75%, How far the afk system can be pushed

mccoyez·12/6/2018, 9:57:44 PM·8 votes·4,705 views
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Akf's are frustrating, rage quits and such, so you report the person knowing nothing is likely to happen, but then you wonder how far can it be pushed before something actually does happen. This is the preseason totals for an account reported via ticket close to a week ago, 4 days ish, with a 70% (26/37) afk rate, and and 74% (14/19) since the response from the ticket.

Scary to know you can afk or rage out of 2/3 of your games and not cross into the penalty category. I also had to re-post since I had names in some pictures and organizing them some images were overlapped so the math was wrong, sadly, it is worse.

I'm not sure if up-voting a string helps or not, but it could, I used to think afking 1/10 of games consistantly was ban worthy. But feel free to click the arrow, maybe if more people know there's a scam in play it'll work it's way around the.... it won't...

14 Comments

Silent Gravity12/6/2018, 10:20:14 PM3 votes

That rate should earn a 14 day ban. I've heard of Leaverbuster giving a 14 day ban (as it is a gameplay offense) for going AFK 1/10 games.

Your example does have a lot of remakes. I'm not familiar with how remakes are displayed. Is there a visual difference where we would be able to tell which player caused the remake?

It could also be, (upsettingly) that causing remakes does not count towards earning a ban like rage quitting does, but only contributes to receiving LPQ. If that's the case, I would like Riot to change that.

mccoyez12/6/2018, 10:54:57 PM2 votes

But that's an interesting idea in how to cheat the system, given it's possible the only afk's might be games they assume will be remade, and that they don't move and actually time out, but the team doesn't remake (I'd assume because the player loads) the afk rate would only be 4/37 or 10.8%, assuming also the game counts remakes as non-afk games.

Also, if they simply moved to not time out, and the team just surrendered, which is 2/4 of those games where the loss is withing a minute or two of the surrender minimums, the afk rate would be 5.4%, there would be reports post game, but everyone knows those do nothing.

Since the player is actually good, with 4/11 games played being mvp, it would be exactly equal to compare the rate they are the most honorable player with the games they would be reported in. So it would be possible that balance could negate account flag from the games they would be reported in.

I don't know if all of those assumptions hold true, but if they do, it's a good example of how much time people gaming the system spend learning how to game the system. But if those assumption are true, and I can't do it, I would be curious to see an ip report, since it would also be easy to (obviously) be a upper-mid level player and farm virtually unlimited accounts quickly while keeping your afk rate at 5% and your honor/report ratio at even.

mccoyez12/6/2018, 10:04:42 PM1 votes

There was one game cut out, but I'm not redoing the thing, the numbers are still close enough

Vonyalo12/7/2018, 3:24:43 PM1 votes

I don't know how far the system can be pushed, but it's just garbage. Why on earth you are allowed to rage quit from time to time without getting punished AT ALL while other 4 people from your team have to continue playing and basically waste time (yeah I know, I know, you all can easily win 4v5). That's dumb.

mccoyez12/7/2018, 8:01:38 PM1 votes

I know the reason rage quits can't be punished on an individual basis, it's just economics. Impulsive people are more likely to spend money impulsively, so playing a free game that's monetized is aesthetics relies heavily on impulsive behavior. But if it was simply impulsive behavior, or even just a lack of talent, there wouldn't be a clear statistical trend.