I wanna just bring up something that I've been thinking about lately when it comes to the Tribunal. Basically how I love the system, but I think we need something akin to it that is focused on rewarding good behavior as well as the system we have now to punish bad behavior. I'll just copy and paste a snippet of a blog post I posted not too long ago.
I do think Tribunal is a great system to weed out the bad players and I do think that it is necessary to keep such a system, but I don't think it will be enough to truly improve the community as a whole. No, if you truly want to improve behavior you need to give incentives to encourage such good behavior as well as punishments to hopefully lessen poor behavior. This all goes into psychology and behavior modification and I'll post a study once I find enough of the credible studies from my Psychology class years ago to prove such. But, basically, if you want to truly change the behavior of someone the most effective method, by leaps and bounds, is through positive reinforcement. Essentially, what would be better is if we had a system akin to Tribunal, but instead of reporting for bad behavior people were praised (similar to reporting, but a positive spin) for their good behavior in a game.
I'll try to elaborate the idea. Essentially, like the system now you can click the player and choose to "Praise" them instead of "Report" them if you find they were exceptionally good players in the game. If they were helpful, if they were kind, if they were good team players, etc. Basically you want to state what they did well and how often they did it. Like tribunal, enough praising and the player's praising could go to the very same type of system, but instead of a Tribunal to punish or pardon it's a Tribunal to vote whether they truly deserve a reward for their good behavior. The rewards will still need good ideas but they can range from IP or RP to skins or even a whole hero or some bonus (exp or IP) that's placed on their account for a day or for so many games. It's entirely up to Riot here as to what they feel is good enough to reward them, but not so much that it makes the game too easy in their eyes (or remove their income from skin sales as, yes, they do need money to keep operating and I am happy their model is basically just money from either getting a hero faster than if you work for it or cosmetic, basically nothing game changing).
Is this system abusable? Yes, every system any human has ever created has the possibility of being abused. A group of friends could go in and praise each other and keep doing that every game. But, there are workarounds for that. They could just not be allowed to praise people they queued up with or they could, but then I go back to one of the things I want to see displayed for a Tribunal case, that is something that states who has grouped up with who prior to a game. This should alleviate the problem of friends praising each other for easy rewards. While I'm sure there are other problems with the system, this one is the real main one I can think up at the moment.
Now, will this necessarily surely change a person's attitude or personality? No, but it should help make the game more enjoyable as people might even act nice just to get rewards. The thing is, if the person actually is going to act the part it is more likely to change their personality. Studies do show that the more a person does an action or maintains a personality standard the more it gets ingrained into their psyche and the more they actually become such. That is, the more they smile or think positively, the more positive a person they become and, likewise, the more negative they think the more negative they become. Like the study above about behavior modification, I'll edit this entry when I find the studies I have read and support this point. Still, it is fairly valid in stating that should a person actually act as such consistently then we'll find they'll become such over time.
Basically, what I'm saying is that games need to start also think more towards rewarding players for things that help the community or rewarding players in game themselves for doing what the designer intended (though I'd argue when it comes to single player games to NEVER punish the player for not doing what the designer intended because that's just not fun). Keep the methods to punish as there will still be a need for those, but think more towards the ideas of how to reward players for their good behavior. I do hope more game designers think upon this and try to build such systems into their games, specifically online games where such attitudes tend to result in the actual fun of a player even more so than the game itself at times.
TL: DR Version: Tribunal's great, but we should have a system similar that rewards good players for good behavior because rewards tend to alter behavior better than punishments.
Edit: Good suggestions on how to make it less exploitable
I love this idea. If you want to make it less exploitable, there are several ways to do it.
1) Only unique praises are counted, as in player A praised player B. Player A can no longer praise that player again.
2) Only so many praises allowed per day.
3) Only level 30 accounts allowed to praise.
I had suggested this before, but not as such a fleshed out idea.
I do think that people who are queued together should not be allowed to praise each other. Also, limit it like reports, one per person per day. On top of that, you could add a limitation of not allowing it to be done to anyone on your friend list.
I think it's a good idea, and it also ties into my would-be replacement of the ban system - Attitude Elo, or whatever you'd like to call it. Get reported and your AElo goes down a bit. Get banned and it drops a lot, say the equivalent of 100 points. Get praised, and it goes up. When you queue up for a game, match maker matches you to people with both your Skill Elo and your Attitude Elo. If you're a terrible person who always rages, quits, and griefs, you'll end up with other people who rage, quit, and grief. If you're a pleasant person who treats others well, you end up with people who are also pleasant.