This is the problem. As a solo player, I don't feel like I should be penalized for what is essentially a random for my purposes matchmaker. Yes, it's a team game, but that's the point. I'm not a team, and I picked solo queue because it was a way for me to play by myself. I don't care how it's fixed, just that it is.
The bolded part for me brings up a conundrum.
You are wanting a team game, where you are tasked alone, and then are upset that things are random. I ask how can it be made better? The game doesn't send 5 random players against a 5 player team, it sends the random 5 players against another 5 random players. For ranked games skill levels are very tight in terms of wins / losses, and mildly in normal games as well (supposedly). How do you measure teamwork and skill in a objective way other then win losses? You can't use statistics like kills or gold because supports don't use these. I would understand if 5 man randoms went against teams, but it doesn't work like that. The other team is just as random as you are, so you aren't penalized any more for going solo.
I don't particularly care whether it's a team game as long as I get a game wherein my actions are one of the primary influences of outcome; I just think it's disingenuous to say "heres solo queue" (the name of which and what it's primarily used for implies playing primarily by oneself) and "haha its a team game, deal with it" in the same breath (as a general statement that League ends up making overall, not something you said). The concept of soloqueue is incompatible with the concept of a team game, plain and simple.
I know you say you don't care how it is fixed, just that it is, but I'm wondering what more critera can be used for matchmaker other then the current wins / losses. You can't measure teamwork in individual parts, because teamwork inherently is being greater then the sum of the parts, which results in victories or defeats. You can't really select "roles" for players pre match if you want to do draft games because otherwise you would cause more headaches then you solve. For example, if you join as a carry, then if someone ahead of you in draft counterpicks your carry, you don't want to be locked into carry if another teammate is skilled to counter their counterpick. Or if a player is a support, and all their familiar supports are banned / taken / counterpicked, they require the flexibility to change roles. At least 15% of my draft games involve the players on my side changing a role somewhat in response to the other player's draft team.
To go back to my original question in what way objective, concrete, factual way can you measure teamwork?
Something I thought of which is more aimed at smoothing draft/ranked queuing:
* Instead of just clicking "Play" and queuing for a mode, you click play then pick a champion you want, and 3 bans in case you get matched as a team captain.
* You're then put in a queue, and about 1/5th of players in that queue are selected as team captains.
* These captains are dropped in to champ select with their champions and bans, and then pick champions back and forth.
* As champions are selected, people queuing as that champion are matched into that slot
* Game launche
What does this do?
* There's no arguing over who gets what role
* Champions are always being played by someone who made the choice to queue up as them
* Everyone gets experience with team comps and counterpicking, since this is something best done when treating a team as a single unit
I don't know, I view soloq as a gamble. Sometimes I win big, sometimes I lose big, always I have to think on my feet and learn to communicate with people I've never met before. It's inherently more chaotic the pre set 5 teams, especially if it is not draft. It's a very different experience, and sometimes I dig it big time, and other times I want the more razor sharp (for both teams) coordination that goes with pre sets.
I didn't sign up for a gamble, and League pretends it's not a gamble. If i wanted that, I'd go look up not-real-money online slots or poker =/