) for 10€, are you supposed to get 1380 RP for 10 Yen? Obviously not, that'd be way too unfair for us, because Japanese people would have to pay way less than us, even if the "amount" they're paying is... technically the same. And now imagine this, but just that one day, one euro is 125 Yen and the other, it's 128 Yen. If prices don't get adjusted regularly, these things get out of hand and it eventually gets unfair towards some.
: Would I get punished if I call someone a new player?
It's unlikely that you'll get punished for once calling someone a noob, but regular bad behavior or exceptionally bad behavior *can* result in a punishment. So to answer your question, yes, you can get punished for it and if you are fully conscious of what you are doing, don't do it.
: It was account made by his older brother since he was too young and didn't know how to register, after 3 years of playing he just switched mail to his (he was owner of the account all the time)
Sadly, that's not how it works. The owner of an account is the person creating it, not the person using it. In most cases, they're one and the same and even if they're not, it's hard for Riot Games to find out and as long as someone doesn't admit to it, it's just nearly impossible for Riot to find out. However, due to the way these legal things work, the easiest way out for Riot Games is to suspend the account if they find out. For one, they aren't allowed to store the data of underaged people, as long as their parents don't agree to it, as stated in the Terms of Use (and as long as you aren't 13+). On the other hand, it's also a security risk for your account and could be troublesome for Riot Games to deal with. Let's say your brother created your account and after 3 years, your brother for some reason decides to tell the Riot Support how his account was stolen by you. They'll give your account to him and he has every right to get that account, since he created it. Let's say you got the account banned instead. Your brother could once again claim someone stole the account and got the account suspended. Well, it's not like it's impossible to deal with these cases, but I can imagine that they're a lot of trouble to deal with, since Riot Games still needs an actual human to check who the original owner of the account is, who played on the account, for how long they played on it,... As for the first part, that's just how it is. There isn't any way out of it, they just aren't allowed to store data of people under the age of 13 or underaged people who do not have their parents consent.
: Can you report a player in champion select if they dodge?
Yes, you can, but I can't tell you as to how exactly it'll be handled. What happens in the champion select *can* get someone punished though, that's also why the champion select is included in the chat logs someone receives upon being punished (if they get punished for flaming). ######Just for clarification though, dodging itself is not punished (other than with the Leaverbuster).
: NA boards VS EUW boards
If you want memes, go to reddit :^) But really, I personally don't think the boards are a great place for memes, since this is mainly supposed to be a discussion platform to exchange your opinions with others, and too many memes would probably result in these discussions, which the boards were made for, being drowned. As such, I'm quite happy we don't get too many memes here.
Kabakadamn (EUNE)
: Yeah but by doing that, let say they have to win 100 games to climb from silver tier. We know they belong to platinium tier. SO in that 100 games, 500 players will lose lp for that smurf game have banned; other 499 players will gain Lp cuz they were lucky to have smurf on their account. So when you ban them you don't reset their skill level. You just reset account. In long run, it is causin very unstable player profile. I placed in silver when I first started, Without know how to ward, champ skills. Cuz I have carried in 4 games by smurrfs. They are not few. in low tier, Especially when you count the people who have open new account in other servers etc.
People don't get matched up according to their rank, they get matched up according to their MMR, which rises more quickly than your rank does, especially when on winstreaks. If your MMR is higher than your rank, you'll also gain more LP, so you probably wouldn't need a whole 100 games to climb out of Silver (50 or something, maybe even less) and during these games, you wouldn't play against for example silver players either, you'd play against people having the same MMR as you, which would probably be platinum players. Not to mention, you rank up way quicker during the placement matches, so you should be able to rush through the lower elos easily if you truly belong to a higher rank. In any case, even if permanent bans may increase the amount of smurfs and even if they may ruin some games, not all smurfs exist because their main accounts got banned. First off, most people who get permanently banned will most likely just stop playing and search for another game. Those people that do create new accounts still do not make up for all smurfs though. I'd argue that a lot of smurfs are just normal high elo people creating new accounts to test new tactics or such, low elo people creating smurfs for a fresh start in ranked or well, other normal players creating smurfs for whatever reason.
Aénigma (EUW)
: Dev team assistance needed - Request access to large data for university dissertation
As others mentioned, you can look whether or not it's possible to do this by using Riots API (though as far as I know you would need to give Riot Games a website you're planning on programming for them to give you an API code). In any case, the Riot Support redirecting you for such a matter here sounds weird for me, since they usually only redirect people to the Boards if you have any ideas that could potentially change League of Legends or if they are not allowed to give you access to something, but if that could also change if the majority of the community wants access to it (though in that case it'd make more sense for them to just state so) or... things like that. I just don't believe you'll really get through to someone here on the boards properly. It could also be they just misread what you wrote in your ticket, but since I do not have access to your ticket, you can probably judge that best yourself. If you believe that is the case, try leaving another response to your ticket and they will take another look at your request. Now, if you think that neither you nor the Riot Support misread anything and for some reason, the boards really are the right place for this, I can at least give you the personal tip to post this on the NA Boards instead, since the Dev team resides there and if they are going to look somewhere, it's definitely going to be there (though your post may also drown quicker if it's ignored since there is a lot of activity on the NA Boards): https://boards.na.leagueoflegends.com/en/
kaizenV (EUNE)
: Suggestion for Riot's communication with the player base
All I can tell you is that they do address these issues as far as I am aware, but just not on the EU Boards, because the balancing team is in NA. In any case, I suggest you to keep a look at the Dev Corner over there, where for example Meddler posts his "Quick Gameplay Thoughts" every now and then, in which they also reply to comments and all that: https://boards.na.leagueoflegends.com/en/c/developer-corner
: Nowhere does it say that they unlock "almost everything". There are rewards for the streamers and other content creators but that most certainly isn't one of the rewards.
