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Posts Tagged ‘Ranked’
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Ranked Update Solo Queue 7 Banner

Solo queue is coming back for players ranked Diamond and above; for more info on the upcoming Ranked changes, you can read Riot’s official announcement below:

 

Riot Pls Ranked Pls

Riot Pls is our ongoing effort to share our vision for League of Legends and to keep players in the loop as to what’s going on back at Riot HQ.


Hey everyone,

New001 here—lead producer on League of Legends—for the ranked edition of Riot Pls.

Dynamic queue is still failing to meet many of your needs. More specifically, it’s undermined competitive integrity at the highest levels of play. It’s taken us too long to get here and we apologize for the delay.

Let’s get straight to it:

TL;DR: For players near the top of the ladder, we’re bringing back solo queue and making a number of other changes focused on competitive integrity. For 2017, we’re developing a new ranked experience that offers legitimate competitive standings for all types of players. We’ll have details on the 2017 features in late September—you can read on for the short-term changes planned.

We’re focused on the top first because that’s where the 2016 ranked season changes have caused the most pain, and where we believe we can take immediate action to address player feedback. Accurate standings are critical when determining the top of the ladder, and we’re committed to addressing that with the following changes:

  • Challenger tier will shift to pure solo, and Diamond and Master tiers to solo/duo. We’re making this change first at Diamond / Master / Challenger because even minor levels of premade coordination have disproportionate effects on match quality at the highest tiers of ranked, given the limitations of the player pool and the sometimes massive skill disparities between single divisions.
  • We’re tightening the decay rules in Challenger and Master tier to encourage healthier competition at the highest level of play.
  • We want to raise the bar on how we recognize players who hit the top of the ladder at the end of the competitive season, so we’re working on new physical rewards for Challenger (more details coming soon).
  • We’re adding an autofill ‘grace period’ for all players and a guarantee that you’ll never be autofilled during a promotion series. Autofill is essential for ensuring shorter queue times during off-peak hours, but it can be pretty obnoxious if it happens back-to-back (this generally only happened at Master+).

These changes should serve as meaningful steps in the right direction, but we’ll be listening closely for your feedback. They will roll out over the next few patches and will carry forward next season as well.

We’re also currently closing in on our final designs for the 2017 Ranked experience, with the commitment to designing a system that provides legitimate standings for players of all competitive types. It’s clear we made too many trade-offs this year on the Ranked experience, but we think we’re now on a better track. Details are still being finalized, and we’ll have more in September, along with a reveal of our end of season rewards.

Finally, while we’ve heard some comments suggesting otherwise, it’s never been a goal for us to make League more casual. We believe League is for hardcore gamers, and mistakenly believed we could offer real competition to all parties with the same experience. Our long-term vision is to be a global sport, and our goal remains the same: to offer competitive experiences for all players, from solo competition to focused, competitive teamplay. Many things are a further ways out, but that’s where we’re headed.

We’re committed to continuing to improve League for you. Thanks for sticking with us.

– New001

 

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

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Dev Blog Crafting the Client Banner

[ Link to blog post ]

 

Crafting the Client Draft and Ranked

Time for an update on what we’re shipping next! Today we’re talking about draft pick normals and the storeso you can ban wisely and shop smart. We’ve also got some early info on ranked, which is coming within the next few patches.

 

DRAFT PICK

 

Little bits of extra visual flair have been added throughout the process to not only better highlight whose turn it is, but to make each stage of the champ select process (pick intent, banning, champ selection) feel meaningful and distinct.

Now, whenever you ban a champ, a beam of arcane banmagic rips through the OP champ’s portrait, splitting it in half and cracking the glass above the image. The banbeam then ricochets to the top corner of the screen, stuffing the shattered spirit of the banned champ into a cute little box, where it’s displayed for all to see.

As each player locks in their picks and bans, the hextech wheel in the center of the screen spins and morphs to highlight which player is currently banning or picking, and you’ll hear audible champion quotes depending on who gets banned.

These changes are purely aesthetic—not game design changes. If you were hoping for extra bans, the ability to buy skins in champ select, or any other much-requested champ select features, this might feel like a let-down, but hang with us. Remember, our big goal right now for the client update alpha is to rebuild and tune all the current client’s features. Once the alpha client is ready to actually replace the legacy client, our teams will be freed up to pursue new features and actual game design changes.

