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Exploring Player Behavior Design Values

Riot··5 votes·138,498 views

TLDR: There is no silver bullet that solves negative behavior in online games. Players are a diverse bunch, and each player has different motivations and responds differently to different consequences. We design diverse systems using three core philosophies based on reform, punishment, and reward.

In the early days of the internet, players might use racist or homophobic language and nothing would happen; as a result, deviant behaviors not only emerge, but become the norm. In these cases, a non-action such as silence is reinforcement of the behavior, so the behaviors grow in frequency and severity.

But the League community has shown that change is possible. When structure is introduced, players rally behind it and online societies are maturing in some of the bigger online games like League. For example, we know the community rejects homophobic, racist, and sexist language--we’re seeing this type of language in less than 3% of games globally and when it does appear, it’s immediately reported by players and acted upon. We’ve seen time and time again that the majority of players in League will stand up against verbal abuse, and that it doesn’t belong in our community. The problem is, some players have now been gamers for decades where these excessively negative behaviors were considered “OK,” so now we’re playing catch up and need to change our standards and expectations. In this series of dev blogs, we’ll dive deep into our approach to this problem and how we’ve worked with the community to create the tools to enact change and give a voice to the majority of players who reject negative behavior.

One of the first things we did was take a step back from some of the traditional assumptions around online gaming and human behavior. For example, there is no silver bullet to the problem. It isn’t just about banning negative players (punishment) and it isn’t just about rewarding positive players (positive reinforcement). There’s a diverse group of players online (and in real life) and each group of players have different motivations and respond differently to different consequences. We need a diverse spectrum of systems to address the overall player behavior problem in online communities.

As a result of everything we’ve learned, we design our systems, features and programs along three axes: Reform, Punishment, and Reward.


Reform

Reform is critical because less than 1% of players are so persistently negative that they trigger a permanent or 14-day ban, ranked restriction or even a single chat restriction. For about 95% of players, they’ll never see these harsh penalties and don’t drift close to negative behavior except on the rare bad day. But we still need to have systems aggressively try to reform or remove the persistently negative players because they could impact an abnormally large number of games. In our next blog post, we’ll focus on reform systems and why sometimes all players need is a harsh penalty that triggers introspection and shows them some behaviors are never okay in League.


Punishment

For some types of players and some types of behaviors, punishments are the best method of enacting change. Some of our punishment features include chat restrictions and ranked restrictions, and the new Leaverbuster which forces players into a low priority queue if they routinely AFK or leave games. In addition, the system gives players frequent and immediate feedback about their negative behaviors every time they try to get back onto the Rift. In the punishment-related blog, we’ll dive into the design rationale for some of these punishment systems, and why we believe ideas like Prisoner’s Island (where you match negative players with negative players) are poor design, and what we’ve done to improve on these concepts.


Reward

Finally, let’s talk about rewards. It’s not enough in a community to simply reform or punish negative behaviors; in a society where expectations and norms are no longer the standards we want for ourselves, we need to re-educate players on what it means to be sportsmanlike. To do this, we need to spotlight positive behaviors and celebrate positive behaviors more often. The obvious answer is always “just give a skin or RP!” However, if the goal is to actually encourage positive behaviors, research suggests that always using what we call “extrinsic” (tangible) rewards isn’t the best approach. We’ll take a deeper look in a later post at reward systems and how we’d like to spotlight positive behavior over the course of 2015, and why it’ll always be valuable for players to be good.

Our designs around rewards need to be diverse and include extrinsic and intrinsic options (different types of rewards for different people). For example, our current thinking is that, over the course of a year, we’ll introduce light rewards every few months such as the recent IP boost for positive play. One or two times a year, you might earn a more substantial reward such as the Santa Baron summoner icon. In the end, our goal is spotlighting positivity and how awesome the community actually is, not bribing or buying out negatively behaved players.

Before we sign off, we wanted to thank you again for showing us what the community wants to see in itself by using the reports and honoring your positive teammates. We've only introduced the philosophy behind our Player Behavior designs in this blog, and we'll be going into greater detail about specific implementations in future posts.

We'll continue to iterate and refine, creating new systems with our three design pillars in mind, and we'll see you on the battlefield.

-The Player Behavior Team

If you still want to know more about how science can help us understand player behavior online, learn more from Lyte's talk at GDC in 2013: http://gdcvault.com/play/1017940/The-Science-Behind-Shaping-Player.

