A serious and simple solution to toxicity and trolling WITHOUT dependence on tribunal or banning
Here is the idea: At the end of each game and before a player may join another, they simply place those they played with in one of three groups. "Liked, Neutral, Disliked" Obviously a network graph is formed, and the re-queuing would be biased to form groups with unbroken chains of "Liked" association chains, but really more biased against "Disliked" association chain segments. The network graph would not need to be permanent, just based off the most recent played games as a small data addition to the already existing game overview.
As a clear consequence, non-trolls will be prioritized in queue, and what better toxicity consequence than a longer wait time? Even a longer wait time for a less toxic game is more desirable than a shorter wait time for a toxic game
The obvious solution to the toxicity is a reputation model like the one suggested here, and a portion of it is already implemented (poorly) with the player commendations The idea is based off the interaction of social dynamic situations with semi permanent reputations. The idea is simple, and is not mutually exclusive with the tribunal or banning, and can work in-tandem with them to reduce the effect of toxicity and trolls
Because tbh the current word filter instant ban nonsense is being exploited by the actual toxic players. Words are not actions, especially when the actual actions are ignored by the current system. When you have a troll or insta-lock who then proceeded to feed, or afk, or or ip farm, people will be frustrated by them. People should not be banned for calling a spade a spade.
Edit1: everyone seems to have interpreted this as a harsher black and white after event scenario, when i was trying to suggest a gradient proactive effect
Current system: abused by trolls through accrued reports resulting in hard bans Suggestion: a short term memory "I liked this" identification, simply prioritizing more liked in queue (not excluding unliked permanently)