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You mean subjective, but I respectfully disagree, there is a ton of quantifiable data available that could be factored in, how many last hits, denies, kills, deaths, assists, damage, and on and on. You could be last hitting at the same level of ancients in a herald game, kill the enemy 20 times and never die and still lose because one of your teammates is afk, but still the system doesn't care, all that matters is whether you win or lose. It's unacceptable that with all the data they have, and in the age of AI, they can't come up with a better and more fair system. The people who put this together are practically running a casino.
The goal of the game is to destroy enemy base, not to kill enemy heroes.
You can win a game dealing a total 0 damage to enemy heroes, if all you do is hitting towers. But if you only push lanes - you can still win the game, while dealing 0 damage to enemy duildings yourself, creeps will do all the work for you.
All those statistics like KDA or networth doesnt mean anything. The only measurable progress is building health. But since you can damage them indirectly, even this statistic will be inaccurate.
Ofcourse, its cool to have detection when someone is intentionally ruining the game. Like breaking items, staying afk or feeding, placing all wards at the same spot.
But other than that its hard to tell who made the most impact in game: carry can have high KDA, but he was stealing farm from all of his teammates.
Those are some good points, I appreciate your input. I don't really have all the answers here on how to develop a better system, but I do believe it is possible to have something better than just basing it on win/lose alone with no other factors in play. Aside from that, I think it's obvious there are a number of stupid things happening like the example I gave in the original post, that should/could be addressed.
What you've described too, is emphasis on pushing and taking towers, yes that is really the most important part of it, I won't speculate is it possible to incorporate elements of that into consideration outside of win/loss.
- The faster the game ends, the more MMR you gain\loose as a team.
It doesnt count individual impact of players, but at least its better than having fixed MMR gain for any matchup.
Why does the one mvp of team who lost, lose mmr?
Thats just stupid.
So if the matchmaker make it more winable for one team they also get more mmr.
Sounds like freeloot for a matchmaking system that already sucks.