815 Comments

NiSoKr272 votes

My idea is that riot replace the background music for negative players with everything is awesome from the lego movie until they are brainwashed into being good people.

kitcat30021 votes

That is so evil, I love it.

Crazycatperson47 votes

What if people become toxic just to hear the song?

ayo waddup krees19 votes

they should play britney spear's toxic then

Number One Ninja15 votes

i think some people would love that instead, i propose to using "Friday" by Rebecca Black

NiSoKr3 votes

Yeah, but that just annoys them instead of teaching them about teamwork.

Tank Masochist51 votes

Play the Wonder Pets theme song then, "Whats gonna work? Teamwork!"

RiotLyte33 votes

Less fantastic song, less intriguing idea.

He is the Carry47 votes

or "Let it Go"

MeesterMoo68 votes

"I never liked teamwork anyway..."

Anarchomagus64 votes

or teemo's laugh on loop

littlecowman22 votes

I think Nunu bot laugh would be more annoying

RiotLyte37 votes

Fantastic song, this is an intriguing idea.

Ryval Envy6 votes

Lyte, Your Speech was very interesting, it actually makes me rethink my experiences on League.. I found it very interesting how by changing font colours the effects changed completely ! http://gdcvault.com/play/1017940/The-Science-Behind-Shaping-Player

RiotLyte11 votes

Thanks! Hopefully you keep your eyes peeled as we're doing another talk about player behavior at GDC 2015. We're going to go over 3 years of lessons we've learned, mistakes we've overcome, and a look at the future of League.

OhBoyItsaMegaman105 votes

The obvious answer is always “just give a skin or RP!” However, if the goal is to actually encourage positive behaviors, research suggests that always using what we call “extrinsic” (tangible) rewards isn’t the best approach.

tangible [tan-juh-buh l]

(1.) capable of being touched; discernible by the touch; material or substantial. (2.) real or actual, rather than imaginary or visionary.

Riot... if you find a way to reward positive behavior with a Tangible Miss Fortune skin, I promise you will see results.

Clone978614 votes

( ͡° ͜ʖ ͡°)

nopressure0061 votes

I am very interested in this topic. I'm an older gamer... I'm 33 years young. I have an extensive gaming history and I'd say I've earned my stripes... I've been playing games with other players before the internet was fully structured (remember local Bulletin Board Systems running MajorMUD or LOTRD anyone? ...I ran a Half-Ogre Thief FYI and these games had NO PICTURES.) We read all of the descriptions of what happened and typed our responses to it...but it was the fact that the players could type out messages to each other that made me fight and fight for my 2400 baud rate modem to dial into that house and hopefully catch one of their 12 lines available to login and play. As I grew, gaming grew, and changed, and I changed with it. I have a pretty extensive resume in online gaming...both PC and (don't tell anyone) console. I've got to say though, this is the first gaming community where I have felt totally out of place sometimes. The way that "teammates" talk to each other... the defeatist attitudes, the unwillingness to help, the "kill-steal" (how do you steal something that benefits a team? the team owns it, not any one person...), the culture of surrender that seems to plague this League, in my humble opinion, is really scary. Maybe I'm blowing it out of proportion, (and don't get me wrong, I know better than most that this is just a game and I'm not all upset anytime some little kid calls me a name.. thats not what this post is about... lol...) What upsets me is that I am a teacher, and have taught 3-6th grade for the past 7 years... and I see this attitude leaking into real life. Especially the culture of surrender. I hate the games where one little thing swings the tide toward the opponent and instantly, 2 people are pinging /surrender whenever they can and have totally given up. It's as if people are afraid to lose... do they think that everyone wins all the time? I hate to see us getting away from appreciating a loss and learning from it (although it doesn't feel good necessarily... but that's how it is)...and moving toward just trying to insta-forget any bad experience in a game, immediately shift blame to whoever is considered the weakest link, divorce ourselves from any responsibility in the loss, and quit and restart. "Maybe this time I'll pull that dream-team where everyone is perfect and we'll win!" ...I dunno... I just would hate to see this become the norm in society... because I remember when we would fight to the death no matter what because the match wasn't over until the screen said defeat, and I remember when a team knew that it was only as strong as its weakest member, so rather than just say "X fed" (what's with that anyway? Since when is another player's skill being good verbalized as the weaker one doing something wrong...they didn't "feed"... it's called getting beat...it'll happen to you too one day and I'm sure you didnt do it on purpose...), say "Try this strategy, or whatever...) I guess my message here today is simply this: games weren't always like this folks. We're all gamers... we may fight against our own kind..but let's not resort to killing our own...

