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Posts Tagged ‘Tribunal’

eula vs tos

(Disclaimer: While I am a law student, I am not a lawyer, and this is not legal advice.)

 

When in-game behavior carries consequences in the “real world,” many people start to wonder what limits, if any, companies like Riot have when policing user accounts. Ultimately this boils down to those pesky “Terms of Use/Service” (TOU/TOS) and “End-User License Agreement” (EULA) windows we have to click through every time a new patch is released.  

I see these terms being thrown around in-game and on the forums, and despite my efforts to correct player’s misconceptions on what the TOS and EULA actually do, the misinformation is rampant.  Hopefully this will help clear up some of the confusion!  The article centers on a question relevant to all League of Legends players:

 

What exactly are you agreeing to when you play League of Legends?

 

In this article I will quickly explain how the EULA and TOS are legally enforceable contracts, what the differences between the two are, and finally how they apply to the average player. I cannot stress enough that while I am doing a legal analysis, I cut through a lot of legal mumbo-jumbo and make conclusive statements for the purposes of entertainment. If you need legal advice, please speak with an attorney. 

I. Clickwrap Agreements
Just about every time you install a program, download a patch, or purchase from a website, you have to pass through a threshold of “agreements.” 

accept-button

Many of these agreements are called “shrinkwrap,” “clickwrap,” or “adhesive” agreements - where you don’t see/understand what you’ve agreed to until after you’ve already agreed to it. For example, many online games only allow you to see the TOS after you’ve bought the game, but before you can play it online.  A better example is a website, where you’ve already “agreed” to their TOS just by being on their site. 

Clickwrap agreements tend to have certain characteristics:

    • Clickwrap contracts are usually offered on a “take it or leave it” basis. In many contractual agreements, parties can negotiate over the terms of the contract, but in clickwrap contracts, the user has no bargaining power –they can either agree to all the terms or none.
    • As discussed above, click wrap agreements often apply post-transaction. For example, some companies (such as AutoDesk) typically don’t allow people to resell their software – but a customer might not know that until after they’ve purchased AutoCAD, and are going through the installation.

If your knee-jerk reaction is similar to what mine was, you might be thinking, “is that really a legal contract?”  Because let’s be honest, if you’re like most people, you simply don’t have the time to read every agreement you accept online.  Even if you read most, there will often be terms that won’t make sense until you start using the service/software (e.g., how many people could understand what “riot points” are prior to installing League of Legends?)   This part of why EULA/TOS are often considered to be adhesive contracts – most of us have no idea what it is we’re agreeing to.

So are these even legal?  The short answer is: Usually. There are, however, some limited exceptions:

    • Explicit Agreement: The rule of thumb is that a user must explicitly agree to an agreement before it becomes enforceable. If you don’t make an explicit act showing you are both aware of the terms and you agree to them, they are unlikely to be enforceable as a contract. While this isn’t exactly a problem for Riot (you have to click “I Agree” every time a new patch comes out), it is a notable exception to many software agreements.
    • Outrageous Terms. If there’s something absolutely ridiculous and unexpected hidden in the fine print (for example, the “immortal souls clause” that granted a British game company 7500 “soul-licenses”), that term or the whole agreement may be rendered invalid.
    • Application to minors.  In most situations, if you’re under the age of 18, you lack capacity to enter legally binding agreements.  This may provide an exception to click-wrap agreements in some situations, as the contract may be voidable

The takeaway is this: Clicking the “I agree” to Riot’s Terms of Use and End-User License Agreements probably creates a legally enforceable contract.

II. “EULA” vs. “TOS”

So since we already have no idea what we’re clicking, why are there so many boxes?  Why not just throw it all into one box and get it over with?  Although many portions of the EULA and TOS overlap, there is a fundamental distinction between each type of agreement:

EULA: EULAs govern the use of the software itself.  This is useful to stop unauthorized use of the game, as well as to disclaim liability for what it does to your system.

  • Example: Hosting your own “League of Legends” world championship, with dedicated servers to boot, would likely be a violation of the EULA if you used Riot’s software (and probably some intellectual property violations as well).
  • Example: Riot’s EULA would probably prevent them from being liable if League of Legends overheats your cardboard toaster. Which is really the best outcome for everyone.

EULAs are often extremely broad in what they cover.  Interestingly, Apple’s EULA for iTunes explicitly disallows use of their software for the development of weapons of mass destruction:

Apple v. Estate of Hussein is still pending.

TOS/TOU: The Terms of Service governs the use of a particular service offered. In Riot’s case, some of the services offered are the ability to create an account and a means to use that account via access to their servers. While you are using their service, you are expected to follow their rules – otherwise, they may terminate your access to the service, as per the  agreement. Most players will only be concerned with the TOS.

  • Example: Going idle or AFK in-game often enough can result in temporary or permanent suspension of your ability to access Riot’s servers, because you’ve agreed to allow LeaverBuster to monitor in-game activity.

The main difference between the TOS and the EULA for players is in the types of violations, and what Riot is able to do in terms of punishing players who breach these agreements. For the most part, the TOS will impact a user’s access to the service.  The EULA, on the other hand, will impact a user’s access to the software.

TOS Violations:

Say you’re having a bad game, and decide to spam “**** you all, **** ***-skilled *******s!!!” a few dozen times in all-chat. Assuming this violates the TOS, Riot’s punishments all involve your account’s use of the service (remember, the service is access to their servers) even to the extent of permanent bans. This is where I see a lot of confusion, especially when players argue for methods (such as uninstallation) to combat toxic behavior – they confuse the accounts for the players, and the service for the software.

Players are only able to access the service through an account, and thus, can only violate the TOS through the use of an account (the notable exception to this is browsing their website, but that is beyond the scope of this article).  The way Riot has their TOS set up, the account acts as a real-life shield for players – both for good and for evil. The account provides a layer of privacy protection and facilitates a pseudo-anonymous experience, a great benefit for online interactions. On the downside, it makes it very difficult to penetrate the account and punish players directly – especially when it’s difficult to prove that it was that player breaking the TOS (e.g., you’re in the middle of a match when you have to answer to door (it’s your turn to pay for the pizza), and when you get back to your computer, you find that your roommates have been soliciting some of the female characters in a manner rather inconsistent with that of a gentleman).

Under the TOS agreement, it is unlikely that Riot could force removal/uninstallation of the software. And the way Riot’s current TOS is set up, it would also be difficult  to enforce an IP ban (should Riot wish to implement such a penalty, it may be possible, but the TOS would likely need to be reworded).

EULA Violations:

A forced uninstallation (i.e., an injunction) could only occur through a EULA violation (although this doesn’t stop vigilante players from wishing it to upon less-than-desirable teammates). The terms of the EULA are much less relevant to most players.  However, they do clarify an interesting point: violations of the EULA would probably end up in court (or “mandatory arbitration”). This is where Riot would claim you’ve somehow overstepped the “fair use” of their product, perhaps by selling downloads to unsuspecting users, or attempting to “reverse engineer” their game to create your own, etc.  They’d be suing you for damages, injunctions, and possibly attorney’s fees, depending on the nature and extent of the violation.

To date, I have yet to see any pending complaints by Riot against any of their players.  Suing your customers is not the custom and practice of most business entities, and on top of that, Riot tends to be more forgiving to its player-base than most companies in the industry.  If they have had issues with EULA violations, it’s likely they have been taken care of using cease & desist letters – very common in the realm of IP violations.

TL; DR: The Terms of Service and EULA are legally enforceable contracts.  If a player violates the Terms of Service, their access to the service may be suspended but not necessarily their access to the software – that would require a violation of the EULA.

 

Like the article? Have any comments or suggestions? Post below and follow me on Twitter @VCDragoon

Special thanks to Chefo for working on images and formatting!

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RiotRadioBlur shares the process of creating the new item icons and the story behind each one, Lyte goes into a deep discussion about dealing with toxic players without banning them, rewarding positivity, resolving issues with AFK-ers in Ranked and the report system as a whole, word from GrumpyMonkey on Champion redesigns, WCC ticket pre-order announced and the latest Sale and Rotation!


Designing New Icons

World Championship tickets available on August 15th!

Lyte on Shaping a Community

The magic behind Visual Updates

Champion Rotation – Week 27

Champion/Skin Sale: August 6th – 9th

 

Gamasutra (Shaping the Community): GDC: Riot Experimentally Investigates Online Toxicity

 

Designing New Icons

 

RiotRadioBlur shares the story of how the new item icons came to be, the design and time-frame aspect, as well as future projects.

 

 

RiotRadioblur Button Rioter RiotRadioblur: Hey there!

I’m sure you’ve noticed some of the items have had their art updated and replaced. As the aesthetic of League becomes more cohesive and solidifies in quality, we’re working hard to update all of our old art. In particular, the Visual Design team is working hard to innovate and improve on our user interface and visual identity. We have already been raising the icon quality bar on our champions and summoner icons, and it’s about time items got some love. Because these icons are so important to our players, I thought I’d walk through some of the decision-making process involved in developing the new aesthetic.

The primary goal of the reworks was to improve clarity, and then to build thematic connections between the item visuals and the other aspects of their design. Familiarity was a big concern as we began working on these—how far can we push the designs until they become too hard to adapt to?—but a few icons had very little in their visuals that could be held onto. When we were looking into which icons to re-design first, we wanted to seek out the ones that presented some of the biggest challenges to redesign, the ones whose themes seemed seriously out of line with their visuals, or whose current art didn’t localize well. From there, we wanted to find ways to build them into the rest of our game’s world in a way that felt consistent and logical.

Let’s look at how each one was chosen and how we developed them:

 

 

Abyssal Scepter

 

Old_AbyssalScepter

Old Icon

 

Abyssal’s older art was a bone on a stick. It was pretty lacking in terms of design, and nobody really felt that the whole “abyss” theme was captured by it. The first explorations toyed with keeping the skull, but it just wasn’t exciting enough. Somebody on the team suggested pushing more in the direction of something extremely warped, exaggerated, and unusual, but retaining the feeling that this was the skull of some terrifying creature. The more we pushed, the more we realized a hybridization of the two would provide the most unsettling result. A vaguely human skull at the end of a staff made out of its own spinal column, wrapped in worn strips of leather. The bone went from bleached white to dark, decayed brown, which also brought out the silhouette and distanced the design even further from appearing too human. The final touch came from one of our splash artists, Alex Flores, who really pushed the S shape in the staff to where it is now. In the end, we had this:

 

abyssal scepter

New Icon

 

 

Catalyst

 

Old_CatalysttheProtector

Old Icon

 

Catalyst’s upgrade had a few very specific goals going in. The first was to change the rune to match the kind of shape language we would see in our game today. The shape we used was designed by one of our other Visual Designers, Zach Roberson, and it definitely feels like it belongs with the world we’re building. The second consideration we had was to make it purple to match the idea of blue and red crystals combining into one new item. The result was something with a really unique color palette and silhouette, brought up to the quality we want to see out of every new icon:

 

catalyst

New Icon

 

 

Deathfire Grasp

 

Old_DeathfireGrasp

Old Icon

 

More than any other icon so far, Deathfire Grasp’s redesign pushed the limits of what we could do with changes. The original icon felt like such a missed opportunity, and had too much overlap with Abyssal Scepter’s visuals. We wanted to separate the two, and make each feel more unique. And then there was this great theme, right there in the name “Death Fire Grasp.” It sort of stuck out in our earliest discussions as the obvious thematic tie, but being obvious isn’t always the best way to design. So we tried a few iterations and different ideas, but in the end we kept coming back to a staff with some sort of hand or claw shape on the end of it holding a spirit flame. Once we decided where we were taking it, we felt like the next step was to bring it into the world. Where would you find a staff holding a captured soul? The Shadow Isles. Looking at champs like Hecarim and Thresh, we tried to give the staff some of the same flair, all the way down to the color pallette, blue-green effects and lighting, with warm iron for the metals. The new design was a huge departure from the original, and we had a lot of internal discussions about whether we were pushing too far. In the end we agreed the added clarity and visual theming made the icon more distinct and easier to associate with its thematic. And here we have all of that process in its final form:

