of multiplayer.
The adaptive team is most likely to win. Often, people see a UB or what have you, over on the mana flag. They tend to ignore him, he tends to ignore them. In fact, to sum this "Dynamic" thing up: don't be a selfish prick.
When the other team jumps over to the mana side and runs UB out of town, destroys the tower, then pushes on the rear flag... by time many people FINALLY get around to going over (instead of farming "their" creeps), the enemy team will bail out, jump over to HP and do the same.
Annoyingly, stagnantly, this leads to your team desperately trying to keep the portals open. All the other team must do is send a "threat" running for your portals and your team must move to cover it. This means less time in lanes. It goes downhill from here.
Remember, for those of you who wonder "why my team always loses unless I have L337 players?", it's probably a lot your fault. Rote gameplay will not win. Jumping in, not talking, staying in "your" lane... buy only ONE cit upgrade ("Hey! I bought priests, wtf do you want from me?!"), etc means a long, painful loss.
If you're not pushing the lane (i.e. taking the tower down, not just farming), you need to be watching your mates. Ready with a teleport to push with them. Inertia is huge in battle. Pop in there and jump in the fight, the enemy will retreat in disarray. Maybe leaving one to get ganked ($$!!!). They're running for the crystal. That means you 3 (4, 5, whatever) are free to smash the tower, push the next flag, lock it and fall back.
Really, most players that NEED to use this idea, won't recognize their problem. I think it usually clicks when watching a pro replay, where a mediocre player says "Wow! They pushed that team around!". I've suffered a quick loss when the other team opened a 4v4 up by bum rushing one side instantly, smashing the tower and chasing everyone out of there. That was crippling, since you were no longer safe in that lane, early game. No tower to run to. That literally set the game.