this post was submitted on 20 Oct 2024
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Microblog Memes

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[–] [email protected] 21 points 2 months ago* (last edited 2 months ago) (2 children)

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.

[–] [email protected] 3 points 2 months ago

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)

[–] [email protected] 3 points 2 months ago (2 children)

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.

[–] [email protected] 2 points 2 months ago

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.

[–] [email protected] 5 points 2 months ago

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.