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Week 2: Laning, roaming, objectives and the ranked ladder

The first three are clocks running at once inside a single match, which is why a MOBA never gives you a minute where the right move is nothing. The ladder is the separate thing that makes a hundred matches add up

1 March 2027

Open the deck

A ranked match is about thirty minutes and it is very hard to spend any of it doing nothing. That is not because it is exciting. It is because three separate clocks are running, and at any moment at least one of them is about to demand a decision.

Three clocks

Laning is the fast one. Minions arrive every thirty seconds; each one is worth gold if you land the killing blow and nothing if you don’t. So there is a scored, checkable event roughly every two seconds, and a wave-level decision every half minute: push, freeze, or trade. You find out whether you were right almost immediately, and the cost of being wrong is small and legible.

Roaming is the medium one, and it is the interesting one, because it is an explicit opportunity cost. Leaving your lane costs you a known quantity — the gold and experience of the waves you miss — in exchange for an uncertain gain somewhere else on the map. The game makes both sides of that trade visible. Very little of ordinary life does.

Objectives are the slow one, and they are scheduled. Dragon and herald spawn on a clock everybody can see, so the whole map converges on a contestable event at a known time. The five minutes before a spawn have a shape because of the spawn.

Between them, these three mean the answer to “what is the next ninety seconds for” is never nothing.

The layer above

The ladder is a separate machine and it is important not to confuse the two.

Displayed rank is tier and division — Iron through Challenger, four divisions each up to Diamond, a hundred points per division. Underneath it there is a hidden rating the client never shows you. When the hidden rating runs ahead of your displayed rank you gain more per win than you lose per loss; when it lags, the reverse. That gap is the entire reason your LP gains vary, and it is deliberate: the display is a lagging, smoothed view of an estimate that moves faster than it does.

Placements only gain. A bad opening cannot dig you a hole.

Demotion is gated: points bleed to zero within a division and stop there, and only a further loss taken at zero drops you. Every drop costs one extra, clearly signposted game.

The thing to take away

The match is where the fast feedback lives. The ladder is where the slow reward lives. They are two systems bolted together, and they do different jobs.

Hold onto that, because in week 9 we will find something the ladder cannot do at all, no matter how well it is built.

Before the lecture

If you have a ranked account in anything, look up your win rate and your current rating. If you don’t, that is fine — you will have one after week 3.

The slides, as text

Every slide in order, with a description of each figure. Generated from the deck source, so it cannot fall behind it.

  1. Laning, roaming, objectives and the ranked ladder

    SLOP3733 · Week 2

    FigureOfficial League of Legends splash art: a sheriff with a long rifle standing in front of an enormous clock face. Desaturated and duotoned into the deck's palette, under a scrim. Splash art © Riot Games, via Data Dragon. Not endorsed by Riot Games.

  2. A ranked match is about thirty minutes

    And it is very hard to spend any of it doing nothing.

    Not because it is exciting. Because three separate clocks are running, and at any moment at least one of them is about to demand a decision.

  3. Inside those thirty minutes

    FigureA lane seen from above: a wave of minions marching in step towards a tower, with four more waves spaced evenly behind it and the map dark outside the lane

  4. Three clocks, one match

    FigureThree clocks running at once across one thirty-minute ranked match. The top track is laning: a minion wave every thirty seconds, sixty of them across the match, above a comb so fine it reads as continuous, which is one killable minion about every two seconds. The middle track is roaming: four short windows away from lane, each labelled with the waves it cost. The bottom track is objectives: four contestable events at times published in the client, each with the five minutes before it shaded, because those minutes have a shape only on account of the spawn at the end of them. Nowhere on the chart is there a stretch with nothing about to happen.

  5. Laning is the fast one

    Minions arrive every thirty seconds. Each one is gold if you land the killing blow and nothing if you don't.

    So: a scored, checkable event about every two seconds, and a wave-level decision every half minute — push, freeze, or trade.

    You find out almost immediately, and the cost of being wrong is small and legible.

  6. Roaming is the interesting one

    Leaving your lane costs a known quantity: the gold and experience of the waves you miss.

    It buys an uncertain gain somewhere else on the map.

    The game makes both sides of that trade visible, which very little of ordinary life does.

  7. Objectives are the slow one, and they are scheduled

    Dragon and herald spawn on a clock everybody can see.

    So the whole map converges on a contestable event at a known time, and the five minutes before a spawn have a shape because of the spawn.

  8. The answer to "what is the next ninety seconds for" is never *nothing*

  9. The layer above the match

    FigureA broken ring of tick marks closing on itself, with a short bright arc where the loop restarts

  10. Displayed rank lags a rating you are never shown

    FigureEighty ranked games. A smooth gold line is the hidden rating the client never shows you; a grey staircase is the displayed rank, which lags it and only moves in whole divisions. Where the gold line runs above the staircase the gap is shaded warm and a win pays more than a loss costs; where it runs below, shaded cool, the reverse holds. The two lines finish in the same place, and the gap between them at any moment is the entire reason your points per win vary.

  11. Three rules worth copying

    Placements only gain. A bad opening cannot dig you a hole.

    Demotion is gated. Points bleed to zero within a division and stop there. Only a further loss taken at zero drops you, so every drop costs one extra, clearly signposted game.

    The rating moves faster than the display. That gap is the whole reason your gains vary, and it is deliberate.

  12. The match is where the fast feedback lives. The ladder is where the slow > reward lives.

    Two systems bolted together, doing different jobs. Hold onto that.

  13. Why that sentence matters later

    In week 9 we find something the ladder cannot do at all, no matter how well it is built.

    Using one of these where you needed the other is the most common way all of this falls apart.

  14. Before the Lab

    If you have a ranked account in anything, look up your win rate and your current rating.

    If you don't, that is fine — you will have one after week 3.

Teaching team