[{quoted}](name=Better Jungler,realm=NA,application-id=6heBIhQc,discussion-id=MPAjEtoi,comment-id=00000000,timestamp=2017-10-14T06:30:03.721+0000)
I do think it is a good show of confidence in the community that Riot puts so much effort and resources towards the behavioral system. I just think that effort would be better suited for a system that works. Either better rewards for positive players to persuade people to be better. Or more punishment types/tiers that ultimately ends in an IP ban. Both systems mentioned will 100% improve player behavior, it seems like riot is split right down the middle though.
See, I'm not convinced that's correct. IP bans are definitely off the table, as a lot of League players share networks, whether at a college campus or a cyber cafe. An IP ban is super detrimental to innocent players in those situations, and, frankly, anyone who knows what they're doing can circumvent them easily by just masking their IP.
All positive rewards sounds great, but there are two issues there. One is that Riot is, ultimately, a business, and while they'll take some hits for the community (see the loot system) they can't take TOO many hits. The other is that there are a lot of players who simply don't care about rewards. If I'm a toxic Yasuo one-trick, I don't give a fuck about skins and champions -- I just want to play Yasuo and trash-talk people. By all means take away my honor and my rewards if that lets me keep going.
This is why Riot currently combines the carrot and the stick -- some people are more motivated by rewards, and others by the fear of punishment. A system on this scale has to account for both to be effective.
They give minor rewards for positive behavior, and a 10/25 game chat restriction isn't harsh enough to truly make someone feel like they are in trouble. If they are toxic enough to reach the 14 day ban stage, they probably don't mind making a new account for those 14 days.
The majority of people who receive a punishment of any kind never receive another punishment though. Remember that on these boards we tend to see banned players who are either confident in their innocence or who simply demand the right to be toxic. That is NOT the majority: League has millions of players, which means there are tends to hundreds of thousands of players who have received chat restrictions, and these boards have maybe a dozen posts a day of people who have been banned. It's a highly self-selected group from those who are puzzled/angry enough about their ban to come inquire about it directly.
I obviously wont critique without giving ideas to improve. I think if they go the "reward positive behavior" they should give away major store rewards. I know this would be a financial hit to their profit, but this is a way to show that they do care about the rampant toxicity. This could include skins, emotes, champions, chromas on a regular-ish basis (one skin every 2 months of good behavior etc)
They already do this. The loot system will gives you more than a skin every two months, and can also give champions. Riot has stated there are plans to make it include other rewards like emotes and icons as well. This is a thing they are doing actively.
If they wanted to go the negative route, put a playtime restriction rather than a number of games, and get rid of the 1 message every 5 minutes. NO COMMS, NO EMOTES, NO MASTERY FLASH, for 10 full hours of gameplay in any mode. This punishment would definitely start off the "I need to reform" thought process.
I agree that blocking emotes and mastery flashing would be helpful. Limiting communication entirely I'm not as keen on -- League is, ultimately, a team game, and I feel the ability to send important messages when necessary is important.
Forgive me for the statistics, I remember seeing them somewhere, I just cant find the source.
The source is Riot. My point is that you're flatly assuming them to be false at the outset without providing any actual proof that they are so. Going into a discussion immediately doubting the only available numbers simply because they're released by the organization in question isn't a good way to have a debate.
heres a very large movement right now to try and make everything as "nice" as possible for as many people as possible. Everyone gets offended at way too much, and I think that has a major influence on the community in NA especially. We cant have "harmless" trash talk with the opponent, as a report will cause the automated system to flag the game, and a punishment to be issued for what was mutual trash talk that negatively effected a third party to the conversation.
We totally can have harmless trash talk. Every time I play Gentleman Cho'Gath I ask my opponent to kindly bathe in a nice lemon-port reduction to impart extra flavor, and I ramble about how delicious it is every time I feast one of them. I type things like "Not quite! :P" after close-fought 1v1s where I came out ahead. I'll say "FIND YOUR OWN CARRY. THIS ONE IS MINE" when, as a jungler or support, someone tried to assassinate my carry and I pull off a great play and wreck them. I'll type "EVELYNN LIVES AGAIN!" when I escape a chase with 12 health remaining. That's all trash-talking, but it's done with a wink and a smile, and I'm actively polite and friendly the rest of the game so they know it's friendly trash-talk.
I would argue that the movement is to draw a clearer line between "I'm teasing you in a friendly manner" and "I'm abusing or insulting you and CALLING it teasing." Even if it wasn't, societies change -- it's perfectly acceptable for society at large to go "you know what...we're done with allowing harassment to go unchallenged in the name of free speech." We've changed as a society on a number of issues (which I won't talk about here, since that could veer us into politics), and that's just part of the progression of society.
But yeah, you can still totally have friendly trash talk. You just can't go have your trash talk be abusive. I can go into the difference here in more detail if you'd like, since I appreciate that a lot of people struggle (or choose not to understand) this distinction.
I think the queue system would fix the issue here. With the new leveling system coming out, if you made a separate draft queue for level tiers, players that have 10000 hours in this game, wouldn't be matched with level 17 accounts that have 20 hours of gameplay.
This is what the MMR system does. Separating it increases queue time, cuts the community in half, and really doesn't work that well. Imagine that I pick up this game SUPER fast -- and some people do. I'm Diamond 1 in my second season, because I just CLICK with this game. What do I do now? Is Diamond 1 split up between those who are new and those who aren't? If so, the Diamond 1 queue for new accounts will either be really small, or generally worse as far as players go. In the former case queue times go crazy and there are TWO ranked queues for no reason. In the second people make new accounts every season to get the "easier" queue.
I am honestly 100% convinced players like me will wait an extra minute or 2 to play in a queue with equal experience enemies and teams.
I am not. I have a friend who has been playing since Season 2. He's awful. He's HAPPY with that, but he's awful. Would you rather have him in your competitive game, or someone who has been playing for one season but already has the mechanics, knowledge, and desire to improve to have hit high gold? I'm guessing the latter -- the MMR system would say the second one is a better match for you, while your proposed system would say the former is a better match due to his greater "experience."
Remember -- practice doesn't make perfect. PERFECT practice makes perfect. How long someone has played matters very little compared to how seriously they focus on improving. And yes -- if you get situations like that level 17 situation (which often happens when people duo with their friends) it can suck. But those ARE, ultimately, rather uncommon outliers.