 

COMING LATER SHOP HARDER PREPARE FOR RANKED

Before we talk about ranked, let’s cover all the other little changes coming during the next couple of patches. As teased in our previous devblog, we’re pushing out a mostly-functional version of the store.Mostly functional and not wholly functional because it’s still missing loot and the ability to purchase RP. You might be thinking “why won’t you take my money,” and the answer is that we totally will take your money in an upcoming patch. For now we wanna make sure everything is working the way it should, though.

Draft pick is coming now, but we’re waiting a bit to add in ranked; We’ve gotta make sure our draft pick champ select is stable before we start putting LP gainz and losses on the table. When ranked does ship, though, it’ll come with a slew of associated client features you’d expect, including ranked leaderboards, ranked stats on your profile, and ranked emblems.

With this patch, we’ll be opening up the alpha to hundreds of thousands of new testers, so if you haven’t yet signed up for the alpha, we need your help!

Our UI team really had some fun here designing effects that celebrate key moments in champ select. If you’ve been playing in the blind pick queue, you’ve already seen the flashy stuff that happens when you highlight and lock in a champ, but the ban phase is new to the alpha.

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

Dev Blog Rethinking Dynamic Queue Banner

[ Link to Official penis ]


Rethinking Ranked Fives and Tuning Dynamic Queue

Socrates New PortraitTwo weeks ago, we confirmed we’re not bringing back solo queue and promised to do a better job of keeping you updated about our ongoing efforts to improve ranked.

So let’s talk about what we’re doing to address three specific issues:

  • Recognition for skilled solo play in dynamic queue
  • Opportunities for ranked fives
  • Matchmaking problems including queue times for high MMR players and improved odds for everyone to get their primary role

 

INDIVIDUAL ACHIEVEMENT AND RECOGNITION IN DYNAMIC QUEUE

Individual achievement isn’t given the same recognition in Dynamic Queue, and this has left some solo-only players feeling disenfranchised. We’re shipping a feature in 6.13 that ought to help: ranked emblems.

The goal is to give you another tool (alongside your rank and champ masteries) to show what sort of player you are. We’ll track your win history and premade size, and once you reach 25 wins in Dynamic Queue you’ll earn either a Solo Emblem, a Dynamic Emblem, or a Team Emblem. The emblem you earn is based on the way you’ve queued up for your previous 25 wins, and you can only have one emblem at a time. Emblems have no impact on matchmaking, but they’ll show up on the ladder and will be accessible to third-party tracking sites through our API.

So how do you know which emblem you’ll get after 25 wins?

  • Solo Preference Emblem: Queue alone for most of your games
  • Dynamic Preference Emblem: Queue with varying team sizes for most of your games
  • Team Preference Emblem: Queue with full teams for most of your games.

The ranked emblems system isn’t retroactive, so it’ll begin awarding emblems based on the first 25 wins you get after it launches.

With solo queue gone, there needs to be better recognition of individual achievement. We’re committed to solving this problem, and we think this implementation of ranked emblems probably won’t completely solve this issue for the players who are least happy with dynamic queue. We’re seeing emblems as one step towards a better system, not as the end-all-be-all solution to the problem. We want to see how this is received before we move on to other options (and we are looking at other options).
SCHEDULED RANKED 5v5 TEAMS

We disabled ranked teams at the start of the season because we were unsure how match quality would be affected by the addition of dynamic queue. Now that we’ve limited high MMR players (Diamond 5+) to solo, duo, or trio queues, those players have no option to play ranked as a group of five. Even among the much larger population of players who fall below Diamond 5 (about 99% of all players), we’ve heard that people miss the ranked 5v5 queue. They miss the unique challenge of managing a consistent ranked team without the constraints of tier restrictions. Queue population issues prevent us from bringing back a permanent ranked fives queue, because we can’t guarantee reasonable queue times in off-peak hours. Instead of giving up on ranked fives, we want to try a potential solution: scheduled ranked 5v5 teams.