Fuzzy Donger23 votes

Surrendering isn't about giving up to not take responsibility for being beaten by superior players or a more organized team. It's giving recognition that you've been beaten and being respectful enough to acknowledge that and keep both sides from wasting any more time so they can move on to another match.

not a starburst17 votes

This. I understand where nopressure is coming from, but in certain games, the best way to end the game is to say 'Good job. You win. Time to move on.' You can't realistically win, you know you can't realistically win, and therefore, you're saving everyone time. It's a way of acknowledging your defeat rather than having it forced upon you, which I think is rather more dignified than going out kicking and screaming, which is a great way to bring out the toxicity in players. In a close game, I don't surrender, but when the scores's 50-8 and they're besieging the base, don't waste your time, or, more importantly, everyone else's. The game's over, accept it with some dignity. I recognize that it's tough not to cling to the hope of winning, especially in ranked, but don't think of it as losing faster- think of it as starting a new game more quickly.

Mazianos24 votes

Problem is, is that people surrender at 20 because they died once... It really bugs me and they think that oh, I can't 1v1 the enemy because they have more gold, ggwp. people see this game as a bunch of 1v1s and not as a team game.

I understand the 50-8 thing but it isn't normally something anywhere near that.

SDMoonkeeper14 votes

See, I disagree. When I'm winning I want to take that base. I want people to fight back, try a little. Beat me when you're down! Rise up and take control back even if we're slaughtering you. I want my wins to be fought for. For me there is nothing more dissatisfying than a win from a surrender.

There is nothing more sad than an american not fighting even when they are down. Giving up because it's hard. Stand up for your self. Be the man/woman your children/parents would say, "thats my dad/mom/son/daughter. They never give up. They fight with all they got and if it comes to losing they go out with guns blazing."

You can lose gracefully but there is no grace in losing! Be a fighter! Fight for your self and be the America our forefathers fought for; in League and Everything! Never give up! Never surrender! And NEVER stop fighting!!!

Muraka!!!

VirusSixZero18 votes

I disagree. Winning isn't the only outcome to be proud of in a match. A game of League should always be treated as a lesson, it's just a matter of what the subject is. If I'm on the losing side of a 8-50 scoreboard, my focus becomes 'playing while behind'. It's a skill all players need to hone, yet few take the opportunities presented to them. It's called a "comeback" for a reason, and I never surrender because I never lose my winning attitude. Far too often I see teammates throwing in their towel on a game that they are losing, when I am fully capable of carrying them, and their attitude.

Instead of getting demoralized by a scoreboard, I think of solutions that I can achieve. Taking advantage of opponents' mistakes and reversing a game you should have lost is one of the more satisfying experiences League has to offer. You will never learn to overcome if you don't challenge yourself against unfavourable odds.

If you're looking for the quickest route to the victory screen, you're missing one of the more subtle lessons League presents. Success is a habit, not a destination, and you need to be able to succeed in varying situations, not just the steamroll everyone looks for.

An 'unwinnable' game is so very rare, it's not even worth banking on. I'd rather learn and practice and lose anyway, knowing I can take those sharper skills forward, rather than quit and look for a cakewalk somewhere else.

I've seen more teams fumble the ball in what should be the coup de grace phase of their impending victory, and have a sharp and opportunistic team completely explode onto the Rift. Yet most players rob themselves of a victory because they're wanting out of their current game, and missing the glaring mistakes they should be capitalizing on in their current circumstances.

HDD Compa42 votes

You should start doing more splash text on the loading screens about sportsmanship. (as in almost ALL of the messages should be about sportsmanship, not just tips about gameplay) In particular, I think you should address negative behavior due to a team being behind. Try sending more positive messages about assisting teammates who are struggling (feeding). Reinforce to all players that you and your team are family, and that to hurt your team is to hurt yourself.

You should also just flat out remove the option to "Report Unskilled Player." All that does is make people report teammates because they lost a game. Not because they were intentionally toxic, they just didn't play very well at the time. Do you REALLY think it's fair to punish players for losing a match, when half the players lose in every single match?

Axxlon56 votes

One of the #1 primary things they need to do is completely redo all of the Report options. Pretty much everything listed is left over from many seasons ago, back when Riot was a very different company than it is now.

ParinoidPanda19 votes

This.

OreoRampage18 votes

That.

AngelsEyes24 votes

And the other thing.

30562438_DEL54 votes

I think the 'report unskilled player' option is actually good.

