Issue; game hijacking. Possible solution to excessively long and/or ‘hostage’ games

bluegolisano·12/31/2017, 6:23:58 AM·1 votes·585 views

Okay, so I’m almost certain everyone’s had at least one insanely long match timers of upwards 75 minutes (1 1/4 hours), I know I’ve had at least three (since 2014; they’re that damn rare.) However, this is a minor protocol for what I personally feel could work to resolve games of excessive length:

Forfeit Requirements; Remake and Early FF / default post-20 minute FF retain same qualities. After 60 minutes, FF requires three (3/2) votes for forfeiting in order to end the game. After 125 minutes (If math is correct, 1 hour 45 minutes), it requires two (2/3) votes for forfeit in order to end the game.

Internal pauses; after 75 minutes, both teams get a 10-minute pause that resets every 90s. At 125 minutes, the game doubles the timer for the pause. These pauses cannot be undone early except by the one who initiated the pause itself.

Forced game ending; at 240 minutes (2 hours), the game ends in a Draw. All players have double exp gain from that match and their LP (if ranked game) is untouched. Furthermore, they get an extra 20% of their exp gained as BE for having to sit through such a bullshit-long game.

Additionally, any game exceeding 90 minutes of playtime will be flagged for a human to review. Furthermore, I strongly suggest Riot add in a in-client feature that logs que timer from search start to lock-in timers (+/-5s) as to determine if any are closer than ~30s apart and on opposing teams - which would be highly suspect of hijacking or holding a game of ranked hostage.

The main reason why it’s in RAB is simply because it applies to gameplay, but is more around player behavior, and is equally a sort of bug in Riot’s LeaveBuster / auto-Banhammer system. Simply put, best place I could figure for it. Furthermore, I doubt that something like this could happen on NA or EUW/EUE/AIS nodes due to population; this is more of an issue involving OCE if I am to be completely truthful. But, if you become one of the poor saps in this sort of a game, then it’s either reported for AFK or sit there for four hours nonstop.

PSEdit: Custom games are ignored and will have /pause enabled at all times. Co-op vs. AI will simply have the AIs mock players in some way every 30 minutes past the 45-minute mark, and on their third mocking will simply ask you to stop boosting your numbers and just destroy the Nexus already. Also, perhaps giving a message in-client after an excessively long game that the player should probably take a break (as to prevent a WoW-style event, where the one fan played far too much in one spot) and walk around, eat something etc etc for a few minutes would help say that Rito does actually have player safety in mind?

3 Comments

VarysPeter12/31/2017, 9:34:23 AM1 votes

I've seen the video this morning too. As much as this is a problem, some of you're suggestions meet some problems:

First of all, the current ff system (4/1) works this way, and not on a general majority (3/2) because the game the players try to ff might not be lost, it's only that some players become tilted. If 2 players who think the game is winnable and are still putting an effort into winning would vote no, but still lose the game, they would be much more enraged than the 3 other ones that - with the current system - would not be able to ff. I've won many games where 3 people voted yes and me and somebody else voted no. I know you want this change only after a certain amount of time passed, but I think no matter the time period, the reasons I listed above would still apply.

Second, the 'Internal Pause' you mentioned is problematic in that there could be scenarios where the game randomly stops in the middle if a crucial teamfight which could change the entire outcome of the game. That's why in pro play, after a pause they usually skip back a couple of minutes. This could not be done in normal games, firstly because Riot would either need to hire new employees for each server who would need to only skip time back and do this 24/7 OR develope an AI that would do the same, but that way it wouldn't be as fair, since we all know the way League AI work (Player vs Bots clears throat). Plus this could also be a really great way of trolling.

Also, the 'Human Review' thing is not realizable because of the same reasons as above: new employees would be needed (or old ones would have another monkey on their shoulder). And 90+ minute games aren't that rare, if I had to guess there is probably more than a dozen every day per server.

But I do agree with some of the rest of the changes you mentioned. For example giving extra BE after a hella' long game (for ex. 50-60 minutes) would benefit the players and make at least a bit less of them quit.

'Forced game endings' is also a good point, but only after a really exceeded period of time (2+ hours) and with notifications given to both teams in chat way before the forced ending (like the ones you currently get in Practice Mode games at 55 minutes).

All in all, I respect your opinions, this is a real problem (especially on smaller servers) and it's honorable that you put all this time and effort into writing the post. I gave you my opinion on some of your points mentioned, I hope others will do the same, and that Riot DOES actually do something in order to avoid such problems. Have a good day! [vlad-salute]