3 ms·
It's not hard to come up with designs where you effectively cycle types of queues to where the end result is 50/50, but the pathway to get there is psychologica
by mym1990 4y ago
It's not hard to come up with designs where you effectively cycle types of queues to where the end result is 50/50, but the pathway to get there is psychologically manipulative(win streaks/loss streaks/etc...).
Now, winning a single game of LoL is zero-sum, but you can't say that the ratings themselves are. Without knowing what the actual system is doing, we can't assume that players are losing/winning the same number of ranking points in a game.
- spywaregorilla 4y agoRanking should be more or less stable across even a small number of games unless your skill level actually changes. Trying to draw parallels with singleplayer content where you can progress regardless of actually getting better is a lost cause.