Oftentimes, when a TOXIC player gets mad in game, he/she will blame their failures on their team, and want to report their team after game. The 'report unskilled player' option allows an outlet for them to do this that is not harmful to the community. It is a report that Riot can quickly differentiate (and disregard). Furthermore, if the option were removed, Toxic players would simply LIE, and report their own teams for things that are entirely false.

Bottom line: 'report unskilled player' is a tool that Protects Positive Players from false accusations against their character.

MKEL41 votes

If only this kind of stuff would work on politicians. Riot for Congress?

PlatonicMistress39 votes

"For example, we know the community rejects [...] sexist language"

Are you KIDDING me? Every Valentines Day the comments on the news articles are full of highly-upvoted rape "jokes." I have legit heard players say all kinds of horribly sexist garbage on official League forums without anyone ever calling them out - like a woman making a thread getting swamped with 2+ pages of "get back into the kitchen" + "your boyfriend carried you to that rank" + "you are a sex worker trying to extort money out of us", like arguing that the reason there's no women in the LCS is due to female biology, like that support is the most useless role and should be removed from the game /because women play it/.

And when I see these statements go unchallenged, when I see dozens of different people making these statements over and over again, all it does is send me the message that League's community could not care less about sexism and creating a non-toxic environment for its female players. The people making these comments are all people who play the game, and I'm terrified of being matched up with one of them every time I press "Play."

Terra Nightgale15 votes

The League community is incredibly unfriendly to females and to someone who is incredibly shy and anxious, I find myself constantly choosing CUSTOM GAMES over even Co-Op games, simply because I don't want to see a bunch of rape jokes and sexist behavior. And Riot basically saying "sexism is a very small problem here in League" really makes me want to stay in the community. Thank you for speaking out about this.

ChikaraWolf8 votes

I know what you mean. I have had far too many experiences in which someone goes from being reasonably nice to a raging douchebag in the span of time it takes for me or a friend to make an offhand comment that so much as IMPLIES that I'm a girl. I've even had to deal with sexism from people who have no clue. Let me tell you, it is really terrible dealing with an enemy summoner who immediately says "OMG SIVIR I WANT TO RAPE YOU" as soon as you're done loading. And don't get me started on the guy who decided that he should spend the entire game following me and making creepy comments rather than actually playing.

I know there are a lot of women who play League, and I know a lot of us won't speak out against people who say sexist things during games because that opens us up as targets to those people. It's revolting and it needs to stop.

Kangarou22 votes

Have you considered giving Refund Tokens as a reward? Or maybe incorporate a system that gives nice players match forgiveness when they lose sometimes?

Dark Topline13 votes

Wouldn't you want your win/loss ratio to be accurate? Matches are forgiven when Riot's aware their servers are badly lagging. The Refund Token idea is... debatable, but (imo) the idea to give players a loss prevented for simply being "nice" sounds a little silly.

Why would you want an inaccurate portrayal of the amount of games you've won and lost? Where's the feeling of satisfaction if your w/l ratio's good, but you know it''s fake? I think most players would feel ashamed.

Lord Takason9 votes

Yes to refund tokens, absolute no to match forgiveness

25826257DEL118 votes

What if you were DC'D and you tried several times to log back AND reconnect to the game before you finally were able to get back in? I was given a prompt after the game telling me to "Sign here" if you promise not to abandon a game. It pissed me off because I DIDN'T abandon the game. Don't tell me to sign something and automatically accuse me of abandoning a game.

tacocat439 votes

I had the same problem. I tried to get into a game and it crashed and wouldn't connect. When it finally did it was about 7:30 or so, and after the game i was required to type "I Agree". Why should I have to do this if I reconnected?

Axxlon17 votes

Lyte, before you can really do anything, you NEED to redesign all of the post-game Report options. Most of that stuff is left over from many seasons ago, back when Riot was a very different company than it is now.

Laughing Fish16 votes

I think rewards that are small, but come more often, is the key. Something like a 4-win IP boost every month you don't need your chat restricted.

GnomeDigest15 votes

So the punishments will be serious but the rewards meaningless. Got it.

Phhase44 votes

Virtue is supposed to be its own reward, greedy bastard. This is exactly why Riot doesn't give out skins or RP for positive behavior: it makes people greedy instead of good.

AngelsEyes11 votes

I was happy with the honor thing, "You are one of the most honored in League!" yay! It was awesome.

Though it would be fun to get something kind of substantial for being an angel. Like after 100 days of not getting found guilty of anything you get a ward skin, or an avatar after 100 days.

