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Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
December 08 2014 00:21 GMT
#1261
There are some stats that can be derived from controlled situations like LCS but nobody cares about the lol equivalent of your stats from a pickup game on the street
When in doubt, just believe in yourself and press buttons
IamPryda
Profile Joined April 2011
United States1186 Posts
December 08 2014 00:30 GMT
#1262
I prefer the statistic of how many games did u lose for your team. I have a friend who has no problem beating plats and diamonds mid but at the same time he tilts and rages very often. He throws more games after 40 mins then anyone I know and when he falls behind he becomes a massive feeder if isn't able to out play hard instead of adjusting his play to be safer. He will forever be silver 1 even though he clearly could be plat in a month if he learned to play against teams refusing to surrender and playing super passive and that it's ok to be carryed once in awhile.His cs and kda could never put in perspective some of the awful stuff he does but when he plays with a group of 5 these bad habits are gone.
Moar banelings less qq
chalice
Profile Joined September 2010
United States1945 Posts
December 08 2014 00:34 GMT
#1263
On December 08 2014 09:21 Kupon3ss wrote:
There are some stats that can be derived from controlled situations like LCS but nobody cares about the lol equivalent of your stats from a pickup game on the street

that's an attitude problem, not an argument against statistics and analytics. LCS teams should be looking at solo queue as the NCAA to their NBA, not a worthless pick up game.
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
December 08 2014 00:34 GMT
#1264
On December 08 2014 03:20 chalice wrote:
Show nested quote +
On December 08 2014 02:56 Slusher wrote:
I agree the bigger issue was the other ones being pretty bad.

it's not that the other smites are bad (except for lolpoacher's), it's that even if you don't need smite to clear effectively, not smiting the birds for the oracle's buff on cooldown is almost always a mistake.


while probably not optimal, poachers is fucking hilarious on shaco
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
Prog
Profile Joined December 2009
United Kingdom1470 Posts
December 08 2014 00:40 GMT
#1265
On December 08 2014 09:34 chalice wrote:
Show nested quote +
On December 08 2014 09:21 Kupon3ss wrote:
There are some stats that can be derived from controlled situations like LCS but nobody cares about the lol equivalent of your stats from a pickup game on the street

that's an attitude problem, not an argument against statistics and analytics. LCS teams should be looking at solo queue as the NCAA to their NBA, not a worthless pick up game.


Random teams/teammates and the largest amount of players having no professional relation to lol at all definitely sounds more like a pick up game than any attitude change could make up for. I'd say if the overwhelming amount of players treat something as a pick up game, then it won't change because a selected few treat it like the NCAA.
Goumindong
Profile Joined February 2013
United States3529 Posts
December 08 2014 00:55 GMT
#1266
On December 08 2014 08:16 chalice wrote:
Show nested quote +
On December 08 2014 08:04 Gahlo wrote:
On December 08 2014 08:02 chalice wrote:
On December 08 2014 06:18 ZERG_RUSSIAN wrote:
On December 07 2014 01:23 Gahlo wrote:
On December 07 2014 01:17 nafta wrote:
On December 07 2014 01:12 Gahlo wrote:
On December 07 2014 01:03 nafta wrote:
Which still is an absolutely useless statistic since laneswaps,champion picks and roams make it irrelevant.Very often just staying in xp range and not getting cs is actually a good play since said person is just making sure he doesn't die in a hard mu.

Not really, since if you get stuck in a laneswap, at least 95% of the time your positional opponent did too.

Except laneswaps don't play out the same way every game lol.What if your team is comfortable with letting enemy get a freeze that fucks your top laner but gets you objectives?Mid lane gets completely random in laneswaps because of all the roams as well.

Like sure you can use said statistic but it doesn't actually give you real information about how much said person is contributing compared to his counterpart.

Well if you're going to take it like that, then no stats are useful outside of blown nexus.