 

deathfire grasp

New Icon

 

 

Glacial Shroud

 

Old_GlacialShroud

Old Icon

 

Glacial shroud also really missed its thematic. We started looking at this around the time we were developing the Freljord event, and with all this lovely new art for our wintery domain, it made sense to make Glacial Shroud more “glacial.” The first step was to remove the lion. After abstracting the details of the face, we saw some shapes that reminded us of the knot shapes on Howling Abyss, so we adjusted them all to fit in. The blue ring matched the True Ice of Freljord, so we inlaid a ring of it onto the medallion. Next was taking the gold and toning it down to the kind of muted color palettes we see on Trundle, Sejuani, and the other Freljord champs. Finally we took those wispy shapes and hinted at a frost-magic fabric the pendant holds together as a brooch, giving us a very literal shroud to play with. The new icon went from being something a bit out of place, to something that could really fit in to our world:

 

glacial shroud

New Icon

 

 

Haunting Guise

 

Old_HauntingGuise

Old Icon

 

For Haunting Guise we set out to actually make something a bit spooky. A clown face was a specific nightmare, but we wanted something that would feel appropriately haunting to anybody. The shape of the mask we ended up with had a lifeless, cold feel. The red and white hinted at something Ionian, and the green magic matched some of what we were seeing out of champs like Karma and Master Yi. We drew on lots of our Ionian champs for reference, but the biggest help on this icon came from the Visual Development department, where they really helped us nail down that Ionian style. The result:

 

Haunting Guise New Icon

New Icon

 

 

Hextech Revolver

 

Old_HextechRevolver

Old Icon

 

Hextech isn’t extremely well-defined to our players right now, but there’s plenty in the various champions to suggest at what it could be. Again, Visual Development played a big role in helping us achieve a look the felt appropriately “hextech,” and helped steer the direction to something more specifically Piltovian, which felt like a natural fit for the item’s origins. The gun replicates a lot of the aesthetics seen in Jayce, Vi, and Graves, where magic and technology play off one another to form unique implements with an unusual design principal. The gun doesn’t function without the magic, and the magic is useless without the gun to harness it. It’s a symbiotic relationship:

 

hextech revolver

New Icon

 

 

Thornmail

 

thornmail

Old Icon

 

Right out the gate, Thornmail felt like Noxus. Bearhug your enemies with spiked mail? Totally Noxus. Again Visual Development helped us find that perfect mix of utilitarian design and aggressive, militaristic aesthetics that makes it fit so well into our world. Darius, Draven, and other Noxian champs heavily influenced the design, right down to the spiked shoulders, dark grey metals, and the red background (shying away from the pinker hue we were seeing before). The process on Thornmail really seemed to flow as soon as we knew it was Noxian, and I think the result really shows for it:

 

thornmail

New Icon

 

 

Vampiric Scepter

 

Old_VampiricScepter

Old Icon

 

Vampiric Scepter is another Noxian artifact, this time drawing from Vlad’s aesthetics to really drive home the vampire aspect inherent to the item. It took a few tries to get here—some of the early iterations involved a bat with scythe even—but the result is something a lot more mature than the older, goofier icon. We managed to preserve and abstract the face and scythe shapes, and give the metal a really unique gold treatment to match the rendering we see in Vlad’s splash. The final touch was making the magic feel like is was reaching out and sucking in energy from the space around it, drawing on the strength of others. The final icon is a lot more menacing than before:

 

vampiric scepter

New Icon

 

And that’s them! The Visual Designers here at Riot worked really hard to bring out the best in these icons, and I think it shows. Lots of thought, time, and energy were poured into these to make them the best icons we can make, and all the other teams who dog-piled them really helped us go that extra mile. A huge shout out to everybody involved!

I’ll be in this thread to address any comments or questions, so if you have anything to say just let me know and I’ll do my best to respond. It’s great to have these out, and we hope you all enjoy!

 

 

Isn’t the new Abyssal Scepter icon just a skull on a spine?

 

RiotRadioblurButton Rioter RiotRadioblur: Fair point. I guess it’s mostly that the old one lacked any real design and wasn’t super interesting. The base was there, it just needed to be pushed. :P

 

 

 

 

Why is the new Vampiric Scepter lacking the skull face?

 

RiotRadioblurButton Rioter RiotRadioblur: I tried to keep the implied face in there with the fangs and eyes, but keeping the skull ended up making the whole item feel super clunky. Kind of a shame, because in theory it’s pretty cool, I just found it really difficult to execute on and still make look like the Vampiric stuff we see with Vlad. Thanks very much for the feedback though!

 

 

Will you be updating other item icons as well?

 

RiotRadioblurButton Rioter RiotRadioblur: I assure you, no icon will go untouched (unless it released more recently–Orb of Winter, Spectral Cowl, and Seeker’s Armguard are already in-style, as are all the newer champs since Annie’s rework). Look forward to them soon!

 

 

 

How much time does it take to design an icon?

 

RiotRadioblurButton Rioter RiotRadioblur: It varies from icon to icon. Ability icons usually take about two days to bring to final polish, since we paint them at a much higher resolution than seen in game. Item icons can take a bit longer, because a big part of the icon is doing actual redesigns and running the concept by people to make sure the shape language and colors are working. The average time for these item icons was about 4 days apiece, though they were staggered a bit. The overall work time on these was about a month in between other icon projects, and lots of testing and reviews were done before we decided to put them in.

Also, keep your eyes peeled for more coming up in the future!

 

 

Follow-up: Isn’t a whole month too much time for a single icon?

 

RiotRadioblurButton Rioter RiotRadioblur: As I said, “The overall work time on these was about a month in between other icon projects,” which means we had a lot of things going on simultaneously. Keep in mind we’re trying to hit all the new content too, guys. :P

 

 

 

Why is the new DFG icon so drastically different from the old one?

 

RiotRadioblurButton Rioter RiotRadioblur: This was one of the icons we were most worried about changing, but the old one had very little to work with. I tried a few variations keeping the pink and grey, and even had several iterations with the skull, but they were all mostly as confusing as the original was (which isn’t terribly clear, though I know it’s been around a while so it has become hugely familiar). In the end this one provided the clearest read, and we wanted to introduce the more dramatic changes slowly so that the overall transition would be less jarring. We have a few others planned to be reworked to about this level, but the number isn’t very high and we hope to slot them in gradually over time. 

 

 

Are you in charge of the team making these icons?

 

RiotRadioblurButton Rioter RiotRadioblur: I’m doing most of our icons internally right now, but the whole Visual Design department shares a lot of that responsibility so it doesn’t really fall to any one of us in particular.

 

 

 

 

Will you be updating champion icons as well?

 

RiotRadioblurButton Rioter RiotRadioblur: I can say that updating relaunched champion ability icons was a movement I started when I got here, which was just before Annie was relaunched. We’re looking at ways to get back and update all the old stuff, but there’s a lot of new content rolling out all the time that eats up a significant amount of bandwidth. I don’t want to promise anything, but I assure you it’s not off our radar.

 

 

Are these icons designed by Vigil Rioters? (makers of Darksiders)

 

RiotRadioblurButton Rioter RiotRadioblur: Actually all of these items were primarily spearheaded by me with some seriously huge assists from all the other departments. There are quite a few Vigil folks around the office, but none of them had much of a hand in this rework pass to my knowledge. That said, we might be seeing some down the road with some of them jumping in for support, just as long as the end result continues to feel distinctly “Riot.”

 

 

Will you change the oddity that is Moonflair spellBLADE being a ranged-only item?

 

RiotRadioblurButton Rioter RiotRadioblur: That’s actually a great point. Definitely something to think about going forward. Thanks for the feedback!

 

 

 

World Championship tickets available on August 15th!

 


world championship tickets

Anxious to see the finals live? Reserve your ticket a full month before they start!

 

 

Following our recent announcement about the Season 3 World Championship, which included unveiling the Staples Center as the venue for the finals, we now have more to share on how you can watch all of the action live.

The World Championship will consist of 14 teams from North America, Europe, Korea, Southeast Asia, China, and a qualifying International Wildcard, competing to forever etch their name onto the coveted Summoner’s Cup. The entire Championship tournament takes place over three weeks from September 15 to October 4. Individual tickets will be available for all Championship game days and every match is played in front of a live audience at a Los Angeles studio. The semifinals move to the Galen Center and then the final best of five match plays out at Staples.

Tickets go on sale on August 15 at 12PM PDT / 21:00 CEST. When tickets become available, use the purchase links in the schedule below to directly buy the days you want to attend.

 

CHAMPIONSHIP SCHEDULE

Date Stage # of Games Location Purchase Link
Sun, Sep 15 Group Stage 7 Games Studio Not yet available
Mon, Sep 16 Group Stage 6 Games Studio Not yet available
Tue, Sep 17 Group Stage 7 Games Studio Not yet available
Thu, Sep 19 Group Stage 7 Games Studio Not yet available
Fri, Sep 20 Group Stage 6 Games Studio Not yet available
Sat, Sep 21 Group Stage 7 Games Studio Not yet available
Mon, Sep 23 Quarterfinal 2 Matches (Bo3) Studio Not yet available
Tue, Sep 24 Quarterfinal 2 Matches (Bo3) Studio Not yet available
Fri, Sep 27 Semifinal 1 Match (Bo5) Galen Not yet available
Sat, Sep 28 Semifinal 1 Match (Bo5) Galen Not yet available
Fri, Oct 4 Final 1 Match (Bo5) Staples Not yet available

Look for more details shortly, appearing here first on lolesports.com. And make sure to follow us on Twitter at @lolesports as another way to get info the instant it’s available.

 

Lyte on Shaping a Community

 


player behavior banner

Lyte continues his discussion on dealing with negative players, awarding positive ones and how beneficial the recently-implemented Behavioral Alert and Restricted Chat Mode systems are.


Studying Player Behavior
Positive Players
Honor System
Reports & Bans
Dealing with Toxic Players
Resolving issues in Ranked

 

Studying Player Behavior

 


 

Does/did your team ever disagree on the direction of player behavior?

 

LyteButton Rioter Lyte: There was a time we made Player Behavior face off in a Normal Summoner’s Rift match, and my team won in a landslide. 

Even though the above did happen, we have a smart team that knows it’s about give and take. We generally have long discussions and meetings where we pour over the research and determine the best course of action for the team–surprisingly, we haven’t had many disagreements on what the team should do.

 

 

What’s your stance on smurfing?

 

LyteButton Rioter Lyte: Smurfing isn’t officially endorsed by Rioters.

It’s something we are actively doing research on and trying to address. We agree with some reasons to smurf–such as to make a new account to play with a brand new friend; however, we’d like to make it easier to do that instead of encourage players to smurf.

 

 

Is the Optimus experiment still on-going? 

“Optimus” refers to Lyte’s continuing study on Online toxicity.

 

LyteButton Rioter Lyte: The Optimus experiment was to identify the most effective tips to shape player behavior positively; however, there’s still room for ‘flavor’ in a video game, especially if the effects of the flavor are neutral in the behavioral space.

However, we’re working on sharing more research from Optimus in the future and do have some interesting insights about the ‘flavor’ tips.

 

 

Are long-time players less likely to encounter toxic behavior than newcomers?

 

LyteButton Rioter Lyte: This is a really cool insight, and is partially true. Very, very veteran players should see fewer extremely toxic players, which is the demographic that the Tribunal targets; however, our research suggests that the majority of toxicity comes from the neutral and sportsmanlike population potentially having outbursts due to bad days or other RL incidents. Veteran players will probably still see the same amount of toxicity from these ‘types’ of incidences.

 

Positive Players

 


 

Are any other systems (apart from Honor) in the works for positive reinforcement?

