Trouble in Ranked; A solution to deal with the trolls

Joxac·2/18/2014, 9:00:00 PM·2 votes·614 views

Everyone has had the game where someone calls "mid or feed" or had someone rage quit around 10 minutes. In normals this event is irritating, but you can still enjoy the game. In ranked matches, however, it's a bigger issue.

Ranked is typically a place summoners go to test their skills in competitive play. It's taken (to a degree) seriously, but there are still those that ruin the experience by purposefully losing games via "feeding" or afking all together. Yes there is the report button, but that doesn't guarantee the accused will be punished or that they will stop this playstyle.

The idea I thought of would be a voting system post-game conducted by the winning team. The way this would work would be the winning team is presented with a vote post-match, asking if the losing team deserves a loss prevented. Although the winning team will still get credit for the win, they can decide whether or not the enemy team can be excused for the loss due to a "troll".

Personally, when I see the enemy team has a member that has ragequit or intentionally loses the game, I don't feel like I accomplish anything by winning. It's degrading and irritating that players are losing LP because of a summoner that enjoys ruining a ranked experience. Not only is losing LP an issue, but I've known a decent amount of players avoiding ranked matches for this reason. There are some that believe risking ranked matches because of the bad apples in the community is better than attempting to deal with it.

Although this system wouldn't be perfect, and many would be afraid of abuse, I feel like this (or something similar) would allow players to cope with unfortunate circumstances and still be motivated to continue playing League.

What does the community think?

5 Comments

Lady Luck2/18/2014, 9:59:52 PM4 votes

My initial thought is how the "vote" would be implemented. I should think it'd be out of the way given the majority of games played do not have an issue. This makes it an opt-in vote. However, if it's an opt-in, a lot of people are just going to ignore it whether or not they feel there should be a loss prevented. So how many votes would be necessary? Then, if the winning team just left and there was no loss prevented... I imagine there'd be cases where people on the losing team get even madder because they felt they deserved a prevention but didn't get one. If he joins another game, there'd be a greater potential for him to be toxic because he's now angry that he got a troll, lost AND didn't get his deserved loss prevented. Maybe if the loss prevented didn't show up for an hour or two - so the losers wouldn't have immediate feedback?

On the other hand, what prevents a team that's losing from having somebody start trolling in hopes of getting a loss prevented? That could make a winnable game (throws happen all the time) into not and ruin the game unnecessarily. (For example... I'm terrible in lane as an ADC. I've had games where I've died three times and my teammates start raging that bot lane is feeding and it's gg. However, I am often able to make up for my inadequacies laning when we get out of the lane phase and win. There's potential that people will see the "feeding bot lane" and then start trolling before we get to the point in the game where I'm decent. Because they're hoping for a loss forgiven.)

If the person who trolled is also voted on by the winning team, there may be an increase in toxicity as the losing team starts raging at somebody to afk so they can get a loss forgiven. Whether or not they succeed they still made the game worse than it had to be.

I do like your idea in the fact that the "burden" is on the winning team. But the potential results in behavior would be something for people more qualified than I to think about.

TinyPole2/18/2014, 11:42:23 PM1 votes

Open to abuse as Lady Luck pointed out.

In reality, the LP gain or loss does not matter (as counterintuitive as that may seem) because it really comes down to the hidden MMR gain/loss. If your MMR is higher than your current league standing, you gain more LP than you lose (thus less wins needed to climb) and if it's lower than your league standing, you lose more LP than you gain (thus less losses needed to fall).

Also, if you get trolled in one game both your hidden MMR and LP will drop. IFF your skill is truly better than this new rating you've been given, you will be queued up with players that are on average weaker than your true skill and, as a result, you will be more likely to win games and you will climb as a result. This is fundamentally why the MMR / ELO system works (in the long run - hence we have seasons).

It is slow and frustrating, especially when you are at your true MMR, because this is the point when you are lest capable of influencing a game - everyone less skilled than you "throws" and more skilled than you "carries", leaving poor old you powerless to do anything about it, but in the very long run, your gradual consistency, improvement etc. would slowly contribute to your team winning more often than you lose and you therefore climb (slowly). The problem is that the game reports short term results (+/- LP) and thus we want short term gratification.

CG SPODERMEN2/19/2014, 2:03:24 AM1 votes

AMEN.