I have been saying this from beta

i'm correct in assuming that the people with the "all stats are useless" opinion have made virtually zero effort to actually analyze any data, right?

i think observing that stats like KDA and CS are severely lacking when it comes to predicting the probability of victory and coming to the conclusion that all stats are worthless is a closed-minded and very limited way of thinking. just because the current, readily available stats suck doesn't mean that better metrics can't be developed.

maybe i asked in the wrong way, but i was hoping to get some insights from higher elo TLers about what aspects of the game they think are important and tend to lead to victories.

ZR has been Diamond level since the beginning, iirc. The point is, like all statistics, they can be twisted to mean whatever you want them to without proper context.

i'm not asking for completed solutions, just ideas.

like do people not think that it's at least possible there is a correlation between first blood/first dragon kill participation and winrate for someone who is jungling?

or how about first tower and first dragon for bot laners? an adc that participates in an early game mid tower kill?


Why would there be? As you go up in rank and start playing better players your "first dragon %" should fall. So having a high first dragon percent only tells us that your other areas are either disproportionately weak or that you're still climbing. It doesn't give us information about how good you are. The only thing that does that is your elo.

I mean look, the reason we have elo is because chess masters were unable to objectively evaluate the play of people playing chess in front of their eyes. The same problem exists in league, not only is it hard to define objectively good play, but the actual information we have is thrown off by who you're playing in such a way that elo is the best.

In a team game like league you would just look at the highest ranked players and then see if you thought their play style was right for your team. I don't think you could apply stats to pull hidden gems out since there are only so many people good enough to play at the top of the ladder and anyone else isn't really worth considering.
chalice
Profile Joined September 2010
United States1945 Posts
December 08 2014 01:14 GMT
#1267
the point isn't to find some hidden Diamond 5 gem who will take the LCS by storm, but rather to evaluate the play of those near the top of the ladder in comparison with one another.

like when you're putting together maknoon's NA team, you don't think there is any way that with enough research you might be able to find a challenger or master tier jungler with the potential to be better than nintendude instead of just sorting by elo and name recognition?
Slusher
Profile Blog Joined December 2010
United States19143 Posts
December 08 2014 01:28 GMT
#1268
It's so easy to get kill/assist credit with minimal/uneeded contribution.

Or like when I play blotz, in games I win I kill myself at least once a game to set my team up or save somebody

Kda is just really disconnected from context
Carrilord has arrived.
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
Last Edited: 2014-12-08 01:43:38
December 08 2014 01:43 GMT
#1269
Playing support Karma is sick because all you need to do is mantra E your team and then you get an assist on every kill. Or play Soraka and just ult whenever someone on your team is about to get a kill. Long range assists.
http://na.op.gg/summoner/userName=FLABREZU
Dark_Chill
Profile Joined May 2011
Canada3353 Posts
December 08 2014 01:43 GMT
#1270
Well, when someone before said the only useful stat was nexus died, let's look at that. Since LoL is a team game, isn't it more useful to first analyze a team before we go on individual players?
I think stats in LoL are kind of useless in solo queue because pretty much nothing is controlled.
Didn't get your best role? That'll make you worse. Your team has good synergy? That'll make you better.
Judging individual players sounds like it you'd have to take one person, record his win percent against X(n) teams while playing on X(n) before you can even start to look at him individually. From there you might be able to see some patterns on that specific player which contribute to his wins across games.
CUTE MAKES RIGHT
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
December 08 2014 01:50 GMT
#1271
--- Nuked ---
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-12-08 02:01:38
December 08 2014 01:56 GMT
#1272
On December 08 2014 09:34 chalice wrote:
Show nested quote +
On December 08 2014 09:21 Kupon3ss wrote:
There are some stats that can be derived from controlled situations like LCS but nobody cares about the lol equivalent of your stats from a pickup game on the street

that's an attitude problem, not an argument against statistics and analytics. LCS teams should be looking at solo queue as the NCAA to their NBA, not a worthless pick up game.

The analogy fails because the game the NCAA is playing is a lot more similar to the game the NBA is playing than solo queue is to competitive LCS play. Which is why Kupon's "pickup game" comment is apt, because that's a lot closer to what solo queue actually is given the random teammates/no communication aspect.