 

LyteButton Rioter Lyte: To us, positive reinforcement is more of a philosophy that guides our system design. You’ll definitely see more systems use concepts of positive reinforcement in the future.

 

 

 

 

Do positive players win more games?

 

LyteButton Rioter Lyte: Because the stats average across the entire playerbase, usually factors like # of games played are normalized. So in the stat I mentioned, the positive players win more games (but play about the same number of games as the other two populations).

 

 

 

Follow-up: Does sportsmanship lead to a higher win-to-loss ratio?

 

LyteButton Rioter Lyte: The first few times we ran these stats, they were just correlations. So you are right, we couldn’t decipher the causal direction of the relationship and it could just be that players become toxic when they are in losing situations.

However, in the more recent versions of the analyses, we’ve attempted to control for these factors. For example, how does a positive player respond in a losing situation? How many reports do they receive on average? We then compare these baselines to the toxic players and see if we can figure out the exact direction of the relationship between winning and sportsmanlike behavior. With some of our more recent work, we’re getting confident that being more sportsmanlike does win games. Teamwork OP right? 

 

 

Isn’t focusing on positive reinforcement more beneficial than focusing on negative such?

 

LyteButton Rioter Lyte: We definitely would like to focus on positive reinforcement of sportsmanlike behavior; after all, if you make it easy for players to be sportsmanlike, they tend to be sportsmanlike.

However, negative reinforcement hasn’t been shown to always be ineffective or detrimental. We’ve seen success with negative reinforcement in many areas–we just prefer to shift to positive reinforcement instead.

 

Honor System

 


 

Are different game modes affecting the rate at which Honor votes are sent?

 

LyteButton Rioter Lyte: We’ve definitely noticed that Honor distributions vary greatly across different game modes and skill levels. We have a few ideas in mind that we want to research and try for Honor, after we’re done with Champion Select.

 

 

 

Do you feel like Honor is accurate enough to use as the basis for other incentives?

 

LyteButton Rioter Lyte: Depending on which Crest you observe, there’s a correlation between Crest holders and games that have 0 reports–that was interesting to us.

 

 

 

 

Is Honor accomplishing what it was originally set out to?

 

LyteButton Rioter Lyte: Honor needs some work, and we’ve already done some research into the space and how we want to polish and upgrade the system. However, it’s currently being used a healthy amount on all servers and had a very positive effect on player behavior in League (while also allowing us more resolution to analyze player behavior because we only had the ‘negative’ spectrum with reports before). We’d like to improve the correlation between Crest holders and sportsmanlike personalities, and also implement a few features into Honor to encourage players to aspire and strive for Crests.

 

 

Suggestion: Give free runes to players who earn an Honor ribbon

 

LyteButton Rioter Lyte: It’s an interesting idea, and I do want to hear more about what sportsmanlike players would find valuable to their game experiences or their accounts (beyond the obvious like “just give us free skins everyday!”)

 

 

 

Why is there so little information on the forums about the Honor system?

 

LyteButton Rioter Lyte: We’ve been trying to put more FAQs on the forums such as the Tribunal FAQ and “Understanding Tribunal” thread, and we’re trying to do the same for Matchmaking and Honor. If only I invented a machine that gave me infinite time…

 

 

Reports & Bans

 


 

Are multiple reports over a single game more punishing than spread reports over several games?

 

LyteButton Rioter Lyte: Behavioral Alerts do take into account both the # of reports per game, and the # of reports across games. We might not have optimized the tuning of the numbers yet though.

 

 

 

 

Do certain champions cause more reports in a game?

 

LyteButton Rioter Lyte: It depends how you normalize the data. In fact, champions like Ashe get the most reports and the most honors but it’s mainly because Ashe is one of the most-played champions in the game.

A long, long time ago, pre-stealth rework Eve received the most reports in the game; however, the interesting twist was that Eve champions were not punished more often in the Tribunal than any other champion. It was interesting to us because players were acknowledging the context of Eve, and pardoning players a bit more frequently to off-set the increased number of reports that Eve got back then.

 

 

Who decides what type of punishment a player on the Tribunal receives?

 

LyteButton Rioter Lyte: Punishments are usually based on frequency of toxic behavior; for example, someone who is toxic in a majority of their games and has visited the Tribunal multiple times is more likely to be up for a longer timeban.

However, because there is a review process with Riot Player Support, sometimes cases get escalated to higher punishments based on the severity of the toxic behavior as well.

 

 

Any chance of perma-banned accounts receiving a permanent chat instead?

 

LyteButton Rioter Lyte: Our policy is that permanent bans are permanent. We will not go back retroactively and apply different punishments or unban accounts.

 

 

 

 

Follow-up: What’s your reason for leaving players perma-banned?

 

LyteButton Rioter Lyte: When we permanently ban players, we don’t want their time or their money. We want them to spend their time elsewhere. I can’t be more clear than that.

 

 

 

 

Why aren’t IP bans being issued?

 

LyteButton Rioter Lyte: IP Bans aren’t effective for a variety of reasons. For example, there was a story a few years back of an IP Ban that was handed out and it turns out it was at a college dorm–we received something like 200 tickets from players that were affected but didn’t deserve it.

 

 

 

Will perma-banned accounts be unbanned if your policy on the subject changes?

 

LyteButton Rioter Lyte:  No, we will not retroactively unban permanently banned accounts, even if new features or account restrictions are launched.

 

 

 

Dealing with Toxic Players

 


 

Isn’t it wrong to claim that pre/post-game chat logs affect only the most toxic players?

 

LyteButton Rioter Lyte: There’s a slight nuance in our thinking.

The Tribunal is a harsh punishment system, aimed to reform (and if that fails, remove) players from the game. To us, this is a last resort system. Because the system was designed as a last resort, we only want to utilize it against the worst of the worst players because it really sucks to tell players they can’t play a game they love. If at all possible, we’d like to reform these players, or shield their behaviors from other players while still allowing them to play the game.

A lot of players might not report pre- and post-game chat because they know it isn’t included in the Tribunal; so, it’s true that if we included pre- and post-game chat that reports would increase. However, reports increasing doesn’t necessarily mean that we would tune the Tribunal to punish more players. We’ve been recording pre- and post-game chat logs for awhile and have run numerous analyses on them. In many cases, players that are toxic in pre- and post-game chat are also toxic in-game and are always punished by the Tribunal–it just takes a bit longer than the average toxic player. We’ve also observed that the number of players who are solely toxic in pre- and post-game chat is so low, that the incremental value of adding the chat logs just isn’t worth it for now.

The key here is asking how many players are getting away with toxic behavior, by just being toxic in pre- and post-game chat? For now, the answer is too low for us to justify resources. To get back to your original question, we do consider “effort to solve” though. Effort to solve Champion Select is much greater, but the eventual value is much greater as well.

 

 

Is Restricted Chat Mode helping toxic players reform their behavior?

 

LyteButton Rioter Lyte: We’ve heard a lot of feedback that with Restricted Chat Mode on, players are winning more games simply because they are focused on the game and not on negative chat.

 

 

 

 

Will we be able to see which players are put on Restricted Chat Mode?

 

LyteButton Rioter Lyte: We were very careful not to give indicators or badges that a player is in Restricted Chat Mode; this is because we don’t want to brand players as ‘toxic’ and set them up for failure before the match has even started.

Some players still choose to use their messages to inform their teammates that they are in Restricted Chat Mode; however, many players simply choose to hide their status and be sportsmanlike members of the team and we’re OK with that. If we labeled these players or otherwise branded them, they might be harassed even if they were going to be sportsmanlike in that particular game.

 

 

Will anything be done to stop AFK-ing in-game?

 

LyteButton Rioter Lyte: LeaverBuster is the system that handles Leavers/AFKs, and yes, reporting them is effective even if only 1-2 players do it.

The player behavior team hasn’t done a pass on the LeaverBuster system in awhile, it’s something I’ll look into after Champion Select.

 

 

What is Riot’s current alternative to perma-banning toxic players?

 

LyteButton Rioter Lyte: We’ve always said that we prefer reforming toxic players first, and will only remove them on a last resort basis.

We are currently handing out massive chat bans before permanent bans these days though, and are trying to research new ways to reduce the motivation for toxic players to simply make new accounts. One way would be to add more ‘account restrictions’ and just let these players stay on their main accounts.

 

Resolving issues in Ranked

 


 

Suggestion for Ranked: Reduce LP loss for the team with leaver/AFK || Increase LP loss for the Leaver/AFK

 

LyteButton Rioter Lyte: These are interesting ideas that we’ve discussed in the past. The problem with reduced LP loss for the team is that it encourages the team to bully or harass someone to leave the game if they believe there’s no longer a chance to win. In many ways, a feature like this would encourage some number of neutral players to ‘go toxic’ in frustrating games and vent on a player, hoping that they would leave.

Increased LP loss for Leavers/AFKs is less of a problem; however, in Ranked Modes, we don’t see many intentional leavers or AFKs–most of the leavers in Ranked Modes are likely due to legitimate reasons such as emergencies or outages. Everyone in League of Legends has disconnected at least one game in their career–should we really be punishing these players even harsher?

It might be worthwhile to punish these players harsher if we reduce intentional leavers/AFKs by a certain percentage; but, it’s something we’d have to model and calculate out and see if the change is worth it.

 

 

Follow-up: Why are you hesitant to implement a reduced LP loss system?

 

LyteButton Rioter Lyte: What was the original goal of reduced LP loss for teammates? Was it to reduce Leavers/AFKs in games, or reduce the impact on teammates when there was a leaver or AFK player?

In both cases, reducing LP losses for teammates doesn’t actually solve the problem. It creates more. Regardless of whether the Tribunal will handle the new abuse that the feature would introduce, the feature doesn’t actually reduce Leavers/AFKs (and you could argue it would increase the number of them if teams start harassing each other to get someone to leave) and the feature doesn’t actually reduce the impact on teammates because now teammates are not dealing with Leavers/AFKs–they are creating them through toxic behavior.

 

 

How does Matchmaking Rating work?

 

LyteButton Rioter Lyte: The system is pretty sophisticated because it’s continuously evolving as we collect new data. Over time, we’ve added custom features to the algorithm based on unique situations in League of Legends such as how do we handle duo queues? Premade 5s? How do we handle situations where players are queued with a friend who has a large skill differential?

In many of these cases we are taking into account a lot more variables than simply Wins/Losses.

 

The magic behind Visual Updates

 


Sivir Decoration

GrumpyMonkey details in on future visual updates of champions, the time it takes to rework one and how the team prioritize their projects.

 

 

Any news on Sivir’s VU?

 

grumpy monkeyButton Rioter GrumpyMonkey: She looks cool. She will be out soon. The skins are still being worked on but Sivr Pax is looking legit not much changed, just streamlined the design a bit for readability.

 

 

 

 

Follow-up

 

grumpy monkeyButton Rioter GrumpyMonkey: But I will say this much, She’s not the next VU.

 

 

 

 

 

What makes some visual reworks harder than others?

 

grumpy monkeyButton Rioter GrumpyMonkey: So a while back one of the Relaunch guys (can’t remember who, might have been Qqroon or Ironstylus) explained about high risk reworks vs low risk reworks. Master yi is an example of a low risk rework. We knew what he was going to be, is original look and concept was cool, the execution just needed a bit of polish to get to the current standard. It was mostly just visual work.

Reworks get more risky as more aspects like gameplay design and lore have to be involved. So we wanted to do a few low risk characters before we hit the really work intensive Relaunches (like Sion). Sivir was mostly visual work, but there are some story elements that the writing team have been working on to make her tie into the world a bit better, and make her a major player in the Leagueaverse. That being said, the reason she’s not the next one out is simply because we started another one before her.

 

 

Is Twitch the next champion to get a visual rework?

