Comentários de Rioters
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
Comentários de Rioters
Comentários de Rioters
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: Theirs a out of state fee right? I know some colleges like Liberty in virgina dosen't have a out of state fee
We do not have a difference between in-state and out-of-state tuition, so no out-of-state fees. :)
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
Comentários de Rioters
Comentários de Rioters
: Bay State College Esports Recruiting Summoners for Fall 2019
: Bay State College Esports Recruiting Summoners for Fall 2019
: Bay State College Esports Recruiting Summoners for Fall 2019
: Bay State College Esports Recruiting Summoners for Fall 2019
: Bay State College Esports Recruiting Summoners for Fall 2019
: Bay State College Esports Recruiting Summoners for Fall 2019
: what ranks are you looking for?
Hello, I am looking for players of all levels. Right now I am generally looking for people from gold to challenger, but will take good candidates under gold, for multiple rosters.
: Bay State College Esports Recruiting Summoners for Fall 2019
: Bay State College Esports Recruiting Summoners for Fall 2019
Comentários de Rioters
Comentários de Rioters
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: > [{quoted}](name=Outrageously Old,realm=NA,application-id=3ErqAdtq,discussion-id=js1ksEkI,comment-id=00100000000000000000,timestamp=2019-08-07T16:28:20.261+0000) > > In the first line you countered everything you used to try to explain why a system that takes into account how a player does is bad. Sports are made of teams that practice together, just like how premade teams work within esports. These premade teams are expected to play as a unit, and will win or lose as ONE UNIT. An all in win or loss system works perfectly for premade teams. > > From what I see, most people that don't think a system that takes K/D/A and other stats into consideration to dictate LP losses or gains will work don't understand the difference between premade team competition and solo queue competition. There is a HUGE difference between the two. Why do you think there are people at the top of the solo queue ladder that aren't invited into pro teams, or even collegiate teams? > > I'm sorry to say this, but your last paragraph is literally a statement to your lack of ability to adjust to the game, or to be a driving force to win yourself. You are literally blaming your team..... It doesn't even matter that pro teams are a different environment and they also won't be getting anywhere near to the sample size of a dedicated SQ player. Guess what, everyone's in the same boat (other than duos I suppose) and the teams aren't holding you back long-term. This has been proven over and over with boosters, streamers doing unranked solo challenges and just high ELO players starting in other regions. So why would we introduce an incredibly meta enforcing and artificial system to fix a problem which doesn't really even exist? We don't need a mysterious algorithm to look at our stats and tell us if we're performing in the one true way to play League of Legends. There are so many pieces involved that the algorithm will always be inherently biased. The goal of the game is to kill the Nexus and gameplay decisions getting you closer to that goal will invariably lead to more wins over time -> more LP. Simple. For most players, it takes less than 100 games from unranked to get very close to the ranking of their main. I've even seen Challenger players solo from unranked to Mastes in literally less than 100 games. Meanwhile, you have guys like this with over 1000 games in Gold and 7.0+ KDA: https://na.op.gg/summoner/userName=cryocorebrand I've actually even played with him on a smurf and it was pretty annoying because he was afraid to go for any all-in play even when it was very favorable for us. He ran away from Baron when they started to come. We'd have burst it before the main fight started. A big "no, thank you" to encouraging this type of player. Anyway, with your condescending attitude it's pretty obvious that you are set in your thinking and have no interest in a discussion. I care so much about climbing through my own merits that I refuse to ever duo on more serious accounts and I don't think it should exist for Diamond+. I don't know if you're trolling or actually missing the point but blaming someone for something in the game doesn't magically make it false. The whole point in that hypothetical situation was that someone could have farmed nice stats but still been a detriment to the team due to decisions which would be hard to pick up by an algorithm. If someone refuses to watch the jungle entrances immediately early game, the consequences can reverberate for the entirety of the game and often go way beyond that player's lane. I also find the whole comment incredibly hypocritical. The very fact that you even suggest this sort of superflous system to pat you on the back for losses when you have seemingly good stats shows that you are blaming the team for the loss and your rank. BTW: There's already a smurf detection system partially based on stats. The way I understand it is that it starts testing you against higher caliber players and if you perform, continues doing so. This is the most that I'd consider OK based on stats. If your stats are great and you're underrated, perhaps it can give you the opportunity to prove yourself vs better players more quickly. I'm not sure how robust the current system is for this but perhaps it can be improved.