Other than the fact that this queue will not be available 24/7, it’ll function exactly like the old ranked 5v5 teams queue did. We’re still evaluating exactly what time and days for each region make sense, so look for more info on this in the coming weeks.
QUEUE TIMES AND POSITION SELECT

Queue times have been far too long for high MMR players. As part of our ongoing efforts to solve this, we introduced an autofill mode that triggers when we expect position select to lead to unacceptably high queue times. Our initial data shows that high MMR queue times have improved dramatically, and most players in Master and above are only ever impacted by autofill once every ten games. Here are more specific stats:

 

 

You’ll notice that queue times for everyone under Diamond tier have actually gone up slightly. This has nothing to do with our tuning of the autofill feature. Instead, this is a trade-off we’re making to increase the likelihood you’ll receive your primary role in champ select. Regardless of your ranking, you should have a better chance to get your primary position.

 


These are great gains, but what about the criticisms against autofill? The autofill feature undermines one of the main promises of new champ select—that you’ll get the role you want. This is undeniably true. Forcing players into autofill means they’ll sometimes get stuck in their weakest role, and this makes climbing into the highest ranks as a one-trick or mid-only player much harder.We’re okay with this right now for two reasons: 1) It’s necessary to get high MMR queue times down and improve matchmaking quality, and 2) Players dealt with an even more drastic form of randomized role selection for years in the previous champ select process. The high queue times and matchmaking inequalities we’ve been dealing with resulted from our switch to new champ select with its position-select features.

But we aren’t willing to give up the gains that new champ select brings us—it’s still awarding high MMR players their desired role at a much higher rate than what players were used to with last season’s ranked draft pick. Instead, we’ll continue making adjustments and improvements that minimize the irritation of not getting your preferred role.

 

 

The shift to dynamic queue is about reinforcing League as a team game, so organized team play needs to be much, much easier than it is now. We need to offer the right platforms, tools, and team-finding capabilities to stand behind League as a team sport. We’re not there yet, but we’re determined to do the work get there.

This is an iterative process. We’ll keep communicating specific details about our plans for improving ranked, and we’ll be honest about what’s working and what isn’t. Ultimately, we’re aiming to give every type of player (including solo only players, high MMR folks, and people who are currently happy with dynamic queue) the best League experience possible.

 

Season 4 End Banner

 

This season is coming to a close in November; here’s a preview of all the sweet rewards you can claim for participating in Ranked.

 

 

The 2014 ranked season began in January, and now the battle for League Points draws to a close. The 2014 season will end in November, and we’ll announce the date and time in October. Read on to learn more about the end of the season rewards and the new Master tier.

 

After testing the feature live in Russia, CIS, and Turkey, we’ll follow up with one more test on EUW the following week before releasing the new Master Tier.

After concerns surfaced around transparency in standings among the highest-tier league competition at the end of Season 3, we committed to making the path to the top more clear for players who participate in ranked. Master Tier was designed to address these concerns and more.

Master Tier shares the same LP ladder as Challenger. Players who reach their promotion series at the top of Diamond 1 will enter Master Tier if they are successful. Please note that on release there will be no players in Master Tier, but it will begin to fill as soon as players start winning their promos. Master Tier FAQ

 

Be Victorious

 

 

CHALLENGER TIER

 

The window to enter Challenger Tier now rotates on a twenty-four hour schedule with no immunity.

With the introduction of Master tier, we’ve changed how players achieve Challenger rank. Now, every twenty-four hours, players will be able to move into Challenger if they’ve earned enough League Points to place within the Top 200 players or Top 50 teams. Any player in Challenger who is no longer within the Top 200 will be demoted to Master.

For more information about the top of the ranked ladder, check out the FAQ below, or read Riot Socrates’ post about Master tier.

eos-teamrewards_ward1

 

TEAM REWARDS

 

Earlier this year, we introduced new Ranked Team Rewards for participation in 5v5 or 3v3 ranked team competition.

Because ranked teams require a large amount of teamwork and collaboration to succeed, we wanted to add a special class of rewards to help players commemorate and celebrate reaching their goals as a team.