 

grumpy monkeyButton Rioter GrumpyMonkey: It’s not twitch, but Twitch is coming along nicely. I am really digging him. I have the sculpt done and the team has approved moving him forward.

 

 

 

 

Follow-up: What is a champion model’s sculpt?

 

grumpy monkeyButton Rioter GrumpyMonkey: The sculpting phase is when I translate the 2d drawing into a 3d sculpture like I did for master yi and trundle.https://vimeo.com/68653110
It’s a phase where the design is getting locked down and streamlined for the actual game.
After sculpting it gets dropped down in resolution and we take the shadow info from the high res sculpture and use it as the starting point for the low res game model’s texture.

 

 

Will the next VU be teased early?

 

grumpy monkeyButton Rioter GrumpyMonkey: The team likes to announce these types of things very formally with lots of great support from all the different facets of Riot, from the web team, community,events, and marketing teams. If I were to leak images or teasers, that would be a waste of a lot of hard working peoples time.

 

 

 

What’s the timeline for releasing VUs?

 

grumpy monkeyButton Rioter GrumpyMonkey: Our goal is to have one rework done a month. Now having one done and having one released are two different things. Yi had been done for a few weeks, but SGU had priority, we didn’t want to steal any even a little bit of it’s thunder, also there were lots of platform techy stuff things that would have made the patch too big. So we held off until SGU was home free. So what I’m saying is, we try to be flexible.Just because a rework is done, doesn’t mean it’s time to release it. We try to time it with other stuff that can boost overall player engagement.

 

Champion Rotation – Week 27

 

Champion Rotation - Week 27

The following champions will be free-to-play until August 13th!

 

  • Anivia - 3150 IP / 790 RP
  • Caitlyn - 4800 IP / 880 RP
  • Cho’Gath - 1350 IP / 585 RP
  • Garen - 450 IP / 260 RP
  • Jax - 1350 IP / 585 RP
  • Lissandra - 6300 IP / 975 RP
  • Lulu - 6300 IP / 975 RP
  • Mordekaiser - 3150 IP / 790 RP
  • Taric - 1350 IP / 585 RP
  • Urgot - 3150 IP / 790 RP

 

Champion/Skin Sale: August 6th – 9th

 


Sale- Expires August 9th

Enjoy the following champions and skins at a discount until August 9th!

 

 

 Champions:

  • Graves - 487 RP
  • Kog’Maw - 440 RP
  • Morgana - 292 RP

 

 

 Battlecast Urgot - 675 RP

 

Battlecast Urgot

 

Bloodfury Renekton - 487 RP

 

Bloodfury Renekton
 

Lil’ Slugger Trundle - 260 RP

 

Lil' Slugger Trundle

 

 

Twitter is up!

twitter-icon-png-13 A lot of you like to express your opinion in-depth on the news posted here and while I do try to answer most of you, I think the comment section is rather lackluster for this sort of thing. So, as of today, you can find me on Twitter! I encourage anyone who wants to ask a question, tweet me and I’ll answer you in my own free time. Please remember that I’m not working for Riot, I’m a university student so base your expectations with that knowledge in mind. I do appreciate your interest in my articles and I hope this helps you get your answers quicker!

 

 

Missed any recent updates? Check here!

 

GrumpyMonkey on Evelynn and Poppy’s Visual Updates, IronStylus shares stunning Leona/Diana art, Soraka’s Jelly Time dance on Youtube and more!

Mercy Vote: Anti-AFK System, Update to Galio, Lyte on Positive features, Visual Overhaul for Summoner’s Rift and the latest Sale!

Patch 3.10 – Big Changes to Elise/Master Yi/Ryze/TF, New MR Items, Jungle Nerfs // Rioters discuss Skarner and Rengar!

Ask Lyte: Positive/Negative Players and State of Tribunal; Spellbreaker removed, Tristana’s E and Season 4 Changes!

PBE: Nerfs to Vayne and AP Lucian, Xypherous on Phage, Arcane Helix, LoL’s New Site, Update to Olaf’s Kit and the latest Sale!

 

 

Galio Banner

 

A community idea for an anti-AFK system, the Mercy Vote, a quick update on Galio, Lyte on reinforcing the current Honor and Champion Select systems, a brilliant community compilation of suggestions to improve SR’s visuals and the latest Champion/Skin Sale!

 

Mercy Vote

Quick update on Galio

Lyte on Community & Forum features

Visual Overhaul: Summoner’s Rift

Champion/Skin Sale – Expires August 5th

 

 

Mercy Vote


 

Mercy Banner

This is an old thread that only recently received attention from Reds. Let’s see a community suggestion to resolve the issue with AFK-ers in Ranked.



Do you believe that the toxicity of this community should change? Is cultivating a more positive gaming experience important to you? If so read on!


A Brief Look At Toxicity

People are toxic because the tools to be toxic are simple and readily available – the ability to control their character and communicate. Emotions tend to run high, and can negatively impact individuals when things do not go as planned. Over the years I’ve played the game I’ve seen a decrease in toxic behavior across the board. I believe that creating tools to be positive is to be credited for this – from the tribunal to the honor system and beyond. I believe that giving more avenues for positive behavior can continue to improve the community as a whole.


The Problem

4v5 games are painful. It isn’t fun for me to be on the losing side, knowing I’m about to waste 20+ minutes for no good reason. It isn’t fun when I’m on the full team, either. Unbalanced teams take a lot away from the strategic points of this game and lead to something much less interactive. Many players have tried to think of ideas to combat this, but inevitably ideas fail for the following reasons:

  • Too easy to abuse
  • Promotes trolling
  • Offers no incentive to be positive


The Proposal

What I propose, is a mercy slash command or ui element. This command will only be available to the team with 5 people, and only when certain conditions are met: There is a player that has been disconnected or idle for x seconds/minutes, AND the idle/disconnected player would cause unbalanced teams (a 4v4 would not qualify for mercy).

When the team with more players pass a mercy vote successfully, the short handed team will get a vote option popup to accept or decline mercy. If they choose to accept mercy, the game ends immediately. Instead of “Defeat” showing in game and on the match history, it would simply read “Mercy”. A mercy would incur less penalty than a defeat for the short handed team – whether it be lp, mmr, etc. The team that passed a mercy vote will also get a nice counter on their profile page next to the honor counters that indicate how many times they have passed mercy on outnumbered enemies.

The short handed team could also vote to decline mercy, and battle on taking their chances. If at any time the dc player reconnects or the idle player becomes active, the mercy vote is immediately nullified.

Now let’s get into how this type of system combats the flaws of other ideas brought forth by other users (as represented via bullet points above):

  • Too easy to abuse
    Since it is now the enemy team placing the vote, there is nothing that the 4 man team can do to abuse the system. They do not have the control.
  • Promotes trolling
    This system inherently promotes positive behavior instead. I’m much more likely to pass mercy on a team that remained positive than one that fought in all chat.
  • Offers no incentive to be positive
    This system offers a direct tie-in to the honor system, and can reap any rewards Riot chooses to do in the future (banners, icons, etc). This system mutually benefits everyone, as it allows you to end a game without wasting another 15-20 minutes if both teams use their votes to show that the outcome is already known.


Hot Points Brought Up So Far

Quote:
Originally Posted by Maple Leaf 67 View Post
And how do you avoid rampant elo inflation?

This is a question I’d like to target more towards a red if I could, as it’s come up a couple of times now in the discussion. I know that as far as an individual’s own mmr goes this system over a long period of time would have them placed a bit more accurately to their proper mmr.

One idea to combat inflation, as stated by a couple of posters in this thread, is to simply apply the “floating” mmr loss to the person who left the game as an extra deterrence to afking or leaving. I question how much is too much with this particular idea, but would definitely like a red to get involved one way or another! Personally, I’d imagine something like -25% loss to the four people that stayed, and that -100% total loss that’s now floating around could be applied to the leaver. 200% total loss given to the leaver would prevent inflation, and as someone who’s experienced a couple power outages in my time (2 over the past two years) I don’t think it’s too much. After all, not only did you guarantee a loss for yourself but a loss for 4 other people as well! In this scenario, getting counted for losing 2 games if you leave 1 seems fair.

Quote:
Tell me again, how does this prevent someone from just leaving the game and saving people in their promo matches?

Well, it’s a voting system. Meaning if I’m on the winning team I’d have to believe that the match was worth a mercy. Not only that, but if I’m on the losing team I have zero interest in taking a 200% penalty just for a chance that random strangers don’t get impacted negatively from a lost game. Clearly this is a tool meant for solo queue!

-
I truly believe that this tool could ONLY have a positive impact on the player base – allowing us to send out and receive more positive energy. If you agree, please bump. If you disagree, please state why so that we can work together to make this community better!

And now for the epic visualization concepts!


Name:  vote.jpg Views: 44675 Size:  11.5 KB
Name:  profilebadge.jpg Views: 44562 Size:  5.7 KB
Name:  mercygranted.jpg Views: 40433 Size:  11.6 KB


Here’s a mockup variant for allowing mercy at the end of a game:
Name:  mercy.jpg Views: 40700 Size:  79.6 KB



 Reds’ Opinion:


Riot Baconhawk Button Rioter Riot Baconhawk: I just want to say this is an interesting concept and I’ll put it before eyes that are more qualified than mine.





A likely issue: Players harassed into leaving


Riot NeuroCat Button Rioter Riot Neurocat: I like the concept. One potential problem is that if you offer rewards (reduced LP loss, promo series loss nullification, etc), you create incentives for a team to harass a player performing poorly to leave. Even if the enemy team doesn’t actually decide to show mercy or the teammate you harass doesn’t actually leave, the tradeoff in the minds of the losing team is:


“I don’t harass my teammate and hope they leave” > ‘Guarenteed’ loss
“I harass my teammate and hope they leave” > Possible mercy, which means potential loss mitigation

The expected value for LP gain increases with teammate harassing behavior in that case.

However, I can’t immediately see problems with the system assuming mercy losses count the same as normal losses. This lets you end the game at 10 minutes if its super one sided, without forcing people to AFK in well.



Won’t the double LP loss discourage leaving?


Riot NeuroCatButton Rioter Riot Neurocat: Its true that the double LP loss on leaving is a strong disincentive to not leave. However, that doesn’t necessarily remove the incentive on the teammates of the feeding player to not harass. There probably exist some players who just don’t want to deal with the game anymore over taking that LP loss.




Wasn’t this system on the PBE awhile ago?


Riot NeuroCatButton Rioter Riot Neurocat: I believe you are referring to Equalize.
What would be interesting is if Equalize changed death timers in a way such that if it was a 4v5, if a player on the 5-team died, their death timer wouldn’t start until another person on their team died. Effectively always keeping one dead member in a state of “limbo”. Of course this would need to be completely opt-in on the side of the 5-team, but it could be a way to even out that disadvantage, if both teams want a fair match.

Just a completely unrelated idea  I don’t necessarily think its a good idea or something that we would implement (I don’t speak for those who would), but just an interesting thought.




Quick update on Galio


galio decoration

A small list of possible improvements to Galio, courtesy of ricklessabandon, he who defies capital letters.



How about making Galio’s spells scale off of Magic Resist?


ricklessabandonButton Rioter ricklessabandon: I’m actually experimenting with something like that currently. Galio as he is on live effectively has Magic Resist ratios on his spells, which gives us the opportunity to do something different/additional with his passive if we think that puts him in a better state overall.

Once we start working on the 3.12 patch the PBE might see something from me, but that’s far enough into the future that plans could change.



Will this cause a power-shift in his spells?


ricklessabandonButton Rioter ricklessabandon: The plan is to look at him as a whole and make sure everything’s in a good state, so power can be shifted where appropriate.






Lyte on Community & Forum features


Riot logo decoration

A small update on Lyte‘s recent Player Behavior & Matchmaking discussion.



