Fixing League Toxicity
It's the longest standing issue with gaming in general. How do you fix a small % of players affecting the masses in a negative way. There are 3 types of player Category's IMO.
Happy go lucky- Does not care about outcome of game, is just very happy to be playing a game. The GJ, NT, that's OK player, 24/7. 5% of players
Most Gamers- Good Attitude, but are human. Can feel frustration on losing sprees, poor plays by themselves and teammates. Usually takes a string of events concurrently to begin to sour. Can become up set and vent once in a while but mostly considered a good teammate, playing the game correctly and trying to win. 80% of players.
_The Toxic Trollz-_Main objective of playing the game is to Ruin peoples experience in game. Typically angry and sad people, making their poor self esteem feel better by attacking other players for any reason they see fit. Unfortunately negative acts affect all other players in game making it feel like LOL is full of trolls. "That's it you didn't gank I'm running it down mid." Open mid im AFK" Your an idiot, you suck, your boosted....." Etc 15% of players
Where I feel the biggest frustration playing games is in ranked. I feel most of the community would agree with me when saying a troll ruining a game in normal's sucks but is not mood altering into your next game, A troll ruining a ranked game can cause you to steam and cause "most gamers" tilt into multiple games especially if it happens a few times in a row etc causing them to sour like the trolls did. Countless times this is exaggerated 10 fold when you are winning your lane in a big way feel you can carry, being a great teammate but in the end the Trolls impact is too much to overcome the good you are infusing into the game.
So what is it that makes that feeling linger? Its the sting of losing LP in a given game that you feel you deserve to have gained instead of loosing it.
My solution? Add a system at end of game, that allows all players to vote for the losing team. They rank their opponents based on their game play and attitude. The amount of LP lost to the player is then scaled based on their performance and attitude in the game from the best 50% reduction in LP lost, 2nd votes 30% reduction, 3rd votes 20% reduction, 4th votes 10% reduction, 5th full LP loss.
So what does this do? It causes players to not go toxic because there is incentive to continue to try and stay positive regardless of outcome. It allows players to feel empowered by having instant feedback and an impact on the game played, without effecting the integrity of the rating system. Losing team still loses LP Winning team still gains.
Keeping the reporting system in place is important to eventually suspend or remove the toxic players.
Riot was on the right track in regard to positive reward to curve bad behavior with the friendly, teamwork voting. I noticed an impact right away when it was first released but has since had little to no impact on games played IMO.
I've given this a lot of thought. I really think it will work and have a very positive impact on the overall experience of the LOL player. Would love to hear others comments, and suggestions.
Ask yourself when your starting to feel tilt set in, would this system make you think twice about your actions. I know it would for me.
Cheers!
Mittyb