Let's fathom a better player buster system
First the rules,
- It should be accurate.
- It should meet general expectations.
- It should enhance the enjoyment of the game for all valued players.
Aren't we getting to the point where we can majority agree that negative account actions based upon chat logs is unreliable? It lacks context. It lack full comprehension of the situation or past predicaments. It lacks proper evaluation of player and language. It lacks so many more things that are needed to adequately asses a claim of harm.
The best and only trustworthy solution is to leave it up to players to mute. One argument is that damage was already done. That argument ignores the responsibilities of people in society: to not be so emotionally fragile, honestly, and to exert one's personal power to manage social exposure. For this reason, players should have more control over chat. That would be enough of a fix.
That leaves us with the real problem of social gaming - those that grief. We'll just use griefing as the catchall of ineffective play. There only needs to be one report option, and that is to tag a player for griefing. Why? Because a good player buster system already has the data needed to identify a griefer without a player report. Player reports would simply remove false positives; a game where a team of friends are harassing each other for fun, for example. This is the depth of what we will fathom in the new system.
HOW THE SYSTEM WILL KNOW A GRIEFER
This is what people replying to this thread can add - ways the system might recognize a griefer automatically. What follows are my ideas. I would like to read yours as well.
-- standing in spawn for X time -- standing still and using no abilities while being attacked -- a gold ranked adc Caitlyn not using an ult or a bush trap for the first 10m -- wandering without engaging the enemy for X time -- engaging the enemy repeatedly without minimally effective use of skills -- engaging a turret without minimally effective use of skill -- engaging a turret and failing X attempts per X time -- consistently waiting to engage in a team fight to only land a last hit
Can you see how easily this stuff could be tracked using data streamed or logged? We could literally build an algorithm right here in this thread. Everyone add your own indicator of player griefing.