Honor Initiative Rework: Reward System
So obviously the honor system is completely useless right now, and Riot may be looking for ways to make it a significant part of the game (maybe).
So I had an idea of a reward system for the most honorable. This system is meant to reduce toxicity by giving players a reward for being nice, helpful, and positive in-game.
Award Points First, we would get rid of the different categories of helpful and teamwork, because they're quite similar. Instead, there would be two tiers for ALLIES, a "good" and "great" tier (names could be decided later, like "honorable" and "very honorable"). Enemies would only have "honorable opponent". There would be no negative rating since that's essentially the report button and it would lead to trolling.
Every vote would give the player between 1 and 10 points: Up to 5 points for the voting player's current honor. Up to 3 points for the voting player's frequency of honor in the last active 30 day period (15+ games). Between 1 and 2 points for the voting player's performance in the current game. (Why? Because the player is more likely to be tilted after doing much worse, and a "tilted" player giving honor is decently remarkable in the LoL community).
Maximum of 2.5 points for a voter on the target's friend list. 2 point reduction if the voter and target have played with each other more than once in the last 24 hours, for each extra game. (Does not stack with friend reduction).
"Very Honorable" votes count as two, and everything is doubled (max 20).
The amount of honor will be reduced by up to 70% based on the player's honor received in the last 7 days (caps at 500) This is so masters and challengers who know each other well don't automatically climb to the top of the honor ladder by swapping votes, and to prevent players from getting much more honor simply by playing many games each day.
Players would also gain 1-2 honor points per game if they honored at least one or two other player(s) themselves (to encourage more voting).
Points are reset at the beginning of each season.
Rewards Rewards are given on both a flat point amount and a percentile-based system.
Flat Rewards (can be earned each season) 100 points: +1 win XP boost, IP boost if player is level 30. 250 points: +1,000 IP 500 points: +1 Hextech chest and key 1,000 points: +1 random summoner icon or ward skin 2,000 points: +1 mystery skin chest 3,000 points: +750 RP 4,000 points: +2 win XP boost, IP boost if player is level 30. 5,000 points: +1 random summoner icon or ward skin 6,250 points: +3,000 IP 7,500 points: +2 Hextech chests and keys 8,750 points: +1 random summoner icon or ward skin 10,000 points: +1,380 RP 12,000 points: +1 mystery skin chest 14,000 points: +3 Hextech chests and keys 16,000 points: +1 random summoner icon or ward skin 18,000 points: +1 mystery skin chest 20,000 points: +1,820 RP as a thank-you for being a positive player.
One-time Rewards (Based on TOTAL honor points across all seasons) (Note that some of these are conceptual ideas that aren't in the game) 10,000 points: A new rune page! 25,000 points: Tier 1 Honor Badge (green, like the current one, shown on loading screen) 40,000 points: Another rune page! 50,000 points: Tier 2 Honor Badge (anyone have any art ideas? Majestic, but not TOO majestic) 70,000 points: Merch tier 1! (a figurehead of a champion, perhaps?) 100,000 points: Tier 3 Honor Badge (SUPER majestic and shown on loading screen like the others). 125,000 points: An AWESOME emote that can be used on any champion! 150,000 points: Merch tier 2! (A shirt or jacket or something nice :D ) 200,000 points: Who knows? Give me some ideas!
Tiered Rewards The top X percent of all players in terms of honor will receive some unique daily/monthly/seasonal rewards as well! Note a higher tier ALSO gets everything that the lower tiers receive.
Daily Rewards: Top 5% of players: +15 RP and +25 IP (It adds up; 4.5 months in top 5% equates to about a 1,380 RP skin). Top 2.5% of players: +5 additional RP Top 1% of players: +5 additional RP
Monthly Rewards: Top 10% of players: A hextech chest and key. Top 5% of players: The chest above is upgraded to a "legendary" chest, with two items and increased chance for skins costing 1,380 RP and more. Top 2.5% of players: The chest above is upgraded to a "mythical" chest, guaranteeing a skin costing 1,820 RP or more.
Seasonal Rewards (end of season): ALL players with at least 1,000 honor points will get a unique summoner icon, and another one for all players with 5,000 or more.
Top 25% of players: Two of the following: Random skin, champion (if not all owned), ward skin, 1,000 RP.
Top 15% of players: A new rune page as well as 5,000 IP to afford the runes.
Top 10% of players: A badge shown on the summoner's profile.
Top 5% of players: A loading screen border enhancer (whatever this would be).
Top 2.5% of players: +3,500 RP, for any skin or whatever else.
Top 1% of players: A unique honor skin for a certain champion, as well as that champion if the player does not own them (like the victorious skins).
Top 1,000 players: Some sort of merchandise.
Keep in mind that honor is quite difficult to get. While there seem like a lot of rewards, they will come quite slowly.
I found the average honor per game with this system would be around 9.2 without any reduction. It will take a player about 811 games, depending on their activity, to gain 10k honor. In order to unlock all flat rewards they would need to play about 2,028 games.
This means getting every one-time reward will take many, many seasons and will be very selectively awarded. This may be a lot and I'll look at it in the future if it is too hard to get honor. Leave a comment if you think so.
Now I know this was a lot to read, but if you got through it then please give suggestions in the comments and vote on the poll!
:)
