Behavior Ribbon System Possibilities

Fixxen··2 votes·747 views

I think it's great that Riot is constantly re-evaluating the player behavior system. I really like the current model of random rewards for players who have a history of positive interaction within the game, or at the very least who aren't contributing to the negative atmosphere we've all experienced. However, I really think that the Ribbon system needs to be revamped or even possibly replaced. I do like the fact that I can honor my team mates or even the opposing players for sportsman-like conduct, but it seems like the ribbon reward system is so lack-luster that there really is no incentive to utilize the system in the first place.

No, I don't receive an Honorable Opponent or Teamwork tag after every game. Far from it. But is this due to my performance in the game or just the general lack of incentive for honoring someone else in the first place? I think the vast majority of the time it is the latter. I think a lot of people play league with a positive attitude, but a little ribbon on my load screen really isn't enough of a reward for most people.

On top of that, nobody really knows (to my knowledge) how many honors you need to acquire a ribbon. If I knew I only needed a few more votes it might push me to try and get them, or it might not. I'm also not sure that I have a better idea. Riot can't just throw skins at us for not berating our teammates.

So here are a few options I've tried to come up with to replace or enhance the ribbon system.

1: Let us know how close we are to a ribbon reward. 2: Make a ward skin or summoner icon that only be used WHILE your account is flagged as a ribbon holder. 3: Reduce the number of options for a ribbon. Teamwork, friendly, etc could really just be consolidated into an Honorable Player tag. Enough tags and you get whatever the reward currently happens to be. 4. Create incentive for GIVING Honorable Player tags. Anyone not participating in the Honorable Player tag system cannot receive Honorable Player tags. Rewards require active participation. This will encourage participation in the system, without directly handing out a tangible reward to be abused by anyone who might think "Oh a participation reward, I'll just Honor everyone now".

Now that all that is said, let's try and pool our ideas and help Riot make this system worth using. If you think you have a great idea for the ribbon system, or something that could replace it, reply to this post and maybe Riot will listen.

Good luck Summoners. See you on the Rift.

5 Comments

Daen2 votes

Honor has a huge number of problems, and adding a more tangible reward to the system would not solve those problems (imo). I'll list some of them:

  • Honor has no checks or balances whatsoever.
  • Honor more readily rewards players for doing well than being good people.
  • Honor is absurdly easy to abuse.
  • The calculation used for Crests makes obtaining them almost impossible through normal play.
  • Honor decay makes the system function like a political campaign; keep the Honor coming or lose your status.
  • Numerical values of Honor displayed in-game have zero correlation with the actual calculated value.
  • Premade Honor makes absolutely no sense with the current functional implementation.
  • There is no incentive for Honoring other players whatsoever other than warm fuzzies.
  • Honor Crests have very little perceived value due to how rampant abuse was at original release and how impossible to obtain they are in normal play.

I'll stop there. I've spent a lot of time researching this system, and a lot needs to change before tangible rewards can be added. With the current implementation, if a skin were added to Honor it would be directly promoting rampant abuse without any way to balance it. Compare honoring someone to reporting someone, for example:

  • Honor - Player receives a +1 notification, at a certain threshold the player is rewarded with a Crest.
  • Report - Report goes into a pool of other potential reports to be reviewed by either peers (Tribunal) or Riot, at a certain threshold the player is punished.

Reporting has a balance on it; incorrect reports are just tossed out. Honor has no such system, it's just added to a running total unless the player in question is punished.

Fixxen1 votes

{quoted}

Honor has a huge number of problems, and adding a more tangible reward to the system would not solve those problems (imo). I'll list some of them:

  • Honor has no checks or balances whatsoever.
  • Honor more readily rewards players for doing well than being good people.
  • Honor is absurdly easy to abuse.
  • The calculation used for Crests makes obtaining them almost impossible through normal play.
  • Honor decay makes the system function like a political campaign; keep the Honor coming or lose your status.
  • Numerical values of Honor displayed in-game have zero correlation with the actual calculated value.
  • Premade Honor makes absolutely no sense with the current functional implementation.
  • There is no incentive for Honoring other players whatsoever other than warm fuzzies.
  • Honor Crests have very little perceived value due to how rampant abuse was at original release and how impossible to obtain they are in normal play.

I'll stop there. I've spent a lot of time researching this system, and a lot needs to change before tangible rewards can be added. With the current implementation, if a skin were added to Honor it would be directly promoting rampant abuse without any way to balance it. Compare honoring someone to reporting someone, for example:

  • Honor - Player receives a +1 notification, at a certain threshold the player is rewarded with a Crest.
  • Report - Report goes into a pool of other potential reports to be reviewed by either peers (Tribunal) or Riot, at a certain threshold the player is punished.

Reporting has a balance on it; incorrect reports are just tossed out. Honor has no such system, it's just added to a running total unless the player in question is punished.

Yeah the whole point of my post is that it has problems and that we should be trying to offer riot possible solutions. My point was that people don't care about warm fuzzies but they do like to get rewards. A more tangible reward may not be the perfect solution but it is a solution even if a bad one.

All you did was take those problems and put them into a list. So it reads like half a complete thought. You started with all the problems of the system and then just ended your post as though you had made a point. Not sure what your intended point was.

Daen1 votes

My point was that people don't care about warm fuzzies

I actually disagree with this, personally. I think that warm fuzzies are totally valid, but they need to have some sort of a purpose or weight behind them. A great example could be something like social recognition.

Imagine, if you will, a system where the top 2% of the community (from a behavioral perspective) were given a special icon and were personally recognized by Riot in a public thread or even on the main page. That's a pretty defined reward and it aligns well with the goal of Honor as a program, but ultimately it's just a warm fuzzy.

A more tangible reward may not be the perfect solution but it is a solution even if a bad one.

It's a solution to a tangential problem rather than addressing the core/source. Lack of reward is only one of many system-breaking issues with Honor, and as I touch on below it doesn't necessarily result in any positive outcomes other than potentially more activity with the system.

All you did was take those problems and put them into a list. So it reads like half a complete thought. You started with all the problems of the system and then just ended your post as though you had made a point.

I have posted analyses of the Honor system in the past; if I had done so in this reply, it would've taken up at least two full response lengths and derailed your thread. I wanted to show why I don't necessarily agree with your proposed solution, listing the problems I encountered during my research of the system as supportive reasoning.

The point I was trying (and, seemingly, failing) to make is that Honor has a lot of core functionality problems that will not be solved with a reward system. Adding more enticing rewards only addresses one facet of Honor, and, in the current implementation, may actually make the system less rewarding to the demographic it's designed to encourage.

Sarutobi1 votes

i like the idea of an icon or even a Ward to help entice people to honor! i have a lot of honors from random people in games and its nice to have something to show for it. but then there is a side that makes it very abusive. it would be a shame to see someone who a teamwork icon/ward and seeing them be very toxic, or unsportsmanlike! And you know they probably just ask people to honor them or had friends honor them regularly!

TheRatsInTheWall1 votes

Remember that rewarding people for behavior they would chose anyway can actually decrease the likelihood of them doing it again if the reward or it's perceived value ever diminishes. The relatively positive person who begins to tie their behavior to the reward of honoring rather than the reward of good feels may become frustrated when people do not honor their honorable behavior. Then they may begin to think, "what's the point if I don't get honored," and suddenly the game is out one positive influence. Right now, the honor system doesn't regularly do this because it doesn't matter. If you make the reward too enticing, you begin to run this risk.

Then again, the lost positivity might get balanced out by the decrease in toxicity. It might be sad but worth it then.

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