Suggestion: Detecting toxic speech in chat, bringing negative players faster to the Tribunal


Lyte Button Rioter Lyte: We have a team of analysts and predictive modelers who have been doing research in this space. There’s a lot of potential, but like I mentioned in other posts, we’d rather use our resources for more positive reinforcement systems like the Honor Initiative or our new Champion Select solution. So for now, we probably won’t keep enhancing the Tribunal to be even more accurate–we believe we’ve optimized that system to the point where we are hitting diminishing returns. There’s a lot more value to players if our team tackles a brand new space like Champion Select or Honor.



Can you resolve posts about non-tribunal bans made in the Ban inquires sub-forum?


Lyte Button Rioter Lyte: Hm, I’ll have to see what we can do with forums. Too much segregation among the sub-forums isn’t an ideal situation either.





Could behavior alerts be unnecessarily freaking neutral/positive players out?


Lyte Button Rioter Lyte: Yes, there was a huge concern among the team about whether behavioral alerts would scare some players and determining what is the impact or damage of a behavioral alert that is sent to a neutral or sportsmanlike player. We’re diving into the data and looking at these specific questions.




Visual Overhaul: Summoner’s Rift


summoner's rift banner

A community proposal to bring the visuals of League of Legends to a new level!



We all know that Summoner’s rift looks old right now, specially since the release of the new TT and HA…but, what are the most important factors that make SR look old, outdated or just ugly?

__________________________________________________ ___________________
Things that need tweaks, improvements or remakes:


Cliffs:


cliff


This is the one that deserves urgent attention…the cliffs look so empty, most of them are nothing but a textured polygon…not to mention its side textures look like a Minecraft grass Block.

Suggestions: tweak the textures applied to the cliffs, make them look more “complex”…also, adding grass, trees or other objects on the top of cliffs would help to make them look better…


Trees:


forest


I know the game is famous because of the cartoonish and handdrawn feel of the game graphics….but the trees are one of the weakpoints of the game art…this is more noticeable in large groups of trees…
The main problems are:

  • The lower part of the tree model doesnt blend with the terrain (the trunks) and makes them look out of place
  • The proportions are messed up (trees need larger Crowns and smaller trunks)
  • The height of the trees needs more variety…I know there are visual limitations with this(so trees dont block champions or roads, but still…


Baron’s nest:


Baron


Doing baron is a very special event in a LOL game…but, visually, it doesnt feel that special…I mean, the Baron’s nest is almost a Copy-paste from the Dragon’s one….It needs to bring a more”Epic” feel than what it is now (its almost empy).


White torches: 


cat


I hated this ones since the SR visual upgrade, they just dont fit the map style….they look cathedral themed while SR is all about forests and wilderness…


Objects and decorations:


repetitive


Some of the map objects are overused, specially torches(as seen in the attached image)


Turrets:

Well…nothing to explain here, the turrets look very ugly and outdated compared with the HA ones
The nexus could get some love too…


__________________________________________________ ___________________
Things that must be preserved:

The overall “”Fairy Tale styled forest” feel of the map

Some people who are new to LOL dont know about this but this is one of the aspects that makes LOL unique.
Every other moba’s 5v5 map is dark-creepy themmed while SR is a forest full of flowers bushes and such…while some people think this doesnt suit the genre, I think its part of the magic of SR, and it would be a shame to lost it in a VU.

Keep the “Single themed maps” policy

Please dont turn the purple side into a dark dead forest like Hon and Dota did….it gives people another reason to not want to be placed at the purple/blue side…
This is another thing I love of the direction art of LOL…SR is a bright forest, TT is a dark forest, HA is a frosty bridge, Dominion is a Steampunk monopoly and Magma chamber is a Magma chamber (lol)….
Different variations of the same map would be awesome like the old ones (ex: Halloween SR, Winter SR, etc) or even day/night cycles (purple lighting for night, so it doesnt affect visibility)

Fountain Circle (Lazor range indicator)

This is a VERY important aspect of the game…it needs to be there so we know the range of the fountain Lazer…in HA, for example, this area is nonexistent and its very hard to tell the lazer’s range.

Map proportions

Personally, I think the proporsions of SR are close to perfection…thats why people can play the same map over and over without getting tired of it…theres no need to change this in any possible way.

>Support for low spec systems< – IMPORTANT

TT and HA destroyed some laptops and low specs systems to the point of becoming unplayable maps for some…meaning some people can only play SR and dominion now….I dont think they will be happy if they cant run SR anymore…a possible solution is adding more custom options to the visuals of SR (shaders?, lighting options?, etc).

Remember this first post reflects my personal opinion on the subject and not the absolute truth of what shall be done to SR in a future VU.

Feel free to add your own feedback on this thread!



Reworking the Golem camp area


RiotForScience Button Rioter RiotForScience: “I’d flip the golem camp so that the two golems face the other direction” -Weegee7

As a Nunu player I love the idea because I think it would make it really easy to steal blue. What were the advantages that you were seeing to this change.

“Do something with that random statue near the blue side Ancient Golem camp. It’s there for no reason.”-Weegee7

There are actually a lot of details like that in the current SR. I agree we could do a better job of making those elements feel intentional.

“1. i would love to see sr on night
2. interactive object, destroying boxes, barrels, caves, etc.
3. make it look like the new beta site backgrouds” -Lax Is Back

The readability of the playspace is more important to us than even the Aesthetic of the map. Night scenes are inheirantly tricky because of more limited visability. Perhaps a map with a lot of artificail lighting could work for a night scene.

We added a lot of destructable elements into HA. I expect that to be a continuing trend, that being said they are also really expensive from a performance standpoint. We are very careful about how additions like that will impact our min spec players.

Concerning the Beta Site background…. this is a point that I will probably need to make more than once because it is somewhat hard to wrap my head around. That specific piece of artwork is not concept art, but is rather a promotional illustration. It is intended to give an idea of what current SR would look like in real life. It is not “forward looking” and should not be interpretted in that way. That being said, I am so happy that you like that image. I hope that you can trust us that if we can make one great image we can probably make another great, but different image.



Prettying up the Jungle camps


RiotForScience Button Rioter RiotForScience: “The jungle camps’ creeps are plain ugly…. The trees are all the same in some way. I wish there were more variety of trees instead of just 1 kind” -MasterForce

Good points on both counts. TT uses a couple different trees but orients them in such a way that they never feel repeated. A combination of very unique art and clever reuse of art is our construction method.



Map Skins


RiotForScience Button Rioter RiotForScience: “I’d love for there to be map skins, if that’s possible…. I find that giant Rule 63 statue of Pantheon/Sheeva in both bases somewhat odd. The perfectly lined up houses, and houses in general seem to “unnatural” for a forest, all lined up perfectly. Also, why are their houses in the middle of a forest in the first place”


I love map skins too! I loved the winter map that we launched with. However, at the moment, the Environment team’s priority is getting all of our artwork up to the level of our most recent maps (HA, TT) Rather than providing visual variants on existing maps.

Concerning houses and Statues, The way we see quality is a balance between Aesthetics, Design and Narrative. In the future our map props will have a much stronger narrative connection.



Clear transition between types of terrain


RiotForScienceButton Rioter RiotForScience: “Since League’s indestructible terrain is kind of a big deal, it would make sense that it needs a clean boundary between the terrain and the paths, but it wouldn’t hurt to make the edges a bit less clean. Cosmetic saplings, short patches of grass near the tall stuff, etc. Hence the theme “nature vs. Summoners,” as the forest attempts to reclaim the Summoner’s battleground.

  • Have the lanes be dirt/gravel logging roads. Minion travel routes would be marked by especially packed earth/gravel, or a rut in the landscape.
  • Have the river flow underneath mid lane through grates or a culvert so that it actually feels more like a river.
  • All minions need complete overhaul
  • Different themes for each section of jungle/lane? One side is a pine forest, the other is deciduous? Possibly different seasons
  • Might be a bit much, but SFX for walking through grass/water would be awesome. Might be difficult for champs like Zac or Cassio but it would still sound pretty neato”

Good call. I love the idea of telling little stories in our environments. Signs of wear and tear on the roads, or overgrowth or signs of flowing water all contribute to the overall story of an area.



Changing the forest area


RiotForScienceButton Rioter RiotForScience: “You could make the battle happening inside a village/city, since you can’t juke between trees, they could be houses” -IS17f8587dd251c04bf0cdb

I like this idea a lot, our collision areas really could be anything. As a chunk of random trivia, a portion of Crystal Scar is actually set in a village. I think we could push that concept further.

“I personally feel “Summoners Rift” Needs a new makeover, not a visual update D: . Rift:Typical rift features are a central linear downfaulted depression, called a graben, or more commonly a half-graben with normal faulting and rift-flank uplifts mainly on one side. Where rifts remain above sea level they form a rift valley, which may be filled by water forming a rift lake. The axis of the rift area may contain volcanic rocks, and active volcanism is a part of many, but not all active rift systems. I feel there is so much more than just paved roads inside a forest landscape” -Brzink

I have to agree with you, I don’t think that the map shows much evidence of either summoners or their rifts. Something to think about.



Concept Art


Summoner's Rift Concept Art


RiotForScienceButton Rioter RiotForScience: I want to take a second to talk about this image. I have heard it described as “Concept Art” implying that at some point we would reconstruct SR using that image as a template. This is not the case. This image is promotion illustration to give you the feeling of what our current map would look like in real life. It is not forward looking. It is not, and will not be the basis for any future development.

That being said I am so glad that you like the art! Trust us that we have the team to produce work that is even better than what you see in this image. While we will not ever make this exact image. We will make something awesome.



Asymertrical Visual style


RiotForScienceButton Rioter RiotForScience: “I’d love it if SR was more asymertrical, I feel like blue and purple/red sides should have some sort of noticeable thematic difference (and if making a red and purple version is too much work, I don’t think anyone would mind getting rid of purple and making colorblind the default.)”


I really like what we did with Howling Abyss. One side has a distinctive Freljord style, and the other side has the silhouette of the Watches. To me this is much more distinct and readable than just a color shift. Great Point.



Follow-up: Art decisions on the Howling Abyss


RiotForScienceButton Rioter RiotForScience: We considered going right to left on Howling abyss. There is a visual hit that you take when you go to that orientation. It was eventually abandoned in favor of something more similar to the old Proving Grounds map. But I agree with you there are some design advantages to that decision. It is an even harder problem in the context of SR. If you flatten out the mid lane by rotating the map 45 degrees, you put the top and bottom lanes at 45 degree angles instead.

Concerning Lanterns, our current approach to environment art is to do as much unique custom art as is possible so seeing one prop so much that it is annoying is probably not going to happen anymore.



Weather effects, destructible environments


RiotForScienceButton Rioter RiotForScience: “I would love to see destructible environments, night and day cycles that are noticeable and weather effects like rain, snow and dust storms. Hazardous environments would be cool. And things on the map that act randomly that can push, root and knock up your champ in a non predictable manner. All of which impact game play in some form or another. Like dust storms could limit your view distance as would night. Snow could cause your champ to slide a bit. Lightning that would randomly reveal the fog of war in some parts of the map. Or acid rain that randomly leaves puddles on the ground that could damage you if walked on for a set amount of time”

Great ideas. Some of these have been on our radar for a while. We are trying to find the right application for varient gameplay modes.



Follow-up: Clarifying the statement


RiotForScienceButton Rioter RiotForScience: We will not add any novel gameplay into SR. We believe in the integrity of the map. Adding environmental Hazards, incidental changes to the fog of war, random events of any kind are completely out of the question.

The context of my comment was if we would ever add those ideas to any map, which we might. Most likely in the context of a brand new map variant. But we have no plans to do so.



Bring the towers from Howling Abyss to Summoner’s Rift


RiotForScienceButton Rioter RiotForScience: “The towers on Howling Abyss are profoundly awesome though — they should be considered as a basis for a new iteration”

I am glad you liked those towers. We were initially going to add them in a future patch, but one of the artists here felt like Howling abyss would be much better if they were included in the initial shipped level. He busted his butt to get them in and I think the map is much better for it.

