четыре дня назад риоты таки прервали молчание и сделали пост о солоку. http://boards.na.leagueoflegends.com/en/c/riot-official/6WuZKauE-new-champ-select-update Спойлер: Оригинал New Champ Select Update Riot Socrates (NA) Hey all, It’s been two months since we launched the new champ select and dynamic queue. The team has been heads-down addressing issues and we realized it’s past time to update where we are and where we still need to go. The number of people playing in premades is the highest we’ve seen in League’s history and 98.6% of the time, premades of 4 or 5 teammates are being matched against a premade of the same size (most of the 1.4% with more divergent premade sizes come from very high and very low MMR ranges). Teams made of solos and duos are matched against a premade 4 or premade 5 only 0.21% of the time, and players queueing solo get teamed up with 4 man premades 3% of the time. Match quality (defined by the average MMR difference between players on one team vs. the opposing team) has improved slightly, giving us closer, fairer games across all tiers of ranked play. With the introduction of new champ select and dynamic queue to ranked, as players get the roles they want (with some exceptions we’ll talk about below), we’ve seen the frequency at which ranked players encounter language serious enough to result in a chat restriction has dropped by nearly 40%. Overall, we interpret these numbers to suggest a higher (and more positive) degree of engagement with dynamic queue, but we still have a lot of work to do on a number of fronts. At the launch of new champion select, dodge rates almost doubled from the old queue because of the new lock-in requirement. We’ve added new sounds and made a few other usability improvements to help correct this. We’re also still pursuing a tricky bug that makes the client not pop to front when it’s your turn as well. The dodge rate is now slightly lower than the previous champ select (even when we include players who dodge by failing to lock in), but there’s still room for improvement. There are some remaining critical issues with matchmaking. High-skill players above Diamond tier have seen unacceptable queue times lasting as long as an hour. We launched a high-MMR queue time update on March 4. As a result, average queue times for most high MMR players are down to 5 minutes, but some at the highest levels still have much longer waits. That’s still not good enough and fixing it is one of our highest priorities. When we first launched new champion select, players were getting their primary role about 70% of the time. As selection behavior changed, this number dropped. We expected players would try and game the system, but we may have underestimated the impact on matchmaking, and there are some particularly bad position combos that result in getting secondary position too frequently. Improving and properly calibrating role selection is also high priority for us. We’ve also been working to fix a lot of critical issues while adding some much needed functionality, such as being able to open your champion grid at any time and not revealing pick intent to opponents when it’s your turn. A few days after we launched dynamic queue we said we would re-release solo queue within weeks, which we haven’t. The main reason is we've prioritized improving matchmaking and position select first and foremost. It's also clear we underestimated the amount of iterative work necessary to bring dynamic queue up to our standards, and we should have communicated that earlier. That said, as we continue our work, we're concerned about the impact solo queue will have on matchmaking as a whole, and we’re assessing how to best proceed. Once we've fixed match times and position selection, we’ll have a better update on other queues. Until then, thanks for helping make the new queue and the new season start off so successfully! GLHF, and we’ll see you on the Rift. Riot Socrates вкратце: увеличилось количество премейдов, улучшился матчмейкинг. мы вынуждены решить кучу проблем и поэтому не касались других очереди(солоку). мы также обеспокоены какое влияние может оказать солоку на динамику. помогите нам и мы сделаем мир лучше. а теперь прочитайте сторонее мнение: http://boards.na.leagueoflegends.co...5-why-there-will-never-be-a-ranked-solo-queue Спойлер Why there will never be a ranked Solo Queue. mogonk (NA) I've worked in PR and business administration for my entire professional life. That's what my degrees are in, that's what I do. So while I don't have any concrete, inside information, I think I have a pretty good idea the kind of thinking that's behind what Riot is doing. And I'm sorry to tell you, it has nothing to do with what you want, or what will make the game better, and everything to do with Riot trying to make more money in the clumsy, top-heavy way that large corporations do. Stay a while and listen. Here's how it went down: Riot collects and processes a massive amount of data on the playing and purchasing behavior of their customers. Some of this data is collated internally, some is probably aggregated by research and marketing consultancy firms retained by Riot. And all of this was synthesized into reports, and those reports were passed up the chain, and someone