 

You earn one point for each win in Ranked 3v3, and three points for each win in Ranked 5v5. You must have participated in the victory to claim the points. For example, if your team “Press D to Dance” plays three games while you’re on vacation, you won’t get any points should they win despite your absence. Team Rewards FAQ

 

Ranked Tier Rewards

 

 

FAQ:

 

End of Season

Q: When do I receive my rewards?

  • You can track your progress in-client in the Leagues tab, but you will not earn the rewards until the season has ended in November.

 

Master Tier

Q: How can I enter Master Tier?

  • Once you’ve reached Diamond I, the next step is to make it to your promotion series. Win three of five games and you’ll cross the threshold to the next level.

Q: Can I fall out of Master Tier?

  • It is possible to be demoted to Diamond I, if you’ve played at least three games in Master and drop below 0 LP.

 

Ranked Team Rewards

Q: Do I have to play on a single team to earns wins towards rewards?

  • No, you can earn points towards rewards from multiple teams. Please note you can only be on 5 ranked teams at once.

Q: Do I lose the wins I’ve earned if somebody kicks me off a team?

  • No, you will retain your points from the wins. Your points will not be affected by a team going inactive or disbanding, being kicked from a team, or voluntary leaving a team. The only thing considered is the number of wins that you participated in.

Q: Do my points move with me if I transfer servers?

  • No, progress towards Ranked Team Rewards does not transfer with you should you choose to change servers.

Q: If I meet the requirements for rewards, when do I receive them?

  • All rewards will be distributed at the end of the season.

Q: Do wins I earned before the feature launched count towards rewards for this season?

  • Yes, all games that take place during the 2014 Season will count towards season rewards. Pre-season games will not count.

Q: Will wins in my placement matches count towards my Team Rewards?

  • Yes! They will add points towards your Team Rewards.

 

Ranked Tier Rewards

Q: What are the requirements to earn a ranked tier reward?

  • You will earn rewards based on the tier you are in at the end of the season in solo queue, or based on the tier your team is in at the end of the season. You must have won at least ten games with that team in one queue (for example, winning six 5v5 games and four 3v3 games does not count–even if both the 5v5 and 3v3 teams have the same name and the same players).

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com

 

 

News C2E2

 

 

 

PBE 25 April


 

Previous PBE Updates from Patch 4.7 Cycle:

 

 

New Animations for Flash, Cleanse, Exhaust and Clarity

 

 

Braum New Portrait

 

Q BraumWinter’s Bite [ Q ]

  • Mana cost reduced from 60/65/70/75/80 to 55/60/65/70/75

 

Dragonslayer Braum Passive Icon

 

Check in “Single Posts” for context.

 

Dragonslayer Braum Passive

Dragonslayer Braum Passive

 

 

Lyte AFK Topic

Lyte hopped on a popular thread on Reddit to discuss what’s being done to address unfair scenarios in Ranked.

 

 

Do you think you can better handle player disconnects / AFKs in Ranked?

 

Lyte Button Rioter Lyte: Actually, we agree that we could do more when it comes to better feedback loops (like giving players more information about the results of their reports) or better ways to handle AFKs/DCs.

For example, we’d like to restart games if players fail to connect in the first few minutes, and we’d like to put more aggressive measures into Ranked Modes. But, it takes time to research the underlying problem space and truly understand how to improve it.

We have been working on Team Builder for awhile, and are interested in exploring a version of Team Builder for Ranked Modes–this should address a lot of the frustrations players currently experience with Ranked and do so more effectively than one-off small band-aid features. We want to improve the foundation of the experience, which is way better than giving players better ways to report one another. We want to prevent negative triggers, not just give players ways to react to negativity.

When we start advancing further into the research and prototyping for a version of Team Builder in Ranked, we’ll work on some of the smaller features that are ‘obvious’ along the way. For example, in Team Builder, we actually can do stuff like temporarily ban players from Ranked Modes, or automatically mute players after a streak of negative behaviors.

We took a lot of risks with Team Builder, and we fully plan on taking more risks when exploring the Team Builder for Ranked space. Ranked is my main mode after all, and I’ve accrued over 3000 games in the last few seasons–I’m excited to think about what we can do with this space and I hope players are too.

 

 

How was Team Builder a risky undertaking?