That being said we would not use them as the basis for future towers because they are themed for the story of Howling Abyss. If you look at the towers you will see a lot of details that explain the conflict between the Watchers and the Ice-born. We intend for future towers will be specific to the context in which they will be used.

There have been several posts that focus on speculation about potential future projects. I would prefer that we keep this discussion to feedback on Summoner’s Rift. What do you like about the map? What would you like to see changed? If you could change something, what would you change it to be?



Visual improvements to Dragon


RiotForScienceButton Rioter RiotForScience: “Dragon should look like it comes from the same fantasy world as Shyvana.

Seriously, their anatomies are completely different. You guys need to decide if dragons in Valoran have two legs or four legs. There is very little consistency in this game’s art sometimes”

We actually deliberately try to separate creatures from champions. We want to keep Shyvanna’s dragon form unique to Shyvanna. I agree with you about consistancy. From an Environment perspective we are working to create a cohesive look to our maps, and that is going to be a ongoing effort.




Champion/Skin Sale – Expires August 5th


Sale August 5

Enjoy the following champions and skins at a discount until August 5th!


Champions:


  • Malphite – 292 RP
  • Malzahar – 440 RP
  • Syndra – 487 RP



Defender Leona – 375 RP


Defender Leona


Galactic Nasus – 260 RP


Galactic Nasus


Nemesis Jax – 487 RP


Nemesis Jax



Missed any recent updates? Check here!


Patch 3.10 – Big Changes to Elise/Master Yi/Ryze/TF, New MR Items, Jungle Nerfs // Rioters discuss Skarner and Rengar!

Ask Lyte: Positive/Negative Players and State of Tribunal; Spellbreaker removed, Tristana’s E and Season 4 Changes!

PBE: Nerfs to Vayne and AP Lucian, Xypherous on Phage, Arcane Helix, LoL’s New Site, Update to Olaf’s Kit and the latest Sale!

PBE Updates explained, Morello on Janna/Aura items, Xelnath examines Rengar, Future Caitlyn

PBE: Golem Spirit Nerf, Morello on Poppy/Karma/TF/Jungle Issues, New Rengar buffs


tristana banner

 

Lead Social Systems Designer Lyte talks about dealing with toxic players, where they are the majority, the state of the Tribunal, the effects of Behavioral Alerts and Restricted Chat Mode, awards for positive players, as well as his own life and profession. In other news, Spellbreaker gets removed from PBE, Xypherous discusses Tristana‘s Explosive Shot and Morello tweets about upcoming Season 4 changes!

 

PBE Update: Spellbreaker Removed
Ask Lyte: Community Features, The Tribunal & Dealing with Toxic Players

Upcoming Season 4 changes

Explosive Changes – Xelnath on Tristana’s E

 

 


PBE Update: Spellbreaker Removed


 

Spellbreaker_item
Spellbreaker

 

  • Grants 40 Attack Damage, 25 Magic Resist and 20% Crit Chance
  • Builds out of an Avarice Blade (800 gold) and Hexdrinker (1350 gold)
  • Recipe Cost: 650 gold || Total Cost: 2800 gold
  • Melee only
  • Unique Passive: Tenacity - The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.
  • Unique Active: Lifeline - Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown)

 

This item has been removed from the PBE, most likely for further polishing before hitting live servers. 

 

 


Community Features, Tribunal & Dealing with Toxic Players


 

Riot logo decoration

Lyte shares his extensive research on which systems have proven effective at dealing with negative players and which haven’t, the State of the Tribunal, rewarding positive behavior, Restricted Chat Mode and more.  Lots of subjects being discussed, so I’ve broken them down into categories.

 

 

 

LyteButton Rioter Lyte: Hey Summoners,

I’ve been busy working on Champion Select solutions with the Player Behavior team and it’s been awhile since I’ve visited the forums. Although we’re making progress on Champion Select, a lot of experiments have happened in the past few months!

 

For example:

Restricted Chat Mode went live!

Some results from Restricted Chat Mode are here:

Behavioral Alerts is one of the latest experiments, and is explained here:

We recently gave a talk sharing some of our lessons in the past year regarding shaping player behavior in online games at GDC 2013, and the talk is available here:

“The Science Behind Shaping Player Behavior in Online Games”

It’s been getting difficult trying to answer questions across several threads, so I’m hoping to answer any questions players might have about player behavior, matchmaking, or life in general being a scientist in the gaming industry in this thread.

 

 


Dealing with Negative Players


 

 

Why does negativity have a bigger emotional impact than positivity?

 

LyteButton Rioter Lyte: Well, we know from research that negative events tend to weigh heavier in the mind and memory than positive events. Some research suggests that it takes up to 4 to 11 positive events to ‘override’ a negative event.

In addition, more players tend report negative events than positive events. Consider how many people call an internet provider to congratulate them on great service versus the number that call an internet provider to complain that the service is down.

 

 

Has there been a decrease in toxicity in Ranked?

 

LyteButton Rioter Lyte: Toxicity levels in Ranked are generally higher than other game modes, but we haven’t really seen significant differences in toxicity levels between low or higher level Ranked games.

 

 

 

 

Have ranking-colored borders affected the level of toxicity in games?

 

LyteButton Rioter Lyte: When borders were first launched, quite a few players gave feedback that border colors increase toxicity; however, we ran a few studies and saw that this wasn’t the case. Players with ‘lower’ border colors did not receive any additional harassment or reports compared to the players with higher border colors in the same game.

 

 

 

Aren’t premade players the core reason for toxicity in-game?

 

LyteButton Rioter Lyte: We’ve actually run studies on premade compositions and how they interact with solos, and we agree some combinations are prone to more toxicity than others.

We’ve adjusted matchmaking so that premades face premades more often, and the vast majority of premade-5s only face other premade-5s; however, premade-4s are a more difficult case that we’re still working on better solutions for.

 

 

Is there a connection between a player’s behavior and his/her win ratio?

 

LyteButton Rioter Lyte: Generally, players who are positive (or more sportsmanlike) win more games than players who are neutral or negative. Players who are neutral (or hardly talk) tend to win more games than players who are negative.

We’re hoping to talk more about these specific stats in the future.

 

 

 Why are you changing your perma-ban policies?

 

LyteButton Rioter Lyte: Actually, the main reason we’re moving away from permabanning players is because it’s not the ideal punishment in a free to play game. A percentage of players never come back, but a percentage of players simply make new accounts and shift their toxicity to our low level population–this is a terrible experience for our new players.

We’ve found that systems like Restricted Chat Mode are better punishments because they allow players to still play on their main accounts but in ‘shielded’ states where they can work on improving their behaviors.

 

 


Features for Positive/Neutral Players


 

 

 Will you provide a “self-mute” option for players?

 

LyteButton Rioter Lyte: We’re debating whether we want to expand Restricted Chat Mode and allow players to opt-in to Restricted Chat. Ultimately, we want players to improve their behaviors until they don’t need Restricted Chat Mode, and there’s concern that players who opt-in to Restricted Chat actually don’t improve their behaviors and are happy staying in Restricted Chat Mode forever.

However, maybe having some players stay in Restricted Chat Mode forever is still better than nothing at all, so it’s worth considering.

 

 

Any plans to add gifts for positive players?

 

LyteButton Rioter Lyte:  During Christmas of 2012, we handed out special Santa Baron Summoner icons for positive players in the community. We’re definitely looking forward to doing more things like that in the future.

We also sent out statues and posters signed by the player behavior team to positive members of our community. Maybe some players who got them can describe their experiences here 

 

 

Will you share more details about the Optimus and Honor systems?

 

LyteButton Rioter Lyte:  We’re very interested in sharing more data about Optimus and Honor. We’re working with our teams to figure out the best venue to share them whether it’s a blog post, a future talk, or even just a forum post.

 

 

 

 

Can you add a “Solo Queue without Premades” matchmaking option?

 

LyteButton Rioter Lyte:  We’ve talked about whether we want a true Solo Queue in the past, but when we looked at the data a large number of players play Ranked in Duo Queue, and only play Ranked because of Duo Queue.

Regardless, this is more of a question for RiotSocrates.

 

 

Suggestion: Implement a “mercy system” for teams with a leaver/AFK-er

 

LyteButton Rioter Lyte:  It’s an interesting idea, but what’s the value proposition to the team with 5 players? Is a counter in the profile really worthwhile for players to offer mercy? Does the team with 5 players get full rewards (XP/IP/LP) when they successfully offer mercy to a team? If we continue developing ways to reduce the number of Leavers/AFKs in games, is this feature still worth making?

Lots to think about.

 

 


The Tribunal


 

 

 Where does the Tribunal struggle currently?

 

LyteButton Rioter Lyte: The Tribunal isn’t perfect, and I’m one of the first to admit that. In fact, speed is probably one of the greatest weaknesses of the Tribunal. The best turnaround times for Tribunal cases is about 7 days, but as you noticed, some cases can take up to 4-6 weeks to process depending on the specific case and whether additional Player Support review was necessary.

 

There definitely is room for improvement when it comes to Tribunal speed, but for the next little bit the Player Behavior team is going to focus on Champion Select. To us, this is the right call because we’ve seen data that a lot of toxic games originate from Champion Select and if we can solve the problems of time pressure and hostility there, maybe we can greatly reduce the number of players that ever need to enter the Tribunal to begin with.

 

 

Will the Tribunal feature pre/post-game Chat Logs?

 

LyteButton Rioter Lyte:  We’re focusing most of our time on Champion Select solutions, and right now they don’t include putting more chat logs into the Tribunal.

 

 

 

 

Are dishonest reports taken into account when reviewing a case?

 

LyteButton Rioter Lyte:  The current report system takes into account the validity of each report. Players that throw out blatant false reports often have 0 weights on their reports, so their reports don’t do anything.

 

 

 

 Why aren’t pre/post-game Chat Logs for the Tribunal a priority?

 

LyteButton Rioter Lyte:  It all comes down to pragmatism, and what we believe will have larger impact on player behavior in League of Legends.

Adding pre/post game chat logs to Tribunal is X positive value, but the Tribunal only targets and affects the worst, most toxic players on a particular server (which is approximately 2-7% of players, depending on how you define the toxic players). However, if we analyze Champion Select, a large, large number of games have arguments or toxicity that originates from Champion Select. If we solve this particular problem, we’ll see value that is easily 10X or 20X the effects of adding pre/post game chat logs to the Tribunal.

 

 

 If a player spams “Punish” and is correct 9 times out of 10 by chance, are there any consequences for his Tribunal privileges?

 

LyteButton Rioter Lyte:   In the 10% of cases that he got wrong, how many were ‘obvious’ Pardons? If there were a few, this player should probably stop spamming Punish because they are getting caught by the obvious Pardon cases and may lose their privileges to vote.

 

 

 

 


Behavioral Alerts


 

 

Are Behavioral Alerts in effects?

 

LyteButton Rioter Lyte: Yes, Behavioral Alerts are live. We’ve been keeping a close eye on the data, and should have more to say about it soon.

 

 

 

 

Suggestion: Make the Behavioral Alert activate when a player transitions from “positive” to “neutral”

 

LyteButton Rioter Lyte:  It’s an interesting idea, but I’d want to be careful to not label or create an association that being ‘neutral’ is bad. A large number of players don’t speak often in games, and could be considered ‘neutral’ and that’s completely OK. Although going from ‘neutral’ to ‘positive’ is awesome, slipping from ‘positive’ to ‘neutral’ isn’t a negative event in my mind. I’m open to discussion on this point though!

If every player in League of Legends were neutral or positive, I’m happy.

 

 

Are the Restricted Chat Mode and Behavioral Alert systems still subject to improvement?

 

LyteButton Rioter Lyte:  We’ve been consistently tweaking the numbers of Restricted Chat Mode and Behavioral Alerts. Even though we do a lot of preparation and research to determine initial values for the systems, it’s never easy to simulate a live environment.

