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Disabling /all chat in matchmade queues

leagueoflegends.com

51–60 of 107 posts

Re: Disabling /all chat in matchmade queues

#51
League of Legends and toxicity have always gone hand in hand. I used to blame the players, but I no longer think so.

1. You cannot lose the game quickly! Other genres like RTS, games can last between 3 minutes or as long as 30 minutes. Not so with MOBAs, it's rare to see a game conclude before 20 minutes.

2. You cannot surrender early. Even if a game is clearly one-sided, you're forced to play it out.

3. Small mistakes mean you fall behind and feel weak/useless. It's a rat race/red queen scenario.

4. Your teammates get upset when you die to your opponents. Your opponent becomes a lot stronger.

5. There's no reliable way to come back from being behind. You're basically waiting for your opponents to make multiple mistakes, multiple times until the game is even again.

I think all of this adds up to a feeling of frustration and helplessness. Everbody knows this about League. It feels good to get fed because then the game is easy. It sucks to fall behind since it's such an uphill battle.

These feelings come out in team-chat. People project, they blame, they rage. And you can't really escape it, since you're supposed to just play the game out.

Re: Disabling /all chat in matchmade queues

#52
post #29

So, as someone with a lot of very strong opinions about both League of Legends and online communication, I am wildly in favor of this decision. The problem with all-chat in League of Legends, particularly in the ranked queue, is that it can only hurt your team's chances to win. At best, you're wasting time typing; at worst, you're actively frustrating and distracting yourself from what is already a very difficult gam…

It is funny how Dota 2 goes completely in the opposite direction. It lets you taunt[1], spray paint[2] and high five your teammate(useful when you kill an enemy). Because this (mind game) is part of winning Dota matches. You win when the opposing team loses its spirit.

[1] https://dota2.fandom.com/wiki/Taunt_(Equipment)#List [2] https://dota2.fandom.com/wiki/Category:Sprays

Re: Disabling /all chat in matchmade queues

#53

Servers require moderators/administrators. I hosted the counterstrike server in my university a long time ago, that's how I got into linux, and while at first I thought it would be a technical challenge it turned out to be a people problem mostly. Police language, resolve conflicts, even got into a physical fight with a banned player. Obviously companies don't want server administrators because they want to scale wit…

I'm not sure what exactly you're proposing. LoL chat is not a server-wide communication channel, it's a separate chat within each of thousands of games running at the same time. I can't imagine an efficient way to moderate all this without just relying on reports. And reports give insight into the complete chat history within that game. Not quite enough for all situations, but definitely not out of context. This is c…

It’s still the same problem though - more so in mobas because leaving a game in progress completely ruins it for everyone. You can’t even just strict kick someone out of an in progress game. League and mobas in general have a reputation for toxicity because you more or less have to work together to win, even with wide skill gaps. Reports are all post game - wouldn’t be surprised if they didn’t do a bunch of ML on users text reports.

Re: Disabling /all chat in matchmade queues

#54

This will kill league of legends. The most fun I've ever had in this game was playing, and winning the "psychological war" by intentionally tilting the other team. The moment I'd get a hint of internal strife within the other team, myself and my friends would do whatever we could (not offensive) to encourage keyboard warrioring because it literally would win us games. They'd get sloppy, spend time typing, and would o…

[deleted]

Re: Disabling /all chat in matchmade queues

#55
post #29

So, as someone with a lot of very strong opinions about both League of Legends and online communication, I am wildly in favor of this decision. The problem with all-chat in League of Legends, particularly in the ranked queue, is that it can only hurt your team's chances to win. At best, you're wasting time typing; at worst, you're actively frustrating and distracting yourself from what is already a very difficult gam…

/all was opt in. this is basically barrens chat from literal decades ago. I feel like things turned out ok back then. What's the difference now?

Re: Disabling /all chat in matchmade queues

#56

League of Legends and toxicity have always gone hand in hand. I used to blame the players, but I no longer think so. 1. You cannot lose the game quickly! Other genres like RTS, games can last between 3 minutes or as long as 30 minutes. Not so with MOBAs, it's rare to see a game conclude before 20 minutes. 2. You cannot surrender early. Even if a game is clearly one-sided, you're forced to play it out. 3. Small mistak…

> You cannot surrender early.

Not true. You can surrender after 15 minutes. The game is rarely completely lost before then. The problem comes when some players believe the game to be lost and others do not. Also, a small number of players seem to get pleasure from punishing their teammates by helping their opponents.

Re: Disabling /all chat in matchmade queues

#57

Servers require moderators/administrators. I hosted the counterstrike server in my university a long time ago, that's how I got into linux, and while at first I thought it would be a technical challenge it turned out to be a people problem mostly. Police language, resolve conflicts, even got into a physical fight with a banned player. Obviously companies don't want server administrators because they want to scale wit…

I'm not sure what exactly you're proposing. LoL chat is not a server-wide communication channel, it's a separate chat within each of thousands of games running at the same time. I can't imagine an efficient way to moderate all this without just relying on reports. And reports give insight into the complete chat history within that game. Not quite enough for all situations, but definitely not out of context. This is c…

I'm not proposing anything. I am just saying that the way the game is set up ends up sucking for human interactions. You said it yourself: "I can't imagine an efficient way to moderate all this". And for this reason I quit this kind of multiplayer games.

Re: Disabling /all chat in matchmade queues

#59
I have a friend who plays DotA 2 reguarly who alleges that toxicity is much less of a problem with that community because players can call out good or bad sportsmanship at the match end and this is taken into account by the matchmaking system. This results in all the trollers and flamers and griefers mostly getting matched up with each other in a mutually contstructed cesspit while the fun games happen elsewhere.

Does this match others' experience, or is it a bit of a rose-tinted glasses situation?

Re: Disabling /all chat in matchmade queues

#60
post #53

Earlier quoted context omitted.

I'm not sure what exactly you're proposing. LoL chat is not a server-wide communication channel, it's a separate chat within each of thousands of games running at the same time. I can't imagine an efficient way to moderate all this without just relying on reports. And reports give insight into the complete chat history within that game. Not quite enough for all situations, but definitely not out of context. This is c…

It’s still the same problem though - more so in mobas because leaving a game in progress completely ruins it for everyone. You can’t even just strict kick someone out of an in progress game. League and mobas in general have a reputation for toxicity because you more or less have to work together to win, even with wide skill gaps. Reports are all post game - wouldn’t be surprised if they didn’t do a bunch of ML on use…

> You can’t even just strict kick someone out of an in progress game.

You can, I play DotA and have seen some cases where it would be preferable to kick out a troll and continue 4 vs. 5 instead of 4 vs. 5 + troll. There is also some resource balancing present that lets even a team of two steamroll an uncoordinated enemy team. Sadly only the case of a player going afk is handled by a kick, a player actively feeding has to be worked around instead.

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