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Originally Posted by Lyte
These are some major problems with Champ Select that we’ve identified in our research. So what’s next? A lot of players have suggested the following:
1) Vote Kick | Players want the ability to vote kick toxic players from Champ Select.
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Yes. Absolutely. In addition, the kicked player ought to suffer the same penalty as if they had dodged the game: A LeaverBuster timeout and a loss of LP.
The problem with this feature though is a possibility of abuse. Assuming you need 3/4 votes majority to kick someone from Champ select, what's to stop a group of soloQ pugs from deciding 'That Galio pick is a really bad idea against this team of full AD champs. Let's kick him!' and booting the player out despite a lack of negative behaviour?
One COULD make the requirement to kick a unanimous decision, but then DuoQ's would be immune, as a toxic duoQ player will NEVER be voted against by his partner.
Nevertheless, I think the option still needs to be implemented. When there's one guy in champ select who is utterly destroying team morale before all the champions have been banned, he's holds the rest of the team hostage if he's aware of his power. It becomes a mental game of chicken, where said player's stance is 'I didn't get what I want, so I'm going to make the game a living hell for you. But I'm also not going to dodge. If I don't get what I want, I'm taking the rest of you down with me.'
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2) WoW Dungeon Finder | Players want the ability to queue up for a particular role like “Healer” and “DPS” and placed into a Champ Select with a team
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This is another possible option. The only drawback I can see to this is an increase in matchmaking time given that players are queuing up with the intent on playing a particular lane/role.
Plus, a potential problem:
Player A queues up with an intent to play '
Top Lane'. Average wait time to find a game now jumps from an average of 45 seconds to 5 minutes based on how many other players are saying the same thing. Player A doesn't like that, so he de-queues and re-queues and now selects
"I have no preference/fill" Matchmaking finds him a game in the usual 45 seconds.
First thing Player A says when he enters champ select is 'Top lane.' Meanwhile, Player B, who was waiting in excess of five minutes to play a game because he queued up with a top lane preference now finds himself having to compete with player A for the role.
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3) Prisoner’s Island | Players want matchmaking to pair toxic players with toxic players, and positive players with positive players.
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A good idea in principle, but incredibly poor in practice. I believe the trip to Prisoner's Island is one-way.
Let's say you have three levels of players: Positive, Negative, and Neutral. Your positive and neutral players stay on the mainland, and the Negative players all stay on Prisoner's Island.
Positive players will likely stay on the mainland. Neutral players may occasionally drift, skirting the line between negative and positive from game to game. But if a Neutral player has more negative games on average, then the chances increase for them one day ending up on Prisoner's Island. This presents a problem because inherently, the people on Prisoner's Island are the worst of the worst. Once you're there, the negativity infects you. It possesses you. You become one with the negativity because it's battering you from every direction. Once you're on Prisoner's Island,
there's no coming back. This means that the only losers under this system are the unfortunate outliers in the positive and neutral communities who unfortunately slip up one too many times. for the system to accept.
And if you happened to be one of these neutral or positive players that end up on Prisoner's Island, then the fun of the game is gone from you and you end up losing a member of the community because they don't want to play the game anymore.