[{quoted}](name=The Djinn,realm=NA,application-id=ZGEFLEUQ,discussion-id=2j4NLw62,comment-id=000f0000,timestamp=2018-10-06T13:24:17.185+0000)
I mean, it's not designed to improve the system. That's intentionally out of scope for this suggestion, which aims at a low-effort quality of life increase.
It's simply designed to fill a concern it seems many players have: that [...] the system doesn't work.
It doesn't work. That is a fact. This game's player base is no less toxic now than it was back in the pre-Lyte era. If anything, it's worse. We're told over and over again, by the numbers, how most players don't get punished, and how those that do usually don't get punished again.
Fine.. but the problem is that there are multiple ways to read that statistic. The implication is that most players clean up their act, go forth, and sin no more after that first 10 game tap on the shoulder.
But that's not what we were told - we were only told the statistic.
I'd instead be willing to bet (and take this for the ass-pull that this implies) that after that 10 game tap on the shoulder that most players simply become more subtle about their raging in ways that the IFS is bad about detecting. In the heat of the moment, you might remember that your anger got you punished last time, but you're still angry, so you still vent and attack, but you don't do it rashly. The people who act rashly are the ones that wind up here crying about their bans and calling us all SJWs.
I'll say one positive thing about the IFS, and that's that the trigger word detection actually works. I've had maybe, maybe two games in my entire history where someone was dropping slurs or 'kys' or something else that leads to an instaban. That message has been received loud and clear. Even if you look at this board, the number of complaints about bans for trigger words seems to have almost completely stopped..
That said, I've had many, many more games with toxicity in them that would be very hard, if not impossible, for a computer to detect. Infuriating passive-aggression towards one's own team (which is almost worse than being called a slur). Intentional feeding in a way that would be indistinguishable from simple error (it doesn't take more than one or two of those to ruin a game for the team).
These two problems lead me to believe that the DOTA approach (prisoner's island) is actually more fruitful in the long run for making the average player experience suck less. Get the trouble makers out of the queue with civilized people and move on already.
Riot's focus on rehab hangs entirely on this data point that most players stop misbehaving after a single punishment. My experience on the rift (especially in low/mid silver where most of the player base is), and the experience of many others, calls the interpretation of that data point into question