We’re very open to feedback on Behavioral Alerts in particular right now and whether they can be more frustrating than helpful.

 

 


Restricted Chat Mode


 

 

Has Restricted Chat Mode had an effect on the amount of bans issued?

 

LyteButton Rioter Lyte:  After Restricted Chat Mode went live, we’re seeing about 75% of players ‘reform’ after their initial punishments from the Tribunal. Because players are reforming after their first or second Restricted Chat Bans, there definitely are far fewer permanent bans being handed out.

 

 

 

 

Suggestion: Restrict chat for a player while he/she is dead

 

LyteButton Rioter Lyte:  This is a really interesting idea, and we agree that toxicity tends to spawn a bit more after a death–part of this is because a player has very few options other than chat available to them during a death.

I’ll have to think more about the idea of restricting chat during death.

 

 

 Suggestion: Allies to have the ability to un-mute Players who use Restricted Chat Mode

 

LyteButton Rioter Lyte:  We agree, there was a concern that maybe Restricted Chat Mode was too restrictive and could hinder teams that restricted players are on; however, a large number of players only use Smart Pings and short commands like “ss” or “mia” during their matches, and that’s sufficient for communication in League of Legends.

We’re taking a look at data from Restricted Chat players to see whether they lose more games or their teams to show less teamwork, but we haven’t finished the study yet. We’re more than happy to tweak Restricted Chat Mode if this study shows that restricted players tend to hurt their team’s performance.

 

 


Off-topic: Other Features & Personal Questions


 

 

Will we see improvements to Champion Select?

 

LyteButton Rioter Lyte: We’re not ready to talk about our Champion Select ideas just yet, but most of the Player Behavior team is working on this problem.

Our recent discussion on Champion Select is here:
http://na.leagueoflegends.com/board/…php?p=35559365

 

 You can read more about the initial announced changes here.

 

 

Why can’t we trade skins?

 

LyteButton Rioter Lyte:  This is more of a question for Hippalus, our Director of eCommerce.

 

 

 

 

 

How does your knowledge on Psychology translate into your work in video games?

 

LyteButton Rioter Lyte:  I have a pretty heavy Psychology and Neuroscience background from Bachelors to PhD; however, my type of position in the industry is getting more popular and common with time. As the industry moves more and more towards online multiplayer games, player behavior is simply going to be a problem that needs to be challenged and addressed in every online game.

 

Psychology is one of those fields that can be useful in a variety of positions. If you are an expert in Industrial or Organizational Psychology, you might have a position in Human Resources or Facilities figuring out the best way to organize desk layout to maximize interactions between talented people. The thing about Psychology is that it isn’t really about the facts or raw knowledge you learn–it’s about learning how to break down problems, and critically measure things that are difficult to quantify such as human behavior.

 

 

Can you describe your average day?

 

LyteButton Rioter Lyte:  Everyday is different for me these days, but the most important thing is that I’m learning something new everyday. One day, I’ll be working in the trenches with the player behavior team trying to work on the latest project. Another day, we’ll be spinning up a research project with a university lab to see how insights and research from League of Legends can inform and change the world of science. Or another day, we might be trying to fix a unique player behavior situation in Southeast Asia that we haven’t seen anywhere else.

 

 

Is “positive” data being gathered?

 

LyteButton Rioter Lyte:   We’re definitely interested in data on how players are making new friends, and how they are playing games with their friends.

We really want to create more opportunities for players to meet new friends in the future–to us, the best experiences in League of Legends are games when you hop on with a few friends.

 

 

You can read additional information on these topics here:

 

 


Upcoming Season 4 changes


 

morello decoration

 

Morello dropped a few tweets on plans to revamp some of the League’s currently neglected systems in Season 4!

 

 

Tweet - Season 4 Prototypes Starting

 

Tweet - Gathering Feedback

 

Tweet - Upcoming Ward, Jungle and Support Changes

 

Tweet - No visual remakes of Maps

 

 


Explosive Changes – Xelnath on Tristana’s E


 

tristana decoration

Xelnath shares his thoughts on improvements to Tristana’s clunky E. The current suggestion is an on-hit DoT ability.

 

 

Possible Quality of Life change

 

Xelnath Button Rioter Xelnath: What would you guys think if Tristana’s E was changed into a buff that added the DoT to your next auto attack?

 

 

 

Follow-up: E cannot reset Auto-attack

 

XelnathButton Rioter Xelnath: Couldn’t be an AA reset.

 

 

 

 

Won’t this nerf her W-E quick combo?

 

XelnathButton Rioter Xelnath: Incorrect. You could prime it before the jump.

 

 

 

 

Why can’t her E reset her AA timer?

 

XelnathButton Rioter Xelnath: Tristana’s burst is already high, character kit can’t afford an AA reset.

However, you’d get the same damage in the same window, without the targetting clunkyness. Could also make it so the proc couldn’t be spent except on champions.

 

 

 

Missed any recent updates? Check here!

 

PBE: Nerfs to Vayne and AP Lucian, Xypherous on Phage, Arcane Helix, LoL’s New Site, Update to Olaf’s Kit and the latest Sale!

PBE Updates explained, Morello on Janna/Aura items, Xelnath examines Rengar, Future Caitlyn

PBE: Golem Spirit Nerf, Morello on Poppy/Karma/TF/Jungle Issues, New Rengar buffs

PBE: Karma changes/ New TF Passive, Rioters discuss Olaf, Rengar and Warwick reworks

Rengar Changes, Yorick’s new Kit, Aegis/Locket Talk, Free Transfer to Russian Server

 

Welcome to Tribunal Cases of the Weak. Every week you’ll get the best/weirdest/worst Tribunal cases. As always, purple text is the accused, green text is the team-mates, and red is the opponents. The title of each case is a link to the full Tribunal case, but don’t click through unless you’re ready for NSFW language. Unsure of what the Tribunal is or how it works? Read Riot’s FAQ.

 

There was a potentially overlooked change in the last patch, Patch 3.06:

Boots_of_SpeedBoots

  • Limited to 1 Boots item at a time

This change may have ruined the dreams of trolls.  No longer can six boots of mobility Master Yi terrorize players everywhere.  This marks the end of an era, and to say goodbye we look back on some of multi-booted that have graced the hallowed pages of TCotW.

 

Case #5: “Nid”ing a Ban submitted by Geonice from Volume 20

This Nidalee is guilty of basically ever violation possible.  According to Geonice, her inappropriate name was “HomoBut”.  Then there’s the intentional feeding:

nid2

There’s also the verbal abuse:

nid4

She got seven reports out of a possible nine.  This Nidalee was a real beast.

PunishWarning

 

 

Case #4: Putting the “Intent” in Intentionally submitted by LuBuFu from Volume 13

This case has been submitted by an observant NA Tribunal judge.  In his words: “So, what makes this case interesting? Well let’s start with [an] average of 5 reports a game… That’s a lot…”  Reports like:

lufubu1

LuBuFu goes on to ask, “So, what could have caused this?”

lufubu2

Multiple mobility boots huh?  That last Pantheon must have been running on all fours.

PunishWarning

 

 

Case #3: A Game of Cat and Mouse from Volume 13

The Lux in this game had a bad score and what appears to be a troll “build”.

lux2

And what is the explanation for four pairs of boots, 20 deaths and no CS?

lux1

Well, that makes sense.  Maybe the four pairs of boots were for the cat.

PunishTime Ban

 

 

Case #2: The Feeder submitted by Vokuhilla fromVolume 18

Vokuhilla passed this case along because of the direct and obvious feeding.  What kind of feeding?

feeding1

While sprinkling in fun comments like:

feeding2

Not much to discuss here:

PunishTime Ban

 

 

Case #1: The Cobbler submitted by AmudielWW from Volume 15

Another submission by AmudielWW, who sent in one last week as well.  In this case, Dr. Mundo has developed a shoe fetish.

mundo1

Intentionally feeding and spending all the money on shoes, he really is the Madman of Zaun.  There isn’t much of an explanation in the chat, other than:

mundo2

Mundo goes where he pleases, but apparently this Mundo needs six boots to get there.

PunishTime Ban

 

 

RIP Mundo’s Shose Shop.

 

That’s all for this week! We’ll be back next week with another round of Tribunal Cases of the Weak.

Have a case you think should be included? Send your submissions to tribunalcasesoftheweak@gmail.com. Be sure to include the case number and region, your summoner name, and explain what makes it interesting.

Welcome to Tribunal Cases of the Weak. Every week you’ll get the best/weirdest/worst Tribunal cases. As always, purple text is the accused, green text is the team-mates, and red is the opponents. The title of each case is a link to the full Tribunal case, but don’t click through unless you’re ready for NSFW language. Unsure of what the Tribunal is or how it works? Read Riot’s FAQ.

 

Case #5: The Master of Feeding

This player really has figured out how to feed.  His motivations are unclear, but the results can’t be questioned:

yi1

42 deaths, now that’s some serious feeding.  He did ask one question:

yi2

The Tribunal sure loves punishing players like him:

PunishWarning

 

 

Case #4: Unhappy Ending

Unlike the case before, this player didn’t give you a lot of notice that something terrible was coming.  Right at the end of the game, this player likes to add:

sej1

That was game two.  Here is game three:

sej2

And here is game four:

sej3

And here is the punishment:

PunishTime Ban

 

 

Case #3: Spamalot submitted by HDDragon

HDDragon, for reals this time (sorry Geonice!), passed along this case, saying: “Oh…my…goodness… I have never seen such spamming!!”  Frankly, it’s hard to do this case justice.

spam1

Imagine someone doing that, over and over, for 30 minutes.  The mute feature was made for people like him…  But he did sprinkle in a little:

spam2

The Tribunal got the last laugh here. Tribunal es # 1.

PunishWarning

 

 

Case #2: Worst Troll of the Week

You may have read about Restricted Chat mode in a NoL article recently.  The basic idea is to limit the number of times a player can speak in chat as a way to instruct them on being more polite.  This is rehabilitation, as opposed to the banning system previously in place. For example, you take a player who says things like this:

chat1

And instead of giving them a Time Ban, you give them limited chat.  Now there have been cases of this working on the official forums, but in this case…

chat2

Yeah…  This player doesn’t look like he’s reforming any time soon.

PunishTime Ban

 

 

Case #1: Permaban of the Week

Our permaban of the week shows just how ineffective bans can be. This is certainly not this player’s first account. On this smurf, he feeds like crazy:

10minutemail1

And his motivation isn’t exactly pure:

10minutemail2

And he’s definitely not afraid of the other players or the Tribunal. He even tries to recruit his fellow smurfs into trolling too.

10minutemail3

You can see the dilemma Riot is in. Permaban these trolls and they just create new accounts and terrorize new players. Restrict their chat and some will just troll anyway. Hopefully with enough data they can figure out which one to give to whom. So remember to report the trolls you see, and if you have some time, judge some players in the Tribunal. The next game they ruin could be yours.

Punishpermaban

 

 

That’s all for this week! We’ll be back next week with another round of Tribunal Cases of the Weak.

Have a case you think should be included? Send your submissions to tribunalcasesoftheweak@gmail.com. Be sure to include the case number and region, your summoner name, and explain what makes it interesting.

Welcome to Tribunal Cases of the Weak. Every week you’ll get the best/weirdest/worst Tribunal cases. As always, purple text is the accused, green text is the team-mates, and red is the opponents. The title of each case is a link to the full Tribunal case, but don’t click through unless you’re ready for NSFW language. Unsure of what the Tribunal is or how it works? Read Riot’s FAQ.

