Mobas (and team games in general) have an inherent issue where people dont like to be losing, and when they are, they usually find an outlet by blaming the rest of the team.
Its a pretty huge problem in league because
Behavior problem. Riot has like never addressed the toxicity issue. They’ve basically said heres some banned words and thats it. People can get by either griefing in game (which has been essentially unpunished) or by typing in non bannable ways (i remember seeing someone using europe as a uhh… You know)
Game design problem. League is pretty punishing when it comes to losing. You’re stuck in a game you dont want to play, esp if your team holds you hostage by not surrendering intentionally. There’s no fast way to get into a new game. You have to finish this, lose lp (ranked point system in league), and then possibly run into the same situation again. This isn’t really riot’s fault. This is just a flaw of mobas that no ones learned to really fix yet
I guess my phrasing is a bit off, sorry. They’ve tried to address it. It just hasn’t worked that well (for example, they decided to add a bait ping that looked like a fishing hook, but players decided it was used moreso as a noose). The community is still as toxic as ever. Nothing’s really going to change other than some more banned words and maybe some changes to how pinging works (which is another toxicity problem)
Imagine queuing for a game, and then wanting to play it out, only to be told you’re holding them hostage, for doing what you all intended to do when clicking play.
It’s not really punishing if you’re losing, just the majority of folks don’t want to work for a win.
If misfits can take SKT T1 to game 5 with AD leona, some dorito boy can lock in for a match.
Thats not really the scenario I was referring to. There’s the scenario where people decide to just give up, grief, and make people waste as much time as possible.
I will say that in your scenario, you should also look at it in your teammates perspective. Your own intentions might be purely that you want to play it out to its fullest. Maybe you see a win condition. The issue is that your teammates don’t share that view. It could be that you are the only one doing good in that game. Your teammates are not having fun. They dont see the same wincon you see. And at the end of the day, if that one match isn’t fun for them, could you really blame them for wanting to surrender? There’s not really a clear right and wrong in that situation.
This is just a flaw of mobas that no ones learned to really fix yet
A flaw of humanity really. But unlike Riot, Valve has and still are taking action against toxicity in DotA 2, for example with their behaviour score system.
Reports for toxic chat, toxic voice, and/or greifing will lower behaviour score.
Matchmaking considers this score, putting toxic people in matches together.
If a player’s behaviour score is too low they will automatically be muted.
Typing slurs in chat lowers behaviour score, and too many will mute the player for the rest of the match.
On the match found pop-up, it tells you if the behaviour score is differing between the players. You can then either press confirm or queue again to find a better match.
At the end of a match you can dislike players, which will lessen then chance of meeting that player again. You can also press avoid on a player, making it impossible to be matched on team with that player again.
There’s more to it, but that’s the gist of it. Still a toxic game but at least 10 times less than LoL.
That’s not enough, still. It should directly affect the rank too. Get low on behavior score, not only everything they already do, you will also start going down. Because rank is everything to those toxic people, it is the only thing that drives their toxicity.
The problem with mobas, and most modern multiplayer games, is the visible rank system. Back in the day, with only community hosted servers, people were playing for fun. Then multiplayer shifted to publisher hosted servers where you started playing with one click on the menu. To keep the matches interesting, you needed a system to matchmake fair lobbies, so here comes the ranking. But they made a mistake by making the rank public, because now the players are no longer playing for fun, they are playing to raise their rank - and losing even lowers their rank.
That’s not enough, still. It should directly affect the rank too.
I disagree. I think they made the right call to make behaviour score and rank seperate.
Because rank is everything to those toxic people, it is the only thing that drives their toxicity.
Not true, I play a lot of unranked and there are many toxic players there as well.
But they made a mistake by making the rank public, because now the players are no longer playing for fun, they are playing to raise their rank
Same as before, people play to win regardless of there being a visible rank or not. The game is competetive either way, and competetive games attracts toxic people.
Oh, ranking system in video games is a whole other beast to tackle. It’s a both pro and con game design. Games want to promote people perfecting the game and bringing competitiveness in the sphere. That’s not inherently a bad thing. Even in non ranked games, if theres a way to compete people will naturally aim to be the best. There’s just a lot of issues that come with it as well.
Visual rank is hard. For one, it’s a medal to reward the player. Just like physical sports, winning a medal feels good. It’s an accomplishment that really boosts the feeling of competitiveness in a sport. On the other hand, visual rank in games can be used as a way to put people down. “Oh you’re only _ rank” and all that. Not really easily solvable, considering how many games that have a ranked system. It’s one of the fundamentals of the system that couples everything together.