 

Lyte Button Rioter Lyte“Let’s be fair, how is restarting games when a player fails to connect risky? How’s giving players more feedback about their reports risky?

Risk could be assessed in a variety of ways–how much impact a feature will actually have on a problem space (and the cost it took to implement it), the player perception of the feature (i.e = whether they support it or not, or think it’s fair or not), and the long-term engagement of a feature (i.e = is the effect of the feature robust enough to last through years? Or, will players stop using it after a few weeks?)”

 

 

Why is nothing being currently done to address these issues?

 

Lyte Button Rioter Lyte: Well, I wouldn’t say nothing is done about it. Players who AFK/DC are actually automatically banned for X games, and they lose LP regardless of the team winning or not.

We could increase the punishment for AFK/DCs, but that doesn’t solve the real problem; the real problem is that you, as a player in the game, feel helpless because you are left playing a 4v5 and 4v5s are extremely tough to win. You feel helpless because a player can AFK/DC and basically force you into a high chance of losing LP.

This problem is actually pretty complicated, and isn’t fixed by just letting you leave games with no LP loss. For example, what about premade situations? Can 2 friends queue up, and 1 friend always leave when they have a disadvantage, allowing the 2nd friend to leave with no penalties?

Do you know how many more games would never complete and would ‘reset’ in 5 minutes, if this feature was implemented? Can you imagine the frustration of playing 5-6 games in a row, and 2 hours later getting 0 LP and completing 0 games?

Again, players that AFK/DC often are automatically banned. I agree, we could improve the experience for the remaining 4 players in the game, but that’s not actually a simple problem.

 

 

Will you add picking Champions to Team Builder?

 

Lyte Button Rioter Lyte: We definitely wouldn’t want to incorporate Champion picking as early as standard Team Builder, because team synergy is more important in competitive League; however, there’s still a question of whether enforcing the meta is OK in Ranked Team Builder and whether that makes it extremely difficult for players to evolve the meta over time.

 

 

League in Chicago C2E2


 

This weekend, for the first time ever, we’re packing up and heading to the Chicago Comic & Entertainment Expo (C2E2)! Our expo booth will feature live art demos with Riot artists, a gallery of jaw-dropping community art, and 360 degree video booths where players can digitize their C2E2 experience with Teemo. We’re also sponsoring the Crown Championships of Cosplay and the Cospitality Lounge, where cosplayers can get dressed, touch up, and chill out.

Can’t make it to C2E2 April 25 to 27? Check out our live coverage on Twitter and tumblr.

Miss the League action at PAX East? We’ve got you covered with tons of cosplay, booth, and behind-the-scenes shots on our tumblr.

 

C2E2

C2E2 Poster

 

 

Single Posts banner


 

 

Will Warwick be the next rework?

 

ZenonTheStoic Button Rioter ZenonTheStoic: Warwick’s not next. Sion’s going to be before Warwick. Warwick is a bit smaller in scope. Sion is going to be a massive overhaul of the champion.

 

 

 

Will Sion be fully relaunched?

 

MeddlerButton Rioter Meddler: Yeah, full relaunch is the plan for Sion. Looking at a complete visual overhaul, mainly or entirely changed kit (focusing on the undead juggernaut part of his current kit has) and some thematic tweaks.

 

 

 

Follow-up: How far into Sion’s rework is the team?

 

MeddlerButton Rioter Meddler: In progress (kit and visuals), but not mostly done – while yet. Stuff so far’s looking cool though, both visually and in general.

 

 

 

Why was Dragonslayer Braum’s Passive Icon changed?

 

RiotWrekz Button Rioter RiotWrekz: This is a totally reasonable question.

Braum’s passive requires a lot of ally interaction, probably the most of any ability in our game outside of thresh lantern. Braum getting Concussive Blows on an enemy is a call to action for his allies to focus fire that target, as a result the call needs to be very clear. We evaluated these things and made the decision that changing the iconography on his skin was too different from the base for allies to be expected to follow up in the way that we wanted, so instead took an approach to make changes to the base icons color that make it feel at home on the skin while still maintaining a consistent and readable shape language/symbol.

We totally think that the dragon face icon was cool, but pushing towards our game design goal of clarity we felt in this case making the gameplay oriented decision of providing a consistent symbol was the best choice for all players experiences.

