Should perma-bans be issued to those who can't use chat responsibly? Discussion and Sugesstions.
There are certainly different degrees of toxicity in this game when it come to chat, from hate speech to giving up. It all boils down to being negative. You CAN be reported for simply being a negative factor in chat- what constitutes toxicity is chosen by the players with this automated system.
The bottom 5% of players in terms of toxicity get punished for their lack of responsibility with the chat system. At first hey lose their chat privileges. Bans follow subsequent infractions within a certain time frame.
The Automated System
The Post-Lyte system seems to give 2 warnings in the form of punishment (1 chat restrict; 1 2 week ban) before a permanent ban. These two "warnings" are not the most transparent in whats to come if behavior isn't improved. Instead of getting regular updates on one's behavior its simply expected that one should fear further punishment due to the previous punishments. We are given "data" stating how most people improve after these punishments.
This is similar to getting grounded by your dad, followed by a beating and then a murder with 0 verbal warnings for each offense. Instead dad tells you about how other kids respect their fathers. Extreme example. Sure. But you're still dead with 0 real warnings. Your "warning" is fear. There is no transparency as to when you're getting close to crossing the line. Just fear.
Is it fair or even ethical to permanently ban a player who has potentially spent >$1,000 and countless hours on their account? The only reason its justifiable to permaban an account is due to player's breaking the summoners code in which they agreed to abide by. But is it the right approach? Does this approach allow for reform?
Intentional Feeding/Cheating V.S. Verbal Toxicity
Intentionally feeding is an act that ruins the game for both teams. If the team opposing the intentional feeder wins they may just be glad they won, but was it a deserved win? They know it wasn't. Intentionally feeding, scripting, and any sort of cheating is the only way to truly skew the game's results.
It is obvious that tilt is a real factor in a game. Things happen. Things go wrong and the mindset of a player(s) goes down. Some players irresponsibly use the chat function of the game as an outlet for their tilt. It can potentially bring down other players. Thankfully there is a mute button. A very under-utilized mute button. Thankfully there is a report button. A very over-utilized report button.
There are multiple and common pregame messages stating how people should utilize the report feature and how being toxic loses one more games. Sadly there is ONE pregame message giving attention and power to the mute button. The mute button is hardly advocated but is very strong.
Reverse Causality of "Toxicity" and Winrate
There are stats given about how positive players win X% more amount of games in an effort to incentivize players to be positive. Winning is what we all want right? There are multiple issues with this. First, the problem is that the goal is to win. This is the root of toxicity. Players want to win. Players are passionate. It gets the best of many of us and sadly many resort to verbal toxicity- they abuse the chat feature.
Any statistician knows about reverse causality. Every statistician knows about how data can be presented in ways to get the idea they WANT across even if its not necessarily true. It makes sense that riot would state that players who are positive also win more games. It makes sense right? It gives players the right idea, right?
The issue is that losing a game is likely to create a negative environment on a team. If you are losing you are more likely to be negative. Because of this the data is skewed and cannot legitimately be presented the way it is. We all generally win ~50% of the time over a large sample of games against players of similar skill level.
The Potential of The Honor System in Regards to Measuring Player Behavior
Based on how it seems, the honor system is a very linear based system tied mostly to in-game rewards and benefits. It rewards positivity, but does it actually punish those who misbehave? As it stands, in order to LOSE honor you need to be issued an infraction. A chat restrict; A ban.
The current honor system is very linear and slowly goes up until you get punished. In which case you drop to 0. The honor system can potentially measure a player's behavior in a much more responsive and transparent way. It should feel everchanging and volatile based on your behavior in game. It currently feels like a linear progression rather than a representation of how you behave. If players are misbehaving one night, how is it unreasonable to lose an honor level in order to represent that with the chance to regain that level within a day (or x amount of games) of good behavior. What if punishments were handed out once a player reaches level 0 honor? And strong and clear warnings once level 1 is reached? Why do we punish people and instill fear without a system that has potential to paint a picture of how one's behavior is trending? The current system allows a player to gain honor levels while still being on such thin ice that 2-3 slip ups can permanently ban them. In these cases the honor system fails.
The honor system CAN be a player's report card. But its not. Its more like a reactive santa's naughty and nice list after punishment has been dealt.
The Possibility of Permanently Revoking Chat Rights
If a player is solely banned for their lack of responsibility in chat, why are we permanently banning their account? Can the problem not be fixed through revoking their chat rights indefinitely? If players are ruining games through intentionally feeding or cheating there is definitely reason to permanently ban. You simply can't have that in a game where the goal is to win.
I personally think if we are to ban players for chat abuse, then there should be programs to reform.
Reform Possibilities
If a player is permanently banned for chat abuse there should be reformation options available to the players.
personally I find the idea of EARNING your account back through good behavior to be intuitive. Many banned accounts have a lot of value in terms of dollars spent and time put into them. They have friendslists that have been accrued over YEARS. They have intrinsic and monetary value to the player who was banned. There is incentive to reform in the form of their old account that they had lost.
SUGGESTION/IDEA: Make a new account TIED to the banned account. This would be coordinated through player support tickets. Instantly place account in smurf queues and require the player to level the new account with good behavior. ONCE 30. Give players t he opportunity to EARN parts of their banned account through good behavior. DISABLE free loot that normal accounts benefit from. REPLACE with re-earned "loot" system. Don't give them too much at once. Don't reward them for simply hitting 30. Make it a grind. Skins. Champs. Icons. Friendslist. Summoner Name. These are examples of pieces of the account that may be earned back with good behavior. A player should be able to regain access to their account with consistent improvement in the form of starting anew and working their way up. All the stuff they would be earning was already owned on a banned account.
Make it harsh as well. Players who slip when reforming under this should not be rewarded. They should be given a chance though.
The incentive is there. The potential is there. We have players that WANT to improve, but we don't currently give incentive. Only fear.