Honestly skins, and such are things that are insubstantial anyway since they are just digital code that is owned by you according to the US supreme court, but if the game goes away all that RP invested down the drain.

RiotLyte15 votes

Rather than simply skins or RP, we are curious what kinds of "rewards" would be meaningful to positive players though.

Happy to discuss these here!

Shinjusuke49 votes

I was more than happy with the honor thing, but only when it actually meant something. The system, however, was largely ineffective, because frankly people realized..

  1. that being honorable didn't mean anything: You'd meet someone who OBVIOUSLY should be banned by now with the Friendly banner, or some guy who did nothing but trashtalk all game on the other side with the "Honorable Opponent" banner.
  2. it wasn't going to get them anything as the honored or honor-er. "We don't want to make people greedy" is nice and all, but not realistic. A ban system that feels wholly ineffective to the typical player meeting assholes has the same problem. People want/need to see valuable cause-and-effect to feel like change happens. Not to open up ignored wounds, but that's why everyone is/was mad about Kaceytron: They see actions that obviously should have repercussions, yet have none. It diminishes, and in some cases completely destroys, faith in the system. Honor functioned/functions the same way: There's little faith in the system, because of point 1, but in addition, people don't feel like they're going to be at all benefited from embracing it. An example reward, though likely not a realistically good idea, would be an "honor-queue", that only honorable players could join, ideally lessening the amount of trolls an afks encountered. I know many people who would probably "nice" their asses off to be in a queue with nicer/more reliable people.

I still honor (and encounter people who do as well) people who...

  • Teamwork: Cooperate, think critically, and focus on cohesion and victory. They...
  1. Are willing to actually follow good ideas provided by other players , or
  2. Pay consistent attention to the game (map awareness, setups, saves/peels, etc), or
  3. Are more interested in winning the match than "kill-vision", farming, arguing, etc. Particularly in ranked. I honor every person who doesn't chase stupid kills/ignore objectives, etc.
  • Friendly: Make the game fun to play. I almost never use "Friendly" in ranked games, as I think ranked should be taken seriously/tryhard, because NORMALS EXIST GAWDAMMIT, but players who I give the "Friendly" honor to...
  1. Don't take the game too seriously and recognize everyone's there to either practice or just have a bit of fun. Again, this is what normals exist for!! In ranked you should be assuming everyone is taking the game seriously, and act as such rather than potentially ruining 4 other people's chances with your apathy!!
  2. Are willing to acknowledge other player's feelings during the game. You and your buddy refusing to surrender a game your teammates don't want to play anymore because you think that maybe in 30 more minutes of pain you may have a chance is not friendly behavior. The reverse is also true: You deciding the game is over and not trying any more, just because your team lost a teamfight or a dragon or something, is also not friendly behavior.
  3. Are willing to acknowledge the people on the enemy team are people too. No trashtalking whatsoever, except in in an obvious joking manner both parties are aware of. Example: Nocturne kill enemy Shyvana at Dragon (RED) Nocturne: "S'right, git off my Dragon you shapeshifting scrub!!" (BLUE) Shyvana: "I WAS JUST TRYING TO PROTECT MY FAMILY, OKAY!?"
  4. Have good manners. Taking the 3 seconds to say "Sorry, couldn't save you >.<" when you throw some poor bastard under the bus cuz you can't do anything about them getting rekt can do a lot, in my experience, to build friendliness and camaraderie in a game. Other examples might include using the apparently forgot words "please" and "thanks" in non-sarcastic or passive-aggressive ways.
  5. Are forgiving. This is the case I will use in ranked games. Many times, players are aware they made a mistake. They don't need you crapping on their face about it. If someone messes up and apologizes, take the 3 seconds to say, "it's okay, it happens" or "the game ain't over yet :)" or some other phrase to keep the person from going on tilt. On the other end, if they don't mention their fuckup, that does not give you the right to be a douchebag. Just keep your mouth shut and focus on your gameplay and contribution. I've won more than one ranked game just because people in my team were more interested in winning and helping each other than getting on each other for every single perceived mistake. Conversely I've lost far more from people doing the opposite.
  • Helpful? I think? Is that what it is? I don't think I've ever used this one. I don't think I've ever encountered a situation that I didn't feel was better described by a player being Friendly or Teamwork-focused.

