Honor and punishments need to have a stronger impact on players
Since the client is down it gave me a moment to visit forums and share a thought on how to fix what makes this game so frustrating: humans
A large majority of my games (and i'm sure yours as well) are ruined by players who troll, int, afk, DC, or smurf. On the flip side, sometimes I play with some great people who coordinate, collaborate and don't tilt (yes these people exist)...
So how do we squeeze out the turds and keep the sweethearts? Make the consequences more severe. I recently got my Honor 4 Orb and i was excited to open it only to find it was a measly 200BE... Wow i'm glad I work hard to play with my teammates only to get 200BE after several months of gaming... So what's the proposal? Skins and BE and OE are great and all but we need to really modify player behavior and the current honor system is failing.
Weight LP by your honor / reports... simply put your MMR determines your LP for win/loss... e.g. You're G1 and your game is all G3-G4s... you'll get 15-16LP and if you're with Plats or Diamonds you'll get 20+ (or is 20 the max?) LP. So let's use that to lead into a few suggestions on how to make earning honor worth it:
- Make honor a player LP modifier... Rank 1 = 0% bonus, Rank 2 = 10% bonus, Rank 3 = 15%, etc...
- Higher honor players should get queue prio over others.
- Get your preferred role more frequently, or get it guaranteed after a "high honor" game.
- Match make high honor players more quickly and with other high honor players.
**On the flip side you have the opposite effect on the negative players. A few suggestions: **
- Give them a negative LP modifier. Punish them for ruining the game. Give them -honor or something on the backend
- If you have -honor you won't be able to play ranked unless you achieve a higher honor level.
- Negative honor puts you in lower queue prio, wait longer for games. I tell you what... the first time I dodged two games in one day... man did I learn my lesson...
- Negative honor gives your preferred role less often.
**These are simple solutions that I believe can drastically change the behavior of players. What potential solutions would you vote for? Which ones do you think won't work? **