On December 08 2014 10:14 chalice wrote:
like when you're putting together maknoon's NA team, you don't think there is any way that with enough research you might be able to find a challenger or master tier jungler with the potential to be better than nintendude instead of just sorting by elo and name recognition?

Sure, and you don't need inaccurate and disconnected statistics to do it.

The problems with Western organizations not getting new talent arguably has more to do with the organizations not wanting to take the risk than with them being unable to find talent.
Moderator
Goumindong
Profile Joined February 2013
United States3529 Posts
December 08 2014 02:05 GMT
#1273
On December 08 2014 10:14 chalice wrote:
the point isn't to find some hidden Diamond 5 gem who will take the LCS by storm, but rather to evaluate the play of those near the top of the ladder in comparison with one another.

like when you're putting together maknoon's NA team, you don't think there is any way that with enough research you might be able to find a challenger or master tier jungler with the potential to be better than nintendude instead of just sorting by elo and name recognition?


Yes, you filter by champions played and take out the ones which don't play champions conductive to your strategy. But otherwise there isn't really a way. Maybe the basketball metrics people could come up with an idea, but I suspect not since there is very little individual matchups(evaluating shooting/passing essentially break down to a matchup) or independent events(shooting, more or less). And these area are where you find the value in those type of advanced metrics

Additionally your biggest factors are communication and team cohesion, which can't be measured in soloqueue (except well, by ignoring ragers/ego's/drama queens) without playing with those people and straight up seeing how they play.
chalice
Profile Joined September 2010
United States1945 Posts
December 08 2014 02:09 GMT
#1274
On December 08 2014 10:43 Dark_Chill wrote:
Well, when someone before said the only useful stat was nexus died, let's look at that. Since LoL is a team game, isn't it more useful to first analyze a team before we go on individual players?
I think stats in LoL are kind of useless in solo queue because pretty much nothing is controlled.
Didn't get your best role? That'll make you worse. Your team has good synergy? That'll make you better.
Judging individual players sounds like it you'd have to take one person, record his win percent against X(n) teams while playing on X(n) before you can even start to look at him individually. From there you might be able to see some patterns on that specific player which contribute to his wins across games.

yeah, you definitely have to filter by role and for most categories probably champion as well. there's obviously no point in averaging in wild turtle's stats playing the support role in with his ADC games and his early game stats between games played with vayne and those with say lucian or corki are likely significantly different.

the good thing is that there's enough data available that breaking things down by champion should still give you relatively decent sample sizes.
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2014-12-08 02:14:51
December 08 2014 02:11 GMT
#1275
On December 08 2014 09:21 Kupon3ss wrote:
There are some stats that can be derived from controlled situations like LCS but nobody cares about the lol equivalent of your stats from a pickup game on the street

Well if i could analyse the data of distance from the hoop every shot was fired from, which hand was used, player height and whatever else i wanted for thousands (or millions if just scraping general soloq stats) of pickup games of basketball, I'd imagine I'd spot some trends. Which while maybe not technically "useful" (whatever that word means in this context anyway) but the correlation between the various variables (what's the average relationship between height and accuracy, is distance -> accuracy a linear relationship, does left vs right handed accuracy correspond to the proportion of people who are right/left handed? etc etc)

You're doing a massive disservice to the potential for data analysis in soloq by implying that we can't draw larger samples, and more precise data from scraping lol stats from soloq then from watching one pickup game of street basket...
Prog
Profile Joined December 2009
United Kingdom1470 Posts
Last Edited: 2014-12-08 02:49:02
December 08 2014 02:48 GMT
#1276
On December 08 2014 11:11 killerdog wrote:
Show nested quote +
On December 08 2014 09:21 Kupon3ss wrote:
There are some stats that can be derived from controlled situations like LCS but nobody cares about the lol equivalent of your stats from a pickup game on the street

Well if i could analyse the data of distance from the hoop every shot was fired from, which hand was used, player height and whatever else i wanted for thousands (or millions if just scraping general soloq stats) of pickup games of basketball, I'd imagine I'd spot some trends. Which while maybe not technically "useful" (whatever that word means in this context anyway) but the correlation between the various variables (what's the average relationship between height and accuracy, is distance -> accuracy a linear relationship, does left vs right handed accuracy correspond to the proportion of people who are right/left handed? etc etc)

You're doing a massive disservice to the potential for data analysis in soloq by implying that we can't draw larger samples, and more precise data from scraping lol stats from soloq then from watching one pickup game of street basket...