  • Honorable Opponent Probably the banner I hand out the most, or at least run into the most. There's a bunch of reasons I hand it out, mostly because it's the only one I can hand out to enemy players, even if I think it could be better described by a Friendly/Teamwork/Skilled, etc ribbon

  1. The enemy player demonstrates a mastery of their role or champion beyond what I expect. They're doing impressive things that demonstrate superior skill. That does not mean a Yasuo/Master Yi/Akali/Fizz/Lee Sin with a billion kills managing to find their QWER buttons. That means a distinct showing of either role or champion knowledge, like perhaps a Vayne kiting incredibly well and playing mind-games during her ult and carrying her team. It's a case-by-case basis kinda thing. I'm a jungle main, so usually I hand this out to enemy junglers if they manage to maintain awareness of me all game or manage to shut me down or keep control over dragon/baron better than I. Note that I only give out the honor in this case if the person in question is also not an asshole
  2. The enemy player congratulates me/my team for well-played situations. Usually any non-sarcastic line that starts with "Nice [something]" counts for this.
  3. The enemy player is more focused on winning the game for their team than kills/etc. Basically the enemy-player-version of point 3 from the Teamwork section. Lee Sin using Dragon Kick to save an ally instead of saving it for more damage on kill he's chasing, for example. Honestly, where i'm at rank-wise, anytime I notice an enemy player more focused on peeling during teamfights than killing my team, I honor them. So few people do this.. So few...
  4. The enemy player apologizes for an asshole player on their team. Basically any time some jerk starts trashtalking, and someone on his team just bother to say "sorry for [jerk player]". Muting exists, yeah, but courtesy should be rewarded. Similarly, any time the enemy team bothers to say "sorry for DC/AFK" I think about honoring them.
  5. The enemy player, who's stomping us and carrying their team, doesn't start trashtalking or otherwise being rude once they're ahead. No commenting on how heavy their team is, no saying my team sucks, etc etc. Winning with grace and dignity, basically.

I recognize this isn't exactly what you were looking for, Lyte, but I was hoping to shed some insight on the thought processes of one player with regards to honor. Perhaps understanding what inspires people to take the (admittedly very, very small) effort to go out of their way to utilize an honor system that doesn't actually do anything for them or the honored individual can shed some light as to what type of people use it, and what they might consider sufficient incentive to keep using it. I think a lot of the time I use it to say something anonymously to another player, to either avoid offending other players who might hear, or give a small sense of affirmation and positive reinforcement to that player using Riot's tools (For example, "Honorable Opponent" lets me tell an enemy player "Nice job carrying your team!" without being rude to the other people on his team).

If I were to suggest one reward it would be, in a perfect world, the "Honor-based Queue" idea, though I'm well aware that it would likely have many problems to work out. I just think It'd probably be worth it.

Once again, I hope this helps, and sorry for the long post. Have a biscuit: item 2010

TL DR: Gonna be honest, unless your name is Lyte, wasn't necessarily typing that wall of text for you, so no TL DR lol. Thanks to anyone curious enough to read it, I guess? O.o

Kevinzors13 votes

An idea could be send private messages, from Riot itself, to a random sportsmanlike and/or behaved players. Such as, but are not limited to, "Good job Summoner! You've been really positive on the Rift and would like to congratulate you! Remember stay positive and refrain from toxicity" if only rito. if only.

RiotLyte38 votes

I wonder how many players will notice this response:

In the new Tribunal, players can review and vote on positive chat logs. If the players agree that someone was positive in their League matches, something neat happens in the client for the player.

NytmareChaos8 votes

Why not just match toxic players on the same team with other toxic players? Give them a taste of their own medicine. Let chronic leavers play on the same team as other leavers and let ragers play on the same team as other ragers.

Daklore46 votes

The problem with that, is that in reinforces the toxicity amongst the toxic, and anyone on the borderline that gets shoved in there because they qualify, but are overly toxic... will gradually themselves become toxic.

The way to reform a society is to not exclude the undesirables(in this case, the ragers, the flamers, the trolls, et all), but to show them that their behavior is unacceptable in a societal setting. The only way to do this is to include them in the society and not give them the power they think they have or deserve. Once they realize that their behaviour is undesired, they will change. Some may take a long time to reach this epiphany, others may get there fairly quickly. Exclusion does not solve the problem, it only exacerbates it.

30562438_DEL22 votes

one of the things I found in game that I thought was truely considerate, and that I was greatful for, was when one of my team-mates told us before game that he would not be able to communicate in game, because he had been chat-restricted.

I think this is a great example of a player choosing to improve their behavior (Reform), after punishment.

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