Yea valve has been pushing for punishing bad behavior, which is good on them (I remember the coal incident). It’s still a complicated task, but at least they’re trying things that seem to stick rather than riot (like them trying to change certain pings to be party only which was really stupid)
Mobas (and team games in general) have an inherent issue where people dont like to be losing, and when they are, they usually find an outlet by blaming the rest of the team.
Its a pretty huge problem in league because
i genuinely dont get the europe thing. what does it mean?
“I hope europe yourself” is the exact phrase I heard
Guess I shouldve given context, it is a bit harder to see out of context haha
I’m going to guess rape
It’s way to say rope yourself, or hang yourself, and get past the chat filters. It’s the closest league players get to a creative writing exercise.
Uranus
Is this a joke? They had a person whose entire job was toxicity control.
I guess my phrasing is a bit off, sorry. They’ve tried to address it. It just hasn’t worked that well (for example, they decided to add a bait ping that looked like a fishing hook, but players decided it was used moreso as a noose). The community is still as toxic as ever. Nothing’s really going to change other than some more banned words and maybe some changes to how pinging works (which is another toxicity problem)
Imagine queuing for a game, and then wanting to play it out, only to be told you’re holding them hostage, for doing what you all intended to do when clicking play.
It’s not really punishing if you’re losing, just the majority of folks don’t want to work for a win.
If misfits can take SKT T1 to game 5 with AD leona, some dorito boy can lock in for a match.
Thats not really the scenario I was referring to. There’s the scenario where people decide to just give up, grief, and make people waste as much time as possible.
I will say that in your scenario, you should also look at it in your teammates perspective. Your own intentions might be purely that you want to play it out to its fullest. Maybe you see a win condition. The issue is that your teammates don’t share that view. It could be that you are the only one doing good in that game. Your teammates are not having fun. They dont see the same wincon you see. And at the end of the day, if that one match isn’t fun for them, could you really blame them for wanting to surrender? There’s not really a clear right and wrong in that situation.
A flaw of humanity really. But unlike Riot, Valve has and still are taking action against toxicity in DotA 2, for example with their behaviour score system.
Reports for toxic chat, toxic voice, and/or greifing will lower behaviour score.
Matchmaking considers this score, putting toxic people in matches together.
If a player’s behaviour score is too low they will automatically be muted.
Typing slurs in chat lowers behaviour score, and too many will mute the player for the rest of the match.
On the match found pop-up, it tells you if the behaviour score is differing between the players. You can then either press confirm or queue again to find a better match.
At the end of a match you can dislike players, which will lessen then chance of meeting that player again. You can also press avoid on a player, making it impossible to be matched on team with that player again.
There’s more to it, but that’s the gist of it. Still a toxic game but at least 10 times less than LoL.
That’s not enough, still. It should directly affect the rank too. Get low on behavior score, not only everything they already do, you will also start going down. Because rank is everything to those toxic people, it is the only thing that drives their toxicity.
The problem with mobas, and most modern multiplayer games, is the visible rank system. Back in the day, with only community hosted servers, people were playing for fun. Then multiplayer shifted to publisher hosted servers where you started playing with one click on the menu. To keep the matches interesting, you needed a system to matchmake fair lobbies, so here comes the ranking. But they made a mistake by making the rank public, because now the players are no longer playing for fun, they are playing to raise their rank - and losing even lowers their rank.
I disagree. I think they made the right call to make behaviour score and rank seperate.
Not true, I play a lot of unranked and there are many toxic players there as well.
Same as before, people play to win regardless of there being a visible rank or not. The game is competetive either way, and competetive games attracts toxic people.
Oh, ranking system in video games is a whole other beast to tackle. It’s a both pro and con game design. Games want to promote people perfecting the game and bringing competitiveness in the sphere. That’s not inherently a bad thing. Even in non ranked games, if theres a way to compete people will naturally aim to be the best. There’s just a lot of issues that come with it as well.
Visual rank is hard. For one, it’s a medal to reward the player. Just like physical sports, winning a medal feels good. It’s an accomplishment that really boosts the feeling of competitiveness in a sport. On the other hand, visual rank in games can be used as a way to put people down. “Oh you’re only _ rank” and all that. Not really easily solvable, considering how many games that have a ranked system. It’s one of the fundamentals of the system that couples everything together.
Yea valve has been pushing for punishing bad behavior, which is good on them (I remember the coal incident). It’s still a complicated task, but at least they’re trying things that seem to stick rather than riot (like them trying to change certain pings to be party only which was really stupid)