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

Leon Etoile··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 Nami4 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.

RedTao2 votes

You mean that Tribunal Riots been saying they'll have back up for the past few years? You mean that neutral standing that we have no idea how to get to once we get that first chat restriction because there's no method of knowing when (If ever) or how we can be put back in good standing? Just by putting the association with your punishment status, it very much HAS become a reward system for not being punished.

Zielmann3 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.

redniwediS2 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.

disregardable2 votes

When you're toxic in the majority of your games, you're a toxic player. That's just how the definition works.

redniwediS1 votes

People tend to see the good in themselves, and the bad in others. It's just human nature.

That is why I'm specifically talking about the behavior. Doesn't even matter if it's a minority of their games, toxicity is toxicity and it is punished.

disregardable1 votes

But they aren't punished when they're toxic in a minority of their games. The automatic system only punishes consistent repeat offenders. If you're not consistently reported, you're not going to get punished.

redniwediS1 votes

Majority simply means over half. If someone is only toxic in 20% of their games it is still more than enough to earn a punishment.

I'd gladly say someone who is toxic daily, even if it's only once per day, is a "repeat offender".

EvilDustMan2 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.

More from Player Behavior

More by Leon Etoile