 

 

 

If you have any questions for me, feel free to ask me at @NoL_Chefo.

 

Dodge Penalties – Riot Pls

February 11th, 2013

Dodgepenaltybanner

 

Rioter RiotKiddington recently posted in a forum thread about the dodge penalties in Season 3. Chime in on the matter here, or check out some quotes I’ve selected below, as well as my opinion on the subject!

 

 

Why the penalty?

 

Malzahar_4Queue dodging is a complex problem that involves much deliberation and consideration. We have a queue dodge system with a queue dodge penalty because we need to strike a balance between the need of players who wish to play the game and those who want to dodge the game (of any reason). Why Riot not just have a “free queue dodge” system of some form? The answer to this question is simple because it is too prone to abuse.

 

Regarding ARAM:

 

Malzahar_4There is another segment of our player base that will queue dodge for competitive reasons. Let’s take current ARAM game mode as an example, the ARAM mode supposed to be all random in champion selection, and by logical extension of ARAM design, there should never be any “troll pick” or “mid or feed”. In reality: ARAM games currently have one of the highest queue dodge rate. Based on this information, have you considered why that is the case? Were these queue dodgers indifferent about their games? Or they cared too much about their games, and they will, at any instance of perceived disadvantage dodge the queue? One can’t deny there is a segment of our player base that would utilize the dodge system to enhance their competitive advantage if no strong discouragement exists. We need the queue dodge penalty to keep this group of players in check.

 

Failing to start a game:

 

Malzahar_4One group of players we also need to take into consideration are those who want to play the game. There are times when I have a perfect team and the other side queue dodged (for whatever reasons), and this really sucks for me. Now if this happens 7 times in a row, it would really make me feel bad. This is not without history, we have seen last year when the Dominion queue dodge system failed to enforce queue penalty for months, the consequences of that bug were devastating. It will take 7-8 tries before a player can successfully launch a game. Once we fixed the dodge penalty bug, the number of tries needed to launch a game dropped dramatically.

 

 

 

Overview:

 

I‘d like to discuss Ranked games in particular, because to me ARAM is a chill mode and far from competitive. Obviously Riot wants to eliminate the threat of trolling, so much so that they are willing to reverse changes that many agreed with. It’s a reminder of the loss of Elo system we parted with back in Season 2, where if a player dodged a lobby in ranked, he/she would lose 10 rating. The system’s changed, it’s no longer Elo, it’s League Points, but the idea is basically the same. I myself gladly used, without abusing, the time-penalty system that preceded the current one. It was a safe way to dodge trolls or otherwise unpleasant figures. Two people arguing since last game? Leave! Someone picked ranged carry just because the guy in front stole his role? Leave! It was rather alleviating, it felt… justified. In my mind decent players should never be punished for being stuck with people who are less than eager to commit to the game.

Of course, that’s just one side of the problem. For the good of the community in general, the penalties were reintroduced It’s not fair for everyone but what is? I’ll leave you with a few suggestions that have been wandering on the forums that I, personally, agree with:

 

Kick/Ban system in lobby: Test it out, introduce it in a careful manner because it’s a system that can easily be abused. Best case scenario, this will be the end for a vast majority of negative experience in Ranked games. Maybe this shouldn’t work for duo premades?

Make the time penalties even more punishing: This is also a dangerous move since many people don’t have the time to play a lot of League of Legends, especially during workdays. But, many will agree that time penalties are the lesser evil. And they don’t even have to increase steadily. First leave could be a 30 minute punishment, but the next would jump to 2 hours and so on, making it less abusable than it currently is.

Add a report function to Champ Select: This is seriously needed as many of the players who troll are often dodged and left unpunished for their actions. To me it is a much cleaner example of terrible sportsmanship than in-game failures. It would help establish a level of mutual respect in lobbies, since the Tribunal threat would be present even there.

Automatic leave for Random Locks: Let’s face it, Random locking in Ranked is a sign of a player either trolling or AFK-ing. The feature itself doesn’t need to go. Why? It’s a great way to identify such actions as punishable! Drop the player from the Champ Select and set a penalty only for him/her. No drawbacks here.