While it doesn't state it clearly in there, there are tons of videos by content creators about it, and also posts about it on the boards and reddit, here are a few examples: https://www.youtube.com/watch?v=8o6QBI8RTB0 https://www.youtube.com/watch?v=klwP4midzeg https://www.reddit.com/r/leagueoflegends/comments/6vsjtm/league_unlocked_suddenly_unlocked_every_champion/ https://boards.na.leagueoflegends.com/en/c/general-discussion/GMepR5sy-league-unlocked As the posts also say, this isn't just for content creators who are part of League of Legends' Partner Program, but also for events and internet cafés who've contacted Riot Games, though I think the internet café part goes only for North America right now (at least going by what someone working at the Riot Support told me like half a month ago).
: You weren't specific with your question though. You can get most skins and icons from past years but things like team icons and ward skins are something you can't get anymore after they leave the shop. Also, the ward skin you seem to ask about in your ticket is the ward skin for 2016, not 2015 like you claim in this post. Could be my mistake though, i don't understand the language. >how is this fair to give streamers every single skin but i cant have one you lied to me about. The streamers don't get accounts like that. Voyboy is a former professional player and professional players have fully unlocked accounts. Not streamers.
Actually, Riot Games has a Partner Program to promote Streamers and such since... not too long ago and if you're a part of it, they unlock almost everything (except some skins like human ryze or black alistar) on your account. If you want to know more about it, you can check it out here: https://partners.leagueoflegends.com/en_US/
Marcua (EUW)
: What do you hope riot will do in 2019? (Season 9)
Máw (EUNE)
: > [{quoted}](name=GLurch,realm=EUW,application-id=39gqIYVI,discussion-id=7uBMq4yq,comment-id=00030002000000000000,timestamp=2018-04-10T15:31:54.792+0000) > > Just to clarify: I'm not a Rioter. I'm a Volunteer, I do free work related to League of Legends and mostly the Boards, I don't get payed and neither do I have the access nor the authority to really know how Riot handles reports through tickets. I don't have any stats on how often Riot bans trolls either. However, people do get punished for intentional feeding, at least that's what I know. > I don't mean to point fingers at anyone, neither do I know if these people actually intentionally fed or just had a bad game if they were claiming so: > https://boards.euw.leagueoflegends.com/en/c/player-behaviour-en/EFQaAb3x-one-bad-game-14-day-ban-seriously-riot > https://boards.euw.leagueoflegends.com/en/c/player-behaviour-en/u3FyE9Lk-i-got-rekted-totally-in-a-game-banned-for-intentional-feeding > https://boards.euw.leagueoflegends.com/en/c/player-behaviour-en/TIEr0seg-riot-please-wtf So You are volunteering, don't know what Riot is actually doing to improve our experience, uneducated on the matter, people asked multiple times to cut the "shit", yet You continued saying exactly the same things. How come You do not know how, when and why Riot bans any of the "trolls" or whatsoever, but are dogmatically standing behind it, with no clear evidence to support it? I think I understand why the community has a right to be mad. Especially now more than ever.
Ah, I do know that they ban intentional feeders, as I stated. Obviously, I don't know every case, I only know of those cases where people decide to tell everyone what they did. Obviously, I also know that not every intentional feeder gets banned, but I think I also explained why that is and why I can relate to it. It's not that I don't think that there are problems, it's just that I can't think of any realistic way of ever fixing the problem and just complaining won't help anyone, especially when Riot Games is obviously already aware that their system doesn't work 100% perfectly. It's just like the weather always being rainy and stormy, it's annoying, gets everything wet, you need to dress more and going out in that kind of weather is just a pain and all you can do is complain about it, but complaining about it will obviously not make the sun shine. You could think of better solutions to the problem, like changing weather or whatever, but most of us don't have the capabilities to seriously come up with such a solution, so we need to leave it to those who actually know how to come up with solutions to the problem. ######Btw lemme just say that it's kinda weird getting a reply on a 9 months old topic
: > but it really, really, annoys me when people just throw the concept of good sportsmanship out of the window, just to stroke their e-peen that little bit more. it's not unsportsmanlike to not end a game, wtf... they're having fun, it's the whole purpose of the game, not their fault they are hardstomping or your team won't surrender
I think OP meant such scenarios as the enemies standing in front of your nexus, spamming emotes, not hitting the nexus and instead killing you over and over again while writing things like "easy" or "surrender" in the chat, which doesn't really sound very sportsmanlike if you ask me. Stomping the enemy is one thing, it can happen without you even wanting it, but "flexing" on the enemy because you stomp them is just ruining the fun for others completely.
