The Token System

Stacona··2 votes·376 views

What I am about to suggest is a system primarily focused on having loses not feel so bad by giving the player something and in turn what this is trying to accomplish [whether it accomplishes it or not is up to testing of the system] is make games, dare I say it, less toxic. So that it will be something like "well I lost this game, but at least I got something for participating and playing it out properly" instead of losses being like "f###ing f###ers f### you all, go die of c#####, 5 reports for all you f######!!!"; there are many people that act in such a similar [not the same] fashion when they lose, especially for solo/duo queue.

An example of the system:

Winning a game grants 1 Token Losing a game grants 2 Tokens [value given can be adjusted (always higher than a winning player's token(s) gains)]

If you gain a Leaver/AFK action then you are automatically disqualified from receiving any Tokens for the game If you gain a feeder action [automatic] then you are automatically disqualified from receiving any Tokens which is based upon when the game actually finishes; the feeder action is based on KDA so supports and junglers do not worry you can be 0 kills, with deaths, but as long as you have assists you are good to go (someone who is intentionally feeding or throwing the game away won't have very many kills/assists) - the system cannot detect the difference between intent feeding or having a bad game, but if you are having a bad game you should be trying not to die 10 times in a row

Tokens will be used a special type of currency that can purchase unique things. Spit balling some example of this special token shop:

Possibly X Tokens spent can grant Y amount of IP [Influence Points]; or a straight exchange for 1 Token for Y IP Possibly X Tokens spent can grant UNIQUE Summoner Icons Possibly X Tokens spent can grant UNIQUE Ward Skins OR just some of the regular ward skins Possibly X Tokens spent can grant some chromas

In Post Game screen right after someone receives an official Leaver penalty the other players on the losing team can POSSIBLY spend one token to ignore LP [League Points] loss for the individual; would only be applicable for ranked solo/duo - this can alleviate the frustrations of someone disconnecting in a game and the others having to play a 4v5 so the do not have to lose LP, for other match-made queue this doesn't do anything nor does losing matter in non-ranked matches, but giving Tokens helps players not feel so bad about losing since they get something from it and winners get the satisfying tastes of victory so they always feel good for winning hence not so much Token gains.

One last thing; the Token system is for all and every match-made map and game modes, EXCEPT for bots / A.I. and customs.


Hope you guys appreciate the idea! ~ Stacona

2 Comments

FuntaC1 votes

A rewards system that satisfies winners for winning and losers for losing is actually next gen thinking. I am going to give you a real life example from an unorthodox perspective.

A drug addict finds reward in drug use. Gaining the rewards of drug use wears on their health until they must choose to quit using or die. Though they are losing the time with their preferred drug, they are recuperating health. In time they will be recovered enough to use again.

I do believe that the future of social gaming will rely on rewards for losers that help players recover and work toward winning again. There would need to be a system that builds players up during losing streaks, yet does not diminish the reward for winning when that time comes. Your token idea is good. I have thought about similar solutions. These types of changes will be brought to social gaming soon. Will Riot do it with LoL? idk

Stacona1 votes

Dude, that is fked up comparing a game and losing a game to doing drugs, they are not even the same thing--- What the system is here for is saying it is okay to lose every so often and that you do not need to bring yourself down just because you lost a game

basically doing drugs is wrong and you never do it - you can compared this system to let's say learning to ride a bike where if you accomplish the goal GREAT you get a well done and you learned to ride a bike, if you fall down and hurt yourself then you get encouragement to keep trying and maybe a treat for keep going at it and trying to improve on how to ride a bike so that you do not get yourself down but keep on trying to improve your bike riding skills

main point to the system is for people do not start becoming depressed for losing a game and try to reduce rage and flame - so that win or lose you can have fun and earn something afterwards; since winning players already feel good for winning the losing player is the one that needs a little extra for they do not get down on themselves

but grants rewards for losing a game should, in theory, reduce "toxicity"

More from Gameplay

More by Stacona