 

Case #5: Darkly Dreaming Darius submitted by Moobu

Moobu sent along a case of a very demented Darius.  There are five filthy games within, but the fourth game is particularly awful.  The accused is on a smurf and isn’t very happy about having to duo-top with Garen.

cards1

How would he get Garen’s credit card numbers you might ask?

cards2

He works for Riot, that could give him access.  Or does he:

cards3

Works for Riot and is undetectable by the police.  Watch out community, cause he’s still out there:

PunishWarning

 

Case #4: The Terror of Twisted Treeline submitted by Elephox

Elephox summed up this case nicely: “This guy seemed to be a riot. Not only did he accuse the enemy team of being hackers, he called the enemies “cowards” and “gipsys” and repeatedly offered “10k Euros” for a variety of objects, from Jax to Fiddle to “family tags.” I think there was something mentally wrong with this player. I now understand why most people avoid the Twisted Treeline.”

gypsy1

That’s six minutes into a game when he starts losing lane to Jax.  But it gets personal:

gypsy2

10k euros, that’s some serious money.  But what does he mean?

gypsy3

Instead of that hackers home address, all it seems like he got was:

PunishTime Ban

 

Case #3: Obvious Troll is Obvious

How obvious?  Here are the scores:

fed1

Blatant feeding.  How ’bout the chat:

fed3

He’s just begging for it:

PunishTime Ban

 

 

Case #2: Worst Troll of the Week

Game 1 of this case features seven reports.  Most games, no matter how foul, tend to have one or two reports.  To get seven, you have to really be making people mad.  Perhaps by feeding:

caitlyn1

Check.  And then some verbal abuse:

caitlyn2

Check.  Followed by some sexual taunting:

caitlyn3

Check again.  And Xin gets to the core of the matter.  Caitlyn just doesn’t care, which makes her a crappy teammate when things start going badly.  She’s on her way to a permaban at this rate.

PunishTime Ban

 

Case #1: Permaban of the Week submitted by Geonice*

Another great submission by Geonice*.  You hear a wide-variety of excuses when people start playing badly.  Mostly players seem to blame other players, like the jungle or the support.  This player suspects his opponents are the cause of his problems:

hacker2

A little paranoia with your flaming.  Now we’re getting somewhere.

hacker3

Some narcissism with your paranoia?  But wait, there’s more:

hacker1

Now we’re there, a narcissistic paranoid racist.  The top 3% of ranked is going to have to go on without him.

Punishpermaban

 

*Earlier versions of this article mistakenly did not credit Geonice for this submission.

 

That’s all for this week! We’ll be back next week with another round of Tribunal Cases of the Weak.

Have a case you think should be included? Send your submissions to tribunalcasesoftheweak@gmail.com. Be sure to include the case number and region, your summoner name, and explain what makes it interesting.

Welcome to Tribunal Cases of the Weak. Every week you’ll get the best/weirdest/worst Tribunal cases. As always, purple text is the accused, green text is the team-mates, and red is the opponents. The title of each case is a link to the full Tribunal case, but don’t click through unless you’re ready for NSFW language. Unsure of what the Tribunal is or how it works? Read Riot’s FAQ.

 

Case #5: Chemical Imbalance submitted by That One Six

The latest submission from That One Six brings us the story of an unhinged Singed.  “This Singed started raging at 3 minutes in because someone went Karthus top, and once the ball started rolling, there was no stop.  He made racist comments, used every swear in the book, and couldn’t find the caps lock key.”

singed1

There some of the fun early raging.  Here is the racism:

singed2

And here is when he really loses the caps-lock key:

singed3

This is one Mad Chemist.

PunishWarning

 

 

Case #4: Not So Radiant Dawn submitted by HDDragon

HDDragon sent this along with a short note: “Someone left their caps on!!!!”.  Four exclamation points seemed promising, but how much all-caps shouting can there be?  Well, in this case, three whole games of it.  Like this:

caps1

And here is some in all-chat:

caps2

Three whole games of non-stop shouting.  Needless to say, no one appreciated all the flaming.

PunishWarning

 

Case #3: “Nid”ing a Ban submitted by Geonice

This Nidalee is guilty of basically ever violation possible.  According to Geonice, her inappropriate name was “HomoBut”.  Then there’s the intentional feeding:

nid2

There’s also the verbal abuse:

nid4

She got seven reports out of a possible nine.  This Nidalee was a real beast.

PunishWarning

 

 

Case #2: Worst Troll of the Week

This player defines spamming.  In the second game, he is unhappy with how the game is going and keys in on a phrase:

spam1

Irony, thy name is LoL spammer.  In game 1, this player got ahead early and decided to rub it in:

spam2

The above are just samples, he does this for 20 solid minutes in both games.  But don’t worry, he ends each game with:

spam3

The Tribunal isn’t sorry either.

PunishTime Ban

 

Case #1: Permaban of the Week submitted by lxlslay3rlxl

This permaban is a nice example of people eventually getting what they deserve.  Permabans are only given after a number of warnings and time bans have been applied.  Even then, Riot reviews each permaban.  While you will often see Warnings and simple Time Bans shown in the column, trolls eventually get the permaban they justly deserve.  Does this behavior seem familiar?

deserved1

The obvious feeding and troll builds.  What about some 1v1 me noob?

deserved2

And some racism and strangely sexual chat?  Or perhaps trolling Soraka top in a ranked game?

deserved3

It adds up, eventually.  Players earn their Permabans through repeatedly behaving badly and refusing to change.  Hope it was worth it.

Punishpermaban

 

That’s all for this week! We’ll be back next week with another round of Tribunal Cases of the Weak.

Have a case you think should be included? Send your submissions to tribunalcasesoftheweak@gmail.com. Be sure to include the case number and region, your summoner name, and explain what makes it interesting.

Welcome to Tribunal Cases of the Weak. Every week you’ll get the best/weirdest/worst Tribunal cases. As always, purple text is the accused, green text is the team-mates, and red is the opponents. The title of each case is a link to the full Tribunal case, but don’t click through unless you’re ready for NSFW language. Unsure of what the Tribunal is or how it works? Read Riot’s FAQ.

 

Case #5: The Boobie Prize submitted by mhykah

This tribunal case was submitted not just because of intentional feeding but because “in Case #2 the reported seems to have found an alternative to surrendering by re-purposing wards”.  Here’s the feeding:

rivenfeed1

And here is the unusual use for wards:

rivenfeed2

And here is the Tribunal’s judgement:

PunishTime Ban

 

Case #4: The Enigma

Here is some straightforward feeding, the score speaks for itself:

why2

And here is this player’s retort when he’s threatened with reports:

why3

And he’s right, the Tribunal is relatively powerless over this kind of player.  But you have to wonder, like this reporter said:

why1

It is confusing, but some people just want to watch the world burn.

PunishWarning

 

Case #3: The Serial Flamer

Speaking of burns, this case showcases how not respond to being flamed.  This Ashe has to go solo-bot in a low-level game.  He’s not getting the support he wants from his team and decides he just wants the game to be over:

ashe1

His team responds negatively to his negativity, and the flame war is on from there:

ashe2

He’s then threatened with reports for the language above, to which he responds:

ashe3

Clearly he knows how this process works and what’s coming if he keeps behaving badly.

ashe4

Unfortunately, he has the common misconceptions of players who hear about the Tribunal but don’t use it.  Sweaty nerds or not, the consistent flaming got him a very familiar:

PunishTime Ban

 

 

Case #2: Worst Troll of the Week

This player doesn’t even have the excuse of being “provoked”.  He views bad play as “trolling” and he just starts ripping into his teammates:

cho1

His all-caps yelling didn’t seem to improve the situation, so he moved on to:

cho2

Complaining to the other team for sympathy.  That also didn’t seem to help, so then:

cho3

Some very direct (and racist) insults; also not very effective at making his team play better.  So then:

cho4

At the end of the game he gives up.  Riven’s sentiment is probably correct.  No one is perfect, but bad play wasn’t trolling, it was just someone playing badly.  Either way, yelling at them wasn’t going to help anything.  But something tells me this player knows that already and doesn’t care.

PunishTime Ban

 

Case #1: Permaban of the Week submitted by Joux

Joux sums up this permaban succinctly: “Apparently, everyone is a failed abortion”.  But in addition to that “friendly” sentiment, this player had this to add:

swaggin1

He’s swaggin’, but he’s also insultin’:

swaggin2

And all that swag couldn’t save him from a deserved permaban:

Punishpermaban

 

That’s all for this week! We’ll be back next week with another round of Tribunal Cases of the Weak.

Have a case you think should be included? Send your submissions to tribunalcasesoftheweak@gmail.com. Be sure to include the case number and region, your summoner name, and explain what makes it interesting.

Welcome to Tribunal Cases of the Weak. Every week you’ll get the best/weirdest/worst Tribunal cases. As always, purple text is the accused, green text is the team-mates, and red is the opponents. The title of each case is a link to the full Tribunal case, but don’t click through unless you’re ready for NSFW language. Unsure of what the Tribunal is or how it works? Read Riot’s FAQ.

 

Last week’s post generated a lot of comments about the Tribunal being too strict and inconsistent.  Many left comments and sent emails decrying the unfairness of the Tribunal and demanding that it be removed, changed or fixed.  Others responded with a flood of submissions detailing horrible offenses actually worthy of bans.  Below are five submission from readers like you.

 

Case #5: The Queen of Rage submitted by That One Six

That One Six says, “I can’t even begin to describe the level of rage this guy expressed in his Elise game.  He was hyper racist and openly malicious towards his fellow players.  He deserved a permaban, in my eyes, but this is probably the worst I’ve ever seen in my 2,500 cases judged.”  Here’s a sample of this player’s behavior:

elise1

And:

elise2

And:

elise3

The Tribunal probably didn’t have to think too long on this one:

PunishTime Ban

 

 

Case #4: The Misplaced Rager submitted by Mashedi

Mashedi sent along this guide to his submission.  “I got a very funny one for you.  Just take a look at the 2nd game, it starts with:

irelia1

and ends with:

irelia2

Do I need to say anything more? quite obvious.”  The only thing to add is this gem from just before the end of the game:

irelia3

Well, she got what she wanted:

PunishTime Ban

 

 

Case #3: The Gatekeeper submitted by Tirain

“This is hilarious because he claims he has anti ban runes per level and flat quints that cost 56k IP each.  He also claims to be the plat gatekeeper and not let “trash” players finish their series in a win.”

Looks like the Ez stopped trying part way through the game, and started feeding the towers:

ez1

And then claimed he was losing on purpose to prevent his team from getting promoted:

ez2

And finished that up by claiming his anti-ban runes would save him:

ez3

You can see where this is going.

PunishTime Ban

 

 

Case #2: The Feeder submitted by Vokuhilla

Vokuhilla passed this case along because of the direct and obvious feeding.  What kind of feeding?

feeding1

While sprinkling in fun comments like:

feeding2

Not much to discuss here:

PunishTime Ban

 

 

Case #1: Worst Troll of the Weak submitted by KDragon5

“This summoner swore consistently in his games, did not manage to say anything positive, and repeatedly used the N-word in all of the games in this report.  Also, he/she was reported in 36 times in 5 games.  Thats an average of more than 7 reports PER GAME.  I have never seen a case with this many reports, or this many reports per game.”

Here’s a sample report page:

worsttroll1

That’s nine reports in this one game.  To say that another way, this guy was so bad everyone else in the game reported him.  Now that’s some epic trolling.

PunishTime Ban

 

No Permabans submitted this week, but there doesn’t have to be to get the point across.  The Tribunal is a community enforcement tool, one that is designed to reflect the mores of the players.  It’s also designed to give toxic players a chance to reform.  It’s not perfect, but Riot would say that it’s making the game a better place.  The best way to “fix” the Tribunal is for everyone to use it.  So if you have some free time this week, pop over to the Tribunal and see what your fellow players are doing in games.  Punish a troll because the next game he ruins could be yours.

 

Have a case you think should be included? Send your submissions to tribunalcasesoftheweak@gmail.com. Be sure to include the case number and region, your summoner name, and explain what makes it interesting.