Febos (EUW)
: I steal memes. I'm sorry @Leon S Kennedy
: > or everyone on your team honoring someone Why does that boost your honor progress?
I'm guessing because if everyone on your team honored someone, there's a very high chance that everyone on your team deserved to be honored to some extent as well.
person (EUW)
: Everyone on your team honored a teammate! You got a little extra Honor progress this game.
While getting honored, or everyone on your team honoring someone does boost your honor progress, you still get the *most* progress out of simply playing (without being toxic, if you're toxic and get reported, your honor progress will also be slowed down).
CJXander (EUNE)
: Ehmmm, what? Your job is to win the game. I don't know why do people take this personally, if you're a weak player then you should be abused 24/7 on the lane. Even more funny, some people think it is against the rules or moral laws to get focused on.
For some people, having fun is more important, and knowing you're having fun on the expense of others can make you feel bad for them ^_^
Marissa (EUW)
: NOOO, NOT SNARKY TOO! {{sticker:zombie-nunu-tears}}
What is even happening here, oh no, he's--- *Wanna sprite cranberry?*
: Ok, so I say asking for reports can get you banned. Than you correct me by explaining that it can get you banned? :D Also nice to know they removed the value on reports
Hmm, no. It won't get you punished, at least in most cases. Only if you're for example asking others to report someone for being an idiot or something like that.
: No, but asking for reports can get you banned. Reporting for no reason will only de-value your real reports
Asking for reports will not get anyone banned or anything. Only if it's used in a context that is insulting or harassing someone. If someone is running it down mid, like literally intentionally feeding, and you ask people to report him for that, that's okay (though it still doesn't serve any purpose, because reports all have the same value, if someone didn't break the rules, 9 people can report him and nothing will happen, but if someone broke the rules and only 1 person reports him, they'll be punished). If someone tower dived really badly and died in the process, and then you ask for them to be reported for intentional feeding and trolling, that's harassment because he wasn't actually intentionally feeding and you're basically just accusing someone of something they never did. Reports don't lose value anymore either. Report value was abolished some time ago, you don't need to worry anymore about who to report and all that, your reports will always have the same value, the system will check each and every report.
Kurotsu (EUW)
: Should I be careful with using VPN?
No, there should be no problem usually. Riot Games doesn't just ban people for logging in from different IPs, they look at more than just that. They know that some people use VPNs, go on vacations or move to different places. Even in the rare case that you should get a security ban or such because Riot Games is suspecting something, you'll just need to send a ticket to the Riot Support and explain the situation: https://support.riotgames.com/hc/en-us/requests/new
Shamose (EUW)
: And how does that explain the upvotes?
He probably coded some stuff that makes everyone who uses the boards upvote that comment, probably to see if everyone's profiles and stuff are properly working or if there are some issues with things. Since he helps develop stuff for the boards, there may have been some reason for it like him changing some things and testing if everything still works. Anyways, as the post says, I wouldn't really mind it, doesn't seem to be anything to worry about.
Atlas (EUNE)
: PROOF that MODERATORS are BIASED and ABUSE POWER!!!
This seems to have happened on the NA Boards (sorry if not, the pics are quite blurry for me <.<) and I sadly don't think there's a whole lot our moderation team could do for you there. If you want your punishment appealed or something like that, the NA Boards have their own Discord where you can discuss these kinds of things with them: https://boards.na.leagueoflegends.com/en/c/community-moderation/7rtKBZLi-boards-moderation-discord-verification
Shamose (EUW)
: Why does this dude have a thread where basically everyone upvoted a comment?
He helps develop some stuff for the boards and I'm guessing this is just one of his tests. As I'd guess by the insightful message within his post, he's testing the Boards profile syncing endpoint.
: Hacked account from 4 years ago refusing to respond or give the acc back
Your whole story seems... really weird. How likely is it for you to buy a random account and for that account to actually be yours... but from 4 years ago? And also, why are you just now contacting Riot Games? Your account was "hacked" 4 years ago, so why didn't you... message them back then? Anyways, no matter if I believe you or not, we can't help you. If the Riot Support refuses to give you your account, they'll surely have their reasons for it and if I'm honest, your whole story just seems very weird and unlikely to have happened this way.
gazzo97 (EUW)
: why play this game?
I play it with my friends, for fun, but since my friends almost only have time during the weekend, I don't play it that often anymore. We're also playing other games than just League of Legends by now. So, while I may not be the best example since I only rarely play it, I still do play it and if I do, I don't really care if I win or lose and I don't really play ranked either, I just play for the fun of playing League of Legends.
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GLurch

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