As soon as you bring in larger samples you can ignore anything but win/loss though. The dilemma is this: either you focus on particular stats of single games, which are meaningless, or you take a larger sample in which anything but win/loss is unnecessary. Either way more data (than win/loss) seems pretty useless to capture skill.
Goumindong
Profile Joined February 2013
United States3529 Posts
Last Edited: 2014-12-08 02:59:06
December 08 2014 02:56 GMT
#1277
On December 08 2014 11:11 killerdog wrote:
Show nested quote +
On December 08 2014 09:21 Kupon3ss wrote:
There are some stats that can be derived from controlled situations like LCS but nobody cares about the lol equivalent of your stats from a pickup game on the street

Well if i could analyse the data of distance from the hoop every shot was fired from, which hand was used, player height and whatever else i wanted for thousands (or millions if just scraping general soloq stats) of pickup games of basketball, I'd imagine I'd spot some trends. Which while maybe not technically "useful" (whatever that word means in this context anyway) but the correlation between the various variables (what's the average relationship between height and accuracy, is distance -> accuracy a linear relationship, does left vs right handed accuracy correspond to the proportion of people who are right/left handed? etc etc)

You're doing a massive disservice to the potential for data analysis in soloq by implying that we can't draw larger samples, and more precise data from scraping lol stats from soloq then from watching one pickup game of street basket...


Actually we can probably get more info out of a pickup baseketball game. Since basketball has a lot of individual contests(which we can measure spatially) and independent events for us to measure while league does not.

edit: Basketball also is won/lost by how many points each team has, so any action which directly leads to points necessarily directly leads to winning/losing. League has no such stat in addition to the problems expressed earlier in deriving meaning from the stats it has.

The only stat I can really think of that you could use would be "Attempted CS %" Or "of cs you're not competing for with allies and which you attempt to get how often do you get that CS". But that stat only works for 3 roles and isn't tracked.
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
December 08 2014 03:20 GMT
#1278
That is actually the biggest difference between Eastern and Western LoL
The West thinks that actual 5v5 matches are the same as soloQ
Wheras the Asian teams know that they are not and treat the two as completely different things
When in doubt, just believe in yourself and press buttons
chalice
Profile Joined September 2010
United States1945 Posts
December 08 2014 03:31 GMT
#1279
On December 08 2014 12:20 Kupon3ss wrote:
That is actually the biggest difference between Eastern and Western LoL
The West thinks that actual 5v5 matches are the same as soloQ
Wheras the Asian teams know that they are not and treat the two as completely different things

yeah, korean solo queue talent has basically never been able translate into competitive success.
red_
Profile Joined May 2010
United States8474 Posts
December 08 2014 03:32 GMT
#1280
On December 08 2014 11:56 Goumindong wrote:

edit: Basketball also is won/lost by how many points each team has, so any action which directly leads to points necessarily directly leads to winning/losing. League has no such stat in addition to the problems expressed earlier in deriving meaning from the stats it has.


Done.

I'm not saying there are literally no possible metrics for League(or Dota or w/e video game), but basketball, and baseball(the crown jewel of sports metrics) are decided by one single value: points(runs), which can be accrued in a limited amount of time(or innings). I really have absolutely no clue how you're going to find the League equivalent to league and defense adjusted ERA or true shooting %, or whatever, when there is no clear stat that says 'win' other than a destroyed nexus. You're basically resigned to making up stats and looking for correlations until you find one that maybe sticks(until a patch changes the game and the stats).
How did the experience of working at Mr Burns' Nuclear Plant influence Homer's composition of the Iliad and Odyssey?
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