in a senior position in Riot's corporate structure read the reports, and based on what they said formulated a set of organizational objectives. A set of bullet points. And just as research reports go up the chain, these bullet points went down the chain. One of these bullet points that went down the chain was "PROMOTE SOCIAL PLAY". Most likely the data suggested that player retention (which is a huge concern for Riot) was higher among players who regularly played with friends. I suspect that the research also suggested that players who played with friends also made more purchases due to peer pressure, normalized expenditure, etc. And you can bet that when the research shows that a certain type of player is going to spend more money, that gets the attention of Riot execs. The high level decision making at Riot is made by business people, not game designers. When the project to replace the existing ranked queue was formulated, the team that oversaw it was given these bullet points, these organizational objectives, as priorities around which to base their design. And they care more about fulfilling these priorities than they do about your opinions, you need to understand that. Unless a decision they make creates so much player unrest that it reaches their bosses and they get criticized for it, your opinion has zero impact on their professional life. Whereas creating systems that fulfill the priorities identified by their bosses has immediate, concrete impacts for them. Dynamic Queue as we now know it is the product of those bullet points. It strongly incentivizes social play, essentially allowing players to eliminate or mitigate the randomness of their teammates variable skill. Because variance in the skill of your team is the primary factor that slows your ability to climb the ranks, players who play with lots of friends at or above their skill level will rise much more quickly in ranked. And because team coordination is so powerful in LoL, players who play alone are effectively penalized. This is not an accident, this is not a design flaw. This is what the system was intended to do. Blowback on social media results as players react negatively to Dynamic Queue. People make threads, reddit posts, tweets, Youtube videos, etc. A substantial portion of the player base is demanding a Solo Queue option. Now, this part is key, so pay attention: Riot would never implement Solo Queue. They can't. For one thing, it would split the queue, resulting in delays, frustration for players (the important, lucrative, SOCIAL players) who have trouble getting their primary role, etc. More importantly, it would violate the organizational priorities, the all important bullet points. At the same time, they don't want the blowback to reach a point where it becomes something people far up the chain are aware of and something they might face criticism for. That means they need to manage the perception of the issue. This is a basic PR situation. A portion of your customer base has a problem with a new policy. You DO NOT intend to change the policy. What do you do? Let me guess what you're thinking...."tell the truth, and your customers will respect you for it"? Don't be naive. They decided to just stall. They decided to lie and say they were planning on making a change, and then just delay, delay, delay. The point of this tactic is that it makes the protest more diffuse. Different people will start to doubt the lie at different times, making it seem like the amount of people who care about the issue is smaller. Anybody who complains about the current policy will have a chorus of people shouting them down saying "It's coming soon, just wait". Skeptics will be called cynics, whiners. That's why Lyte told you there was going to be a true Solo Queue. That's why they reiterated the promise some time ago. Now they're going to say they're working out some issues, and then later there will be more issues, and on and on. And they will never say "Yeah, we're not going to do that (and we never were!)". But that's the truth. And they're betting that the majority of players will be acclimated enough to the existing Dynamic Queue by the time they figure out there IS NO SOLO QUEUE that they won't quit the game. I'm sorry. I kinda feel like I'm telling a friend that his girlfriend is his cheating on him or something. I just thought you should know. вкратце: Парень работает в пиаре и бизнес-администратором(кто это я хз) 1.Риоты собрали статистику, сделали отчеты и получили что больше донатят те кто играют в премейдах. 2. Главный босс принимает решение - увеличить число премейдов. 3. Риоты разрабатывают систему которая помогает людям в премейдах апаться и причиняет неудобства солокуплеерам. Это не ошибка - это и есть конечная цель проекта. 4. Все хорошо, но люди почему то жалуются на форумах. Но риоты никогда не введут солоку так как это разделит очереди и уменьшит количество премейдов (все пойдут играть соло) 5. Поэтому делается стандартный пиар ход - молчать, лгать о том что проводятся работы, изучения, исследования. Просто ждать пока люди забудут о солоку. Ждать пока комьюнити разобщено, пока одни говорят другим "ну подождите немного, они же работают над солоку". Нет. Они не работают над солоку. Они ждут пока вы забудете.