Again, you misunderstand the point of the proposed system and go into blaming your team yet again.
: > [{quoted}](name=Outrageously Old,realm=NA,application-id=3ErqAdtq,discussion-id=js1ksEkI,comment-id=001000000000,timestamp=2019-08-07T15:29:16.915+0000) > > I have seen the "players will abuse this system" myth all too often when people bring up individual performance dictating LP losses or gains, and I am honestly tired of it. Explain, in excruciating detail, as to why it would ruin the game? Sure, some people will play super safe, games might be a bit longer, but isn't that better than have a top lane die two times in 4 minutes and then continue to ram their face into the enemy team without thinking about how their feeding will hurt the rest of the team? > > I think a lot of people that are afraid of an LP gain/loss system that is effected by performance don't realize one simple thing...**The team that wins will still win, the team that loses will still lose.** GOOD PLAYERS will understand this and will be happy to sacrifice, if you can even call it that, their precious K/D/A to win a game. Players that play for purely K/D/A would most likely stagnate and stop climbing. > > The ratings on how much LP you gain and lose could simply be pulled from Champ -> Role stats within the players current rank/ranks around the player (for the rare cases of champs that are barely used). If you are playing a champ that can only win by going kamikaze it would be reflected in stats taken from the community and give you an appropriate LP gain or loss padding. If it isn't, than you are probably playing the champ wrong. Sure, there will be a few games where you literally have no option but to play outside of what is deemed "normal" for certain champs, but if you win, you still win LP. It's just a fundamentally broken approach. Imagine if you added this to sports rather than Win/Loss. You're letting an algorithm decide whether you played well or not. It solidifies a meta and may end-up punishing effective players with new strategies. The results will speak for themselves over a larger sample so there is just no need to have this black-box approach to LP gains. I hope Riot never does this and I think it would be terrible for competitive integrity. All it does is make you feel better about some CS stat, KDA etc. when it could be completely meaningless to the result of the game. Perhaps you have fantastic stats but you still misplayed a teamfight in a serious way or weren't where you should have been on the map. That can be game losing. I've lost track of how many fed carries made massive mistakes to lose a game (even if they didn't die) and they don't deserve to climb just because of stats. Many games wouldn't even have needed to get to a certain stage if they were played differently early. For instance if my bot is afk at a turret and doesn't watch jungle at the start, perhaps an invade bullies me out and I become suddenly very behind for no fault of my own. Maybe that bot player ends up 10-0 later on and we lose but he thinks he deserves to win. Meanwhile, here I am with my jungle ruined, my path revealed and my pace for map pressure greatly slowed. Had this player simply fulfilled his duty early, perhaps we'd win as a team even if he had a much worse KDA.