 

 

What do you guys think about the dodge penalties? Should Riot once again punish players with loss of rating? Or can we find a middle ground in Season 3? Share in the comments below!

 

Good luck on the Fields of Justice!

live-logo

Dodging has always been an issue in LoL. Finding a middle-ground where those forced to dodge by trolls do not get punished very hard, while those dodging for an easier match do, is a tall order. Since the removal of the Elo penalty for dodging there has been an increase in pre-game trolls. The reason for this is simple: people are more likely to not risk a bad match and give up their time with a dodge. Riot have just announced their new attempt at a system to combat this:

d

The upside of this system is that while the dodge does cost you time- LP is not Elo. As such it doesn’t alter matchmaking or your “position” in the system per se. All it means is that you have to play a little extra to reach your next important match (Promo/Div).

Only time will tell if this new system will be effective in lowering the number of problems players have before the game kicks off. Now if only they started banning people for how they behaved before “Welcome to summoner’s rift”…

Read the full Riot post with their explanation here.

You can follow me on twitter: @Ravus

 

 

 

datbanner

The brand new League System is now available for testing on the PBE! After the recent update it now only takes three games for any player to jump into the revamped Elo brackets.

 

INITIAL ANNOUNCEMENT:

 

For those of you unfamiliar, here is the original post from Veigar regarding the League System:

There’s still a ton of stuff we’re developing for it but we also wanted to get it in front of you guys as soon as possible to get feedback and see how it performs with a “real” dataset. For this test, there are some parts of the experience still un-implemented (like messaging for promotions and series starts) that we know are missing, and we’d like to focus feedback on the number tuning of the system.

In order to facilitate testing, we’re going to turn off all queues except ranked solo and co-op vs AI so we get a high volume of games going through the system and lower queue times (leaving co-op vs AI so people can still test balance changes and Thresh without having to go through a full ranked game). We will also lower the number of provisional games needed to seed down to 3 from 10 to get you in the system faster and lower thresholds for each tier for more movement through leagues.

Here are some known issues to be aware of (since this system is still under very active development you guys are really getting a peek behind the curtain here):

– League data is not unloaded from memory in some cases, which will increase the memory footprint of the client as you browse through more and more leagues
– There are various visual glitches we’re aware of, such as summoner icons not showing up in some cases
– If an unranked player looks at the league screen and then -in the same session- finishes their final provisional game, they will still see the unranked interstitial on the league view. It’s possible to work around this by navigating through the challenger tier view or restarting the client.

 

Q: Why can I only see Challenger Tier on my League page?

 

A: If you’re not in a league, you will only see the challenger tier on your own league page. You can check out your friends’ leagues by going to their profiles and clicking the league view.

 

Q: Now that normal game wins will be removed too, will our current ranked stats be resetted after pre-season 3 ends?

 

A: No, you will keep the stats you’ve accrued over the pre-season.

 

Q: Since you can’t drop down a tier once you’ve reached it, how does this work with Challenger tier since there are only 50 slots? Is it the only tier you can get dropped out of?

 

A: Players in the challenger tier need to continue proving they’re one of the top 50 players in order to stay there. So they can get knocked out by another player if they fall low enough / the other player rises high enough, or by becoming inactive.

 

  Divisions League

 

TournamentsLeague

 

FAQ HIGHLIGHTS:

 

Why are we creating a new league system?

 

We decided to move to the new league system for a few reasons. For starters, having a single ladder with all ranked players doesn’t provide a lot of incentive for advancement. When you’re ranked 290,000 and have 289,999 opponents left to pass on the way up, that process can seem meaningless and interminable. Tiers and divisions also provide milestones and manageable goals you can strive to achieve at your skill level. Through leagues we can move away from focusing on a single number as the core indicator of a player’s skill, and instead move toward something more compelling: competition on a small ladder with a relatable number of opponents.

 

What happens if I lose a ranked match in the league system?

 

Losing a ranked game in the league system will cost some of your League Points. If you’re already at the bottom of your division, this may mean falling back to the previous division . Once you’ve earned a skill tier, however, you can never be demoted to the previous tier unless you stop playing for a prolonged period of time.
In other words, losing can never cause you to fall below 0 League Points in the lowest division of your league.

