Individual rewards from teamgames
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I conducted an anonymous survey on the topic of toxicity. So far, only in the ru-segment ( it's easier for me to perceive the answers this way ). Most of the respondents suggested giving mutas in the game chat. You can see the discussions of this topic here: https://forum.faforever.com/topic/1813/collaborative-contribution-in-faf/2
Or read it in the FAF offline discord in the FAF Association section -
@kitenoob said in Lower toxic chat in teamgames with individual points:
Most of the respondents suggested giving mutas in the game chat.
You can already mute other players in your game...
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@archsimkat Nope
Function has been broken for years -
@archsimkat yes, this function is really broken
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@archsimkat said in Lower toxic chat in teamgames with individual points:
@kitenoob said in Lower toxic chat in teamgames with individual points:
Most of the respondents suggested giving mutas in the game chat.
You can already mute other players in your game...
Really? How?
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good point.
to avoid making the games more cancerous maybe we can use several objective indicators to add or deduct the score change after the game..
for example. you can use the already available data in "end of game report". some objective indicators would be ranking in terms of mass income/kill/units/total buildings(mexs).
so if you won your mirror and moved into their base while your teammates lost and you end up being flanked. you would still have had the highest unit count/total mass reclaimed or kills and if these indicators affect the score. you would still be rewarded. (clarification: I am suggesting we use how well you did in these indicators compared to other players. so having the highest mass income/kills and losing would still mean you did something better than everyone )
as an added bonus this would make the rating more realistic and prevents players from being underrated.
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Playing a teamgame is about winning as a team and not about "everybody win their lane and if you don't, I will blame you for losing". With these incentives you are incentivising that people try to maximize their indicators even at the expense of their team instead of promoting team play.
Why would you want to play teamgames anyway instead of 1v1 if you just want to win against your "lane" opponent?
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Exactly what BlackYps said, this is a team game. I said this earlier in their thread and I’ll say it again: there is no possible way you can set up a system in which some players on a losing team still get points that wouldn’t increase the amount of people cancering to get points every game.
You want points? Win the game for your team. Don’t do a 1v1, playing to win vs your mirror. Play to win all slots, not your slot. Players generally aren’t underrated when they have hundreds of games. Sure they might be underrated at times due to a string of unlucky games, but otherwise that’s not really the case.
No other competitive team game that I know of gives out rating to the best performing players on the losing team.
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Toxic people should be underrated already. Destroying team morale is pretty big in team games.
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made the "noob team i played epic" joke one too many times and now I don't have enough FAF social credit score to ride the bus, what should I do?