[Serious} Why do players feel they need to be reward for not being toxic??

Leon Etoile·3/18/2016, 8:15:40 PM·4 votes·396 views

When I translate this to real life, it feels like: "The Government should rewards us for not committing crimes." I just don't get the idea. I've played sports and was captain. I don't know why but I focused on working harder and setting an example through my actions than starting arguments that led nowhere.

9 Comments

Deep Terror Nami3/18/2016, 8:38:24 PM4 votes

They aren't rewards for not being toxic.

They are just rewards.

And they are taken away from the toxic people. You can be completely neutral or slightly toxic and receive them. Only the consistent or extremely toxic people lose them.

Rewards for positive behavior are entirely separate, very rare, and minor (got an icon last season). There will be a positive reinforcement system in the new Tribunal though.

Zielmann3/18/2016, 8:36:02 PM3 votes

They don't.

But it's good to have positive reinforcement systems in place to balance the negative ones. Mastery system, and the way it's linked to behavior (account has to be at least in neutral standing, as opposed to just not actively serving a punishment), is actually an encouragement to be good. The punishment systems exist to discourage players from being bad.

redniwediS3/18/2016, 8:25:30 PM2 votes

Many players don't understand the difference between a toxic player and toxic behavior. The people you're talking about have been punished for toxic behavior, even though they do not view themselves as toxic players.

It's the behavior that leads to punishment, not whether you as a person are a toxic asshat or not.

EvilDustMan3/18/2016, 9:13:01 PM2 votes

Positive reinforcement is a psychological tool. Negative Reinforcement is noted to not work as well on dogs, and it doesn't work at ALL on Cats, supposedly. Instead, you need to have them do something, then give them a treat. Eventually they learn that 'sit' means to sit down on haunches, and that it is good, because they get a treat, usually.

(DISCLAIMER, I ONLY TOOK A SINGLE COLLEGE PSYCHOLOGY CLASS) I believe Positive Reinforcement is the preferred method, but it is harder to make sure it is well earned. Look at honor, people just forget to give them out, so you don't get it. And Hextech is still technically negative reinforcement. You lose something for being toxic.

If honor actually was used reasonably, it would be a good incentive to be positive. But it's hard to make honor be used properly. I believe they are still hunting for a positive reinforcement tool, though.