Changelog v. 0.5.6–01.18.2018

Mobalytics
Mobalytics
Published in
7 min readJan 19, 2018

Hail Valued Community,

You know how it goes: New year, new you, new us, all that BS. Over the holidays, we had some serious time to test the new features that we have been working on for a long time, and we are really excited to deploy them for the new season. There was so much we wanted to put in, but realized that if we wanted make it for the week of the patch, we better split things up.

Lets dive in.

New Fighting

If you asked us what we were the most excited about, this is it. We spent a LOT of time thinking about our existing fighting, and what parts of it were useful and what parts weren’t. The end result was something very simple to understand (very hard to make work though) that we feel represents how players think about engagements in League Of Legends. Most people think of fights in League in 4 ways:

1. Duels

The ultimate fight for honor, justice, and the future of mankind. You and the other guy. Trial by combat had the right of things.

Technical Definition: Duels are 1 v 1 fights where one or both players die.

2. Picks

Picks are the exact opposite of a duel. They usually involve one person outnumbered and brought down in the furthest thing from a fair fight.

Technical Definition: Picks are 1 v X (2,3,4,or 5). If you are on the side that has greater numbers and you land a kill, then that is a successful pick you participated in. If you are the one who died, then feelsbadman, that is scored as an unsuccessful pick.

3. Skirmishes

The Skirmish is the little brother of the Team Fight. They’re not as big and usually messy and unorganized.

Technical Definition: Skirmishes are fights that involve at least 2 people from each team. However, one team can have more than 2 people, so 2 v 2, 3, 4, 5 would qualify.

4. Team Fights

Ah… the big daddy of all League action. This is what everyone waits for — one bad move and it’s over…your team loses.

Technical Definition: Any fight that involves 3 v 3 or more players from each team.

With that said, there are two very important aspects of how our Fighting score works:

  • First, your Positioning, Damage, and Survivability have been rolled into your scores for every fight type, so although you won’t see them in the Dashboard, they are being considered for your Team Fights and Skirmishes. The last new Fighting score we have added is the Stat Contribution Score, which is based on the class you played during the fight recorded. Some stats are much easier to value for certain classes (Damage and Survivability for ADCs). Right now though, the only tooltip metrics that show up when you hover over are Damage and Damage Absorbed. In the future, we will be adding much more tooltips that are specific for every class.
  • Second, the only way for us to identify if a fight took place is if there are deaths, so unfortunately poke battles with no deaths, or fights with 1 death that had many participants may be mislabeled. That means that despite a lot of case by case testing, we are a small team and only have tested at most 30 games. We may have to adjust parameters based on data from everyone. Right now, we are really proud of how good it feels and are excited to see how it handles for you.

New Aggression:

This one took way longer (“Coming Soon”) than we thought. Most of it was due to challenges with our overall infrastructure that stopped us from implementing some of the changes we really wanted to couple with this.

Our main design philosophy here was to change Aggression from being favorable for more damage oriented champion choices to being more about the opportunities you create for yourself.

REMEMBER: Aggression is a style of play and does not mean that you are a worse player if you choose to be passive.

Here are the major changes:

Initiative

This used to be based on your ability to get First Blood and First Tower in a specific game. Now, we’ve changed it to be based on how quickly you get your first kill and first tower. The main principle behind Initiative is that we want to measure how quickly you start making plays on the map.

Snowballing

The concept behind the original zoning ahead score was to determine what you were doing when you got a lead. There were a lot of things that were not working as intended, primarily the name. Now, we measure if you have a lead (150 + gold for two continuous minutes at least), and evaluate you on how you grow that lead.

Forward Kills

This is a completely new metric that we are using to measure how aggressive your kills are. We rate you based on how deep in enemy territory your kills are, and we also take into account if you die trying for these kills. Enemy territory changes with the map state, like First Tower dying.

Percentiles

We get a lot of criticism that our scoring system seems arbitrary, and we understand that for someone who doesn’t work on the system regularly to try and establish scoring ranges, it can seem that way.

Our system is based on population percentiles distributed across the different tiers and we analyze over a million games a day. This patch we are deploying a much more robust “measuring stick” to create your scores in different categories. This percentile database comes from ~ 30k summoners from different regions, evenly distributed across roles and tiers.

Due to the new percentiles and new scores, your GPI may look VERY different on log in…. Let us know how you feel!

Remember - if you are better than the average of Challenger or Master at one skill it does NOT mean that you are a player of that level. They play against really high level player and lose too, so their stats are affected!

Tooltips

We really wanted our tooltips to anchor our product to the users, so all the tooltips have received updates. Now you should see better descriptions, and in-game numbers related to the score you are looking at. If there are still unclear stats, tell us and we’ll figure out a way to make it clearer!

Note: There are a few bugs that may be making tooltips appear incorrectly especially in fighting (Total fight %), but we chose to release and fix while on live, so don’t be alarmed!

FAQ Section

This addition is probably the one that has taken the longest time in the history of Mobalytics, but hey, it’s finally here…

The goal of this section is to simply help you out when you get stuck within our platform. We’ll be including some cool tutorials and more in-depth explanations of scores if you find them confusing, so stay tuned.

You can find the FAQ by hitting the “?” icon.

Small Fixes

As always there are many small fixes and quality of life improvements that we have made, so hopefully they make the experience smoother. You’ll notice your role plays a bigger factor in what you see in the scores and that we cut metrics that weren’t essential for your role.

One thing every role got cut was Item Builds. We felt it just wasn’t adding the value it was supposed to for the player: providing actionable feedback that they can use to improve their game.

Didn’t Make the Cut…yet

Seasonal Filter

We wanted to create a nice interactive experience allowing you to filter and check performance across seasons. This didn’t make the patch in time. Look for us to deploy a robust feature allowing comparison from different time frames, and better filtering in our system overall.

The Other 6 Skills

Farming and Vision will receive significant adjustments soon, followed by Toughness (which we will rename to Survivability) and Teamplay. Last will be Consistency and Versatility. Most of these have already received quality of life improvement for increased accuracy and tooltip readability, but the complete revamp will be coming soon.

Play Style Badges

We want our pre game badges to describe what type of player you are. Following this deployment we will be releasing badges that really dig into your performance and help you identify the different playstyles in your match.

Advice Overhaul

We will slowly be changing our advice to accommodate the new metrics and changes. Right now they are nowhere near as good as they should be and may not reflect scores as well as we’d like. Expect a huge change in a month or so on how we present advice. We are real excited.

Further down the line

We will continue to add new features for our current tool suite:

  • That stupid Reflections question on the Post Game will be not so… stupid. The Post Game will definitely be getting some more love.
  • The Pre Game will get builds, item spikes and a better Jungle Pathing.
  • The Dashboard will be much more useful. Did you notice us sneak in that name change to Match History?
  • GPI will use class identifiers and then champion specific conditionals after that.
  • New Languages!

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Mobalytics
Mobalytics

Personal performance analytics and improvement tools for competitive #MOBA gamers.