LOL: Two Riot workers end up with the great lies of the community about the rankeds

League of Legends players are lucky to have one of the most transparent developers in the industry. Riot Games usually explains the changes he makes at all levels and even when he does not want to comment on, as happened with the departure rewards system, he gives us reasons to justify the lack of information. However, not even this circumstance prevents myths from being formed among players who are usually disseminated by those who have sufficient knowledge. Something that happens particularly common in qualifying items.

The simplest system of all League of Legends

With respect to the rankeds, there are two widespread myths in League of Legends and are quite related. On the one hand is the Smurf queue , which would be a special pairing tail in the qualifying games that tends to face the players who use secondary accounts. On the other and with an even more conspiracy connotation we find the Losing Queue . This tail would be the worst of all options for playing a qualifying game, it would already be a tool that Riot Games would use to make us lose games giving us a team that objectively has a chance of winning much lower than those of the rival.

For the first time, some Riot Games employees have gone to confirm what for many seemed evident. One of the two systems does not exist and the other has been misunderstood . Creating something that adjusted to what is expressed by the League of Legends community would be almost impossible or, in the best case, it would mean an effort that the company does not want to assume.

COMO Smurf Queue (via Riot August) *: It exists differently than what the community thinks. Riot Games matches the players according to their hidden score (MMR) and visible range (division). Normally the players of a certain league have points that are around the same value. However, in case of getting many consecutive victories it is possible that the MMR rises faster than our league. It is the case that most players with points higher than their division are smurfs and end up playing each other. However, their clashes remain matched against rivals of the same level of skill. Losing Queue (via Riot Auberaun) *: In this case, there is no such thing. The Riot Games system tries to give us fair clashes that, we insist, combine the MMR and the range. In this way, we have about 50% of victory possibilities. However, luck varies and there will be times for us to win five or six games in a simple way and others to lose. The difference is usually that, when the first happens, we do not usually name him.

Although neither of the two systems exists as such, the community does not completely suspect from the developer. Although not by the hand of Riot Games or implanted in League of Legends, over the last years many patents related to pairing systems have emerged. Electronic Arts, for example, has a system that could be very similar to the so-called Losing Queue that would dynamically change the difficulty of online clashes to maintain the attention of the players. Nothing indicates that they have implemented it, but basically the system would decide when we win or lose.

Something similar happened with Activision, which focused on creating pairing systems that spurred the players to spend money in game accessories. Fortunately, it does not seem that none of this has reached the video games of either of the two companies. However, and even if in this regard we have full confidence in how League of Legends works, it is not bad to have an eye on the game systems and that developers clarify things from time to time.

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