Season 6 "Open mid" - Solution: Positive Behavior

CarrierHazArrive·5/3/2016, 5:33:32 AM·13 votes·1,189 views

"This season is the worst" - said anyone every season who has ever played ranked

Recently I've been experiencing a lot of "open mid" matches (Probably 1 out of 7 matches.) Both to my benefit and drawback. It's becoming a common thing for me to see in ranked matches. I feel like this has something to do with the current league of legends attitude. People see someone feed and they give up or they themselves feed and they give up. Half the team calls "open mid" for the other team to rush mid. Then the game ends before 20 minutes so that people don't have to wait for 20 minutes to surrender. It's so normal that people just report and move on.

People just don't care or worry about being punished anymore. Players with bad behavior get the same opportunities as players with good behavior. As long as players with bad attitudes don't get reported "too often" they won't get suspended or banned. On one of my other accounts; I've once played 10+ matches of heimerdinger support, went on an intentional feeding frenzy, yelled at everyone, demoted twice and got no punishment for it. (I'm not proud or ashamed of it, I was angry because someone else did the same thing to me.) That account went onto climbing up to Diamond 5.

I've played thousands of matches being positive and thousands being toxic. It didn't even matter if I was toxic or not. Most of the cases when people report others is when they lose. League of Legends' reward system, rewards players for playing well and winning. So it doesn't matter if you were negative or nice in game. As long as you played well or win the match; you are rewarded with something. There's no point in being nice and winning when you can flame people and win. Kind of in a way teaching players that the League of Legends reporting system only gets you banned or suspended if you lose.

There is no real reward for being a "positive" player. Which is why even high elo players are toxic. As long as you win, you don't usually get reported. Even when you get reported most of the time, you aren't punished. But there's nothing you can do about that right? So why not reward people who aren't toxic.

Good behavior needs to be rewarded more than just a chance at a banner that says this dude is a team player but who cares because he missed his hook.

  • Early surrender wouldn't help with this problem, because it would just lead people to call open mid more often now that they can surrender earlier.

I suggest some kind of reward for consistent positive behavior. A way to promote positive behavior not pretending to be nice so you win. Rewarding people who are consistently positive. Not give rewards to people who just choose not to say anything in game. How often do people report other people for being toxic? What if the opposite happened and they thanked someone for being a friendly positive player that helped them win or went down together in defeat like a champ?

Here are some rough examples which shouldn't be taken too seriously:

  1. Receive (X) essence or key/chest after (X) games of not being reported weekly/monthly
  2. Receive (X) essense after receiving (X) Friendly/Teamwork/Helpful/Honorable opponents. (from different players)
  3. Increase IP and/or LP rate of next matches for consistently being a positive player without being reported
  4. Lose less LP for consistently being a positive player without being reported.
  5. Receive exclusive summoner icons for positive behavior.
  6. Receive exclusive good behavior icon emote similar to the mastery icon emote.
  7. Receive anything because you don't rage on a regular basis and are nice to other players. Even if they rage at the whole team and you're just trying to win despite your teammates having given up. Yet your positivity helped calm the the raging team and brought them a victory. Then do the same thing the next match again.

Why be nice when being mean gets you the same results. Positive players should be rewarded as much as toxic players should be reported.

[slayer-pantheon-thumbs]

*** Just to make things clear, I'm not talking about rewarding people just because they don't get reported. Or players who don't rage or flame in chat so that they don't get reported. I'm talking about rewarding people who are actively positive players. Players who make the game fun, and brighten the mood from the more common, much less fun, rage filled match.**

20 Comments

Karma Deified5/3/2016, 3:47:55 PM3 votes

Receive (X) essence or key/chest after (X) games of not being reported weekly/monthly

Receive (X) essense after receiving (X) Friendly/Teamwork/Helpful/Honorable opponents. (from different players)

Increase IP and/or LP rate of next matches for consistently being a positive player without being reported

Lose less LP for consistently being a positive player without being reported.

Receive exclusive summoner icons for positive behavior.

Receive exclusive good behavior icon emote similar to the mastery icon emote.

HOLD ON THERE! Let me help you make those suggestions more realistic.

Games played over time fill a meter similar to the ARAM reroll. The meter is increased more based on the number of players in your premade. When the meter is full, you receive (X) essence or key/chest after (X) games of not being legitimately reported weekly/monthly.

Receive (X) essense after receiving (X) Friendly/Teamwork/Helpful/Honorable opponents. (from different players)

Increase IP and/or LP rate of next matches for consistently being a positive player without being reported IP Boost for premades made more frequent.

Lose less LP for consistently being a positive player without being reported. Already taken care of with Dynamic Queue lack of premade penalty.

Receive exclusive summoner icons for positive behavior. That exists already. But throw in a new TEAM PLAYER Icon for consistently playing with a group.

~~ Receive exclusive good behavior icon emote similar to the mastery icon emote.~~ No.

Fovere5/3/2016, 10:08:06 AM2 votes

The lack of choice for gameplay is what makes this game unfun, not so-called "toxic" players.

And it takes a very special person to compare words over the internet to murder.

Fovere5/3/2016, 9:03:04 AM1 votes

Yes, what will 'solve' toxicity is trying to further control everyone's personalities.

Dukues5/3/2016, 5:52:15 PM1 votes

F yea!!!!!!!!!!!!!!!!

Oleandervine5/3/2016, 5:57:15 PM1 votes

Out of curiosity, wouldn't it be incredibly easy to call Open Mid to your opponents and then set up an ambush, kill them, and push their mid?

Deep Terror Nami5/3/2016, 5:40:14 AM1 votes

Players recently punished already don't receive Hextech loot. I'm sure it helps some, but I don't think rewards for positive players reduce negativity in any significant amount. How often are you about to be negative in chat, but refrain because you thought about losing Hextech rewards?

If it's LP, idk. I'm sure that might straighten some more people out, but it doesn't affect Normals, and you might argue it's simply wrong to do that to players. I have no love for toxic players, and even I wouldn't be sold on that method.

Stained Spear5/4/2016, 2:08:50 AM1 votes

So what you're saying is... open top?

Troll for Trump5/3/2016, 6:54:36 AM1 votes

I feel like this game is basically never fun when you aren't winning.

The exception to that rule is playing with a friend, but even that doesn't work out sometimes, as evident by the toxic premades found in dynamic queue.

This is amplified heavily in ranked; When was the last time you've seen a losing team in ranked this season be positive and happy about it. At best they just say the obligatory gg; Just had a game where a rengar spammed postgame lobby with "sht team" "****"