 

Once I’m placed in a league, what happens to my Elo?

 

Our matchmaking system still matches you by skill level, but this “rating” is no longer visible and does not have any bearing on your seasonal rewards or ladder standing. Your standing in your league is now determined by your tier, division and League Points, not your matchmaking rating.

 

Will I only be matched against opponents in my league?

 

No. Matchmaking isn’t affected by your league, and you’ll still be competing against all opponents of your skill level in the League of Legends community. Your league measures your progress against a set of opponents of similar skill level, but doesn’t restrict competition solely to those players.

 

What if I want to see how I measure up against my friends?

 

The league system will always try to place you in a league with summoners on your friends list first, provided they’re in the same skill tier you are. If you want to check your ranking against a friend in another league, you can compare your tier, division, and league points to get a general idea of who’s closer to the top.

 

Do I have to duo queue with summoners from my League?

 

No. In ranked solo/duo you can still queue with any summoner you choose, regardless of the tier, division, or league in which they’re placed.

 

Can you walk me though an example of how the league system works?

 

Sure. For the sake of illustration, let’s take the hypothetical (and non-existent) player Steve McQueen. Steve completes his placement matches and falls into division three of the Silver tier. He’s then placed into a league with up to 250 other Silver tier players. Based on their skill level, these players are evenly distributed across the five Silver tier divisions, so Steve’s league contains around 50 players in each division. When Steve acquires 100 League Points by winning ranked games, he’ll have the opportunity to play a Division Series to move up. If he were already in division one, he’d get to play a Promotion Series to break into a new league in the Gold tier.”

 

league system

 

Level 30 League

 

DESIGN & CURRENT STATE:

 

LeagueTier

 

Basics: If players haven’t completed their preseason practice matches (five in a premade team or ten in solo queue) they will be tasked with doing so before being placed in a league. If the overall ratio is good then players can technically ‘jump’ entire leagues. For example, if you were to win seven out of ten games you might end up in the new Platinum League immediately instead of going through all previous Elo brackets as is the current system. Leagues are once again your standard Bronze to Diamond. This time, however, a Challenger tier has been added for the very best 50 players.

How does the new menu work?: Visually, it’s a slicker version of the previous Elo Bracket system. Once again you get a Top Played Champions tab (only now they’re five, up from three). In addition, there’s an FAQ section and a practice match counter to see how many you need to complete before being placed in a league. Once done you’ll get a nice shiny list of all players in the division you’ve been assigned in. You’ll be able to see their placement in regards to you, their win/loss ratio and division points.

That’s a cool sciency word. What’s it mean?: Think of divisions as a sort of small rating brackets. Basically divisions make up each of the new leagues. Once placed in one, you earn points within that division to progress further, ultimately reaching a higher league. If matchmaking sees you stomping your current division you will be moved up and vice versa. It would most likely be very difficult to drop down a league as opposed to reaching a higher one.

What does it mean for me?: Most importantly you will now be able to reach your “skill level” Elo much quicker. This is a great change and will reduce the level of  “anxiety” when solo queueing. If you’re not sure what I’m talking about, it’s a term analyzers use to describe a state in which players are so frustrated with the outcome of games that they become nervous before they’ve even started.

 

LeagueSystemHow will playing with friends work with the new system?: Matchmaking will attempt to place you in the same division as your friends, resulting in happy duo queue times. Unless your leagues differ in which case divisions won’t matter. You can play with and versus people from other divisions, they are just there to sort players in a more meaningful manner as opposed to the huge and overly impractical Elo Brackets.

Say, a player in Gold league is in the back of his division but wins just enough so that he won’t drop down. Would a Silver- rated player of similar skill be required to win more than him in order to reach his place?: This is up to Riot to figure out, as punishing players too much will result in a lot of negative feedback. That being said, we can’t have everyone playing with Platinum Badges now, can we?

Sooo… it’s like StarCraft II’s ladder system?: If you’re familiar with how StarCraft II aranges its player ratings then you’ll feel right at home with Riot’s new leagues.

 

 

We hope you have a great time climbing through the new leagues and laughing at your friends who can’t do the same! See you all on the Fields of Justice!