Ranked troll Reasonable fix
Well, it's been suggested on many instances that -
-You don't receive MMR loss for losing a game with trolls/feeders/afk
-You don't lose LP for losing a game with trolls/feeders/afk
-Solutions have been put out for Voting people out of Queue who are toxic in the chat.
Three very big and genuinely helpful things for those of us looking to climb effectively.
While these would all help, there is absolutely room for abuse. So how do we make these work, while lessening the room for abuse?
Well first let's get out there what the issues are for games. -AFK/Rage Quit -Assisting enemy team (passing locations of players/wards/objectives being taken) -Heavy toxicity -In champion select pick trolls
So how do we fix some of these things, dealing out punishment, while protecting the players trying to play, especially in ranked.
~Champion select pick trolls: Implement a desired role system in game, which allows players to designate their intended role during ban phase, based solely on pick order. While this isn't necessarily going to do a whole lot, it's a system which would play into my overall ideas that will be explained later on.
~Assisting enemy team (passing locations of players/wards/objectives being taken): A fairly easy fix in my opinion. In ranked players should be focused on just that, playing. They shouldn't be getting super caught up in chat, especially with the enemy team. Therefore disabling ranked all chat, or putting a base word filter in ranked all chat would prevent trolls from passing along vital team info to the enemy.
~Heavy Toxicity: pretty cut and dry, there is a mute button. But for those who are just constantly intolerable, much like a report feature, teams should be able to give a ranked quick report essentially. A button placed where if a player is consistently getting 2-4 strikes against him, chat is automatically banned for 24 hours, pending further viewing. Cases would be front loaded into the tribunal (I'm not sure if it's back up and running yet, but would be effective to include this mechanic) Why 2-4? Well, 2 shouldn't be taken TOO lightly, it could be a duo queue, just looking to blemish you, but if you're consistently getting 2 marks, it's probably not just people targeting you in a game (I'm talking like 5-6 games in a row picking up 2-4 strikes) The immediate front load to the tribunal means that players who weren't actually being very toxic can drop their restriction quicker, while those who were can be punished more severely. As well, thanks to RIOT pregame statistics, toxic players lose 31% more games I believe it was, so they're affecting people negatively 1/3 of the time, reports for this can also move to help benefit recently affected players that have encountered this player, with a mechanic that will be explained in the next paragraph for AFK/Rage Quit
-AFK/Rage quit: Implement what the players ask for. Sort of. So first off, it'd really be great to see a legitimate MMR placement in your game, it does add a competitive edge, and allows you to track your progress, so you can see what level you're actually playing at, normal and competitively. What this does is allows RIOT to create a "Ghost bank" much like old school health bar fighting games, or Tahm Kench mechanics (To place it more recently) where you have a gray health bar and if you don't take damage for a period of time you recover the gray. How does this work, exactly? Well essentially it's like this:
A player who is disconnected after about the two and a half minute mark will create a negative impact report for review. It takes the average player at least 3-5 minutes to come back into the game. Doesn't sound like a whole lot, right? Well when you're playing competitive ranked (and sorry to bronze/silver) but for gold and above that number can equate to 19 CS/1:30 (every 30 seconds 3 melee, and 3 mage spawn, every 3rd wave spawning a 7th siege creep) so 63 CS/5, which increases to 70 CS/5 not to mention net experience loss as well, and if the last season and a half of competitive LoL has shown us, is experience can be infinitely more valuable than just gold. Then you look at the fact that 3 minutes is roughly 1/10th of the average game, and can be as big as 1/7th of a game. The point being that those 3 minutes can be insanely punishing. That can be several towers and objectives not defended because of the freedom the jungler on the opposing team now has. Anyone who has played against this disparity knows it's punishing in both ways. Essentially pushing the game to a 4.5v5 even if the player reconnects, missing any more than 2-3 waves of minions can completely ruin a game, with an enemy lane and jungler being proactive in keeping you down (While I realize it is kind of a D move, I will always camp, or heavily aggress an AFK. Identify the weakness, and attack it.)
So what how do we help the suffering players, and prevent the heavy rise of players purely based on AFK? Well the negative impact report of course. When the system generates a negative impact report, during or post game your net MMR/LP are partially placed in Stasis. If you lose a game with a negative impact report against a player on your team, you lose half of the LP/MMR you were going to lose, while the other half is placed in stasis, while the same applies for those winning a game, with a negative impact report on the opposing team (Only gaining half the MMR/LP, while the rest is placed into stasis) if it was deemed that the AFK had no major impact in the game (this is pretty easy, based on the graphs in the advanced break down of match history say between 27 and 33 minutes a player is disconnected, and in that time a dragon, 2 towers and 3-4 kills are earned by the team this could be a strong indication that important factors in the game were affected due to the loss of a player, but would be handled case by case basis.
This mechanic would also be activated in the instance that there is a heavily toxic player, with some tweaks. The first tweak being that the team with the negative player has to lose for the MMR/LP alteration to activate. The second is that rather than a 50% loss it's a 66.67% loss. So if you lose a game with a negative player, and you were supposed to lose 18 LP, and this negative action report activates 6 of that LP will be placed in stasis. If the ruling is that the toxicity of a player severely impacted the game in a negative way the 6 LP in stasis will be refunded.
A more visual example for both of these scenarios:
Leave/AFK: Winning team member 1's LP: 56 ||| Losing Team member 1's LP: 38 Winning team member 1's net LP Gain 20 ||| Losing team member 1's net LP Loss: 16 ---INPUT Negative impact report mechanic--- Actual LP gain for winning team member 1: 10 (Stasis LP 10) - Upon ruling a game was not significantly impacted by the AFK the 10 stasis LP will be given, but if the game was found to have been impacted by the AFK you would not receive the stasis LP Actual LP Loss for losing player 16 (+8) upon ruling that the loss was a result of AFK half the points would be refunded. Total LP For winning player 1's LP 66 (+10) ||| Total LP For losing player 1: 22 (+8)
Toxic player: Winning players unaffected
Losing player 1 base LP 44, LP Loss 15 (+5), Total LP for losing player 29(+5)
if there is indication that a players poor attitude affected the game the +5 will be added onto the end.
Now you might be wondering where the selected designated role thing I mentioned might come in, well essentially it would be an added caveat to the toxicity reports. It's one more way to identify that this player was refusing to play with the team, and was being essentially toxic, and an ass. Not that this one thing only affects the ruling, but if you're unsure, and you see the players role, champion, build, lobby chat, score etc. it should help along with in game records as well in telling whether the player was toxic or not.
As well, you could put it to a vote, to vote people out. It's not likely that someone is going to get a 4 person vote out- against him unless he's actually toxic in ranked, since you can't quad queue stack and just troll. Granted it COULD happen, it's worth giving a shot.
These are just my personal thoughts, thanks for toughing it out to the end if you made it here. I appreciate constructive feedback on ideas here.