> [{quoted}](name=astralwit,realm=NA,application-id=3ErqAdtq,discussion-id=js1ksEkI,comment-id=0010000000000000,timestamp=2019-08-07T15:54:27.573+0000) > > It's just a fundamentally broken approach. Imagine if you added this to sports rather than Win/Loss. You're letting an algorithm decide whether you played well or not. It solidifies a meta and may end-up punishing effective players with new strategies. The results will speak for themselves over a larger sample so there is just no need to have this black-box approach to LP gains. I hope Riot never does this and I think it would be terrible for competitive integrity. > > All it does is make you feel better about some CS stat, KDA etc. when it could be completely meaningless to the result of the game. Perhaps you have fantastic stats but you still misplayed a teamfight in a serious way or weren't where you should have been on the map. That can be game losing. > > I've lost track of how many fed carries made massive mistakes to lose a game (even if they didn't die) and they don't deserve to climb just because of stats. Many games wouldn't even have needed to get to a certain stage if they were played differently early. For instance if my bot is afk at a turret and doesn't watch jungle at the start, perhaps an invade bullies me out and I become suddenly very behind for no fault of my own. Maybe that bot player ends up 10-0 later on and we lose but he thinks he deserves to win. Meanwhile, here I am with my jungle ruined, my path revealed and my pace for map pressure greatly slowed. Had this player simply fulfilled his duty early, perhaps we'd win as a team even if he had a much worse KDA. In the first line you countered everything you used to try to explain why a system that takes into account how a player does is bad. Sports are made of teams that practice together, just like how premade teams work within esports. These premade teams are expected to play as a unit, and will win or lose as ONE UNIT. An all in win or loss system works perfectly for premade teams. From what I see, most people that don't think a system that takes K/D/A and other stats into consideration to dictate LP losses or gains will work don't understand the difference between premade team competition and solo queue competition. There is a HUGE difference between the two. Why do you think there are people at the top of the solo queue ladder that aren't invited into pro teams, or even collegiate teams? I'm sorry to say this, but your last paragraph is literally a statement to your lack of ability to adjust to the game, or to be a driving force to win yourself. You are literally blaming your team.....
Comentários de Rioters
Comentários de Rioters
: The problem with performance based gains/losses is that they will be abused to no end. Players will stop caring as much for wins and play for themselves, you win the game? Cool, now you have a huge gain, you lost? Not losing too much. That system would simply make trolls and selfish players climb more than players who chose to play for the team. I for one won't jump to die if it gets my team no gain, but I'll be the first to go kamikaze if it means my team will win the fight, and if I win the game based on my plays, I'm fine with it, but your system will punish me for making the plays needed to win the game.
> [{quoted}](name=Rylalei,realm=EUNE,application-id=3ErqAdtq,discussion-id=js1ksEkI,comment-id=00100000,timestamp=2019-08-07T11:25:20.373+0000) > > The problem with performance based gains/losses is that they will be abused to no end. > > Players will stop caring as much for wins and play for themselves, you win the game? Cool, now you have a huge gain, you lost? Not losing too much. > > That system would simply make trolls and selfish players climb more than players who chose to play for the team. I for one won't jump to die if it gets my team no gain, but I'll be the first to go kamikaze if it means my team will win the fight, and if I win the game based on my plays, I'm fine with it, but your system will punish me for making the plays needed to win the game. I have seen the "players will abuse this system" myth all too often when people bring up individual performance dictating LP losses or gains, and I am honestly tired of it. Explain, in excruciating detail, as to why it would ruin the game? Sure, some people will play super safe, games might be a bit longer, but isn't that better than have a top lane die two times in 4 minutes and then continue to ram their face into the enemy team without thinking about how their feeding will hurt the rest of the team? I think a lot of people that are afraid of an LP gain/loss system that is effected by performance don't realize one simple thing...**The team that wins will still win, the team that loses will still lose.** GOOD PLAYERS will understand this and will be happy to sacrifice, if you can even call it that, their precious K/D/A to win a game. Players that play for purely K/D/A would most likely stagnate and stop climbing. The ratings on how much LP you gain and lose could simply be pulled from Champ -> Role stats within the players current rank/ranks around the player (for the rare cases of champs that are barely used). If you are playing a champ that can only win by going kamikaze it would be reflected in stats taken from the community and give you an appropriate LP gain or loss padding. If it isn't, than you are probably playing the champ wrong. Sure, there will be a few games where you literally have no option but to play outside of what is deemed "normal" for certain champs, but if you win, you still win LP.
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
Comentários de Rioters
Comentários de Rioters
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
: Bay State College Esports is looking for recruits for Fall 2019
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