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[FEATURED] Behavior Alerts - Nudging players back on track Lyte
05-03-2013 08:08 AM
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Lyte

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05-03-2013
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Quote:
Originally Posted by Omega Facade View Post
How about you tackle your matchmaking problem? I guarantee you at least 90% of rage is due to being with bad team mates. We just need the baddies to stay playing with the baddies.... instead of bringing out 10,000 champs just work on this. I beg you!
The average person believes they are better than they are (by over 150 MMR!). The average player in League of Legends has bad games, but believes they rarely cost their team the match. These types of attitudes are known as cognitive biases. This isn't necessarily a problem with matchmaking.

Everyone here has bad games, and you have games where others think you are the bad teammate too--we need to figure out how to break this perception that we are always the best player in our games because we're not.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
05-03-2013 08:02 AM
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Lyte

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Quote:
Originally Posted by Ephemis View Post
I'm not talking about negativity in the game. I'm talking about the attitude of the people in threads such as this. Every time a new red thread on the tribunal is made I see more hostility, and more hostility directed back at those disgruntled people. Riot also cares less and less about the feedback they don't agree with both times.
This feature is independent from the Tribunal. Secondly, we respond to posts that are constructive, and have valid discussion points. If you want to discuss your permaban, let's discuss it. There's no value to the rest of the community if you are negative without substance.


The true evolution Solcrushed
05-03-2013 03:35 AM
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Solcrushed

Live Balance Designer

05-03-2013
5 of 20 Riot Posts

Quote:
Originally Posted by Orothrim View Post
Is it sad that just seeing a response on this thread has turned an otherwise ****ty day into a really exciting one?
Yes, you guys deserve better.


The true evolution Solcrushed
05-03-2013 03:05 AM
General Discussion

Solcrushed

Live Balance Designer

05-03-2013
4 of 20 Riot Posts

Quote:
Originally Posted by MostlySilent View Post
Other than his augments, do you plan on keeping his gameplay the same?

I honestly feel he functions extremely well as a champion and is probably overpowered on account of his numbers are insane. He's got a fun playstyle that I like. I don't really mind buying Augment: Death every time either, I get the decision making isn't there that was intended, but is that really an issue if he works anyway as a champion?


He pokes and kites extremely well with very strong wave clear as well as absurd team fight power, with the tradeoff being a weakness to assassins not hindered by slows, terrible base stats, generally wanting to get dangerously close to dump his combo, and a lack of offensive utility. (Zoning with Gravity Field is great, but it isn't exactly Annie's Tibbers.)

That said, I really love how he plays right now and I hope you don't change too much.
Pretty much, I do not see myself changing his base spells too much other than synching ranges ./ moving things around a little.

He will always be a very high skillcap champion unless I decide to change his laser, and I don't plan to become minced troll meat anytime soon. :0
I am aware that many players that play Viktor are drawn to him for his uniqueness and I will definitely be preserving that.


The true evolution Solcrushed
05-03-2013 12:42 AM
General Discussion

Solcrushed

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05-03-2013
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Hey guys, troll here.

First of all, I apologize for leaving you guys out in the dark for so long. I can cite a bunch of reasons why the Viktor thing has taken so long but I'm sure you guys don't want to hear about that.

He has not been forgotten, and I will be working on it again as soon as I return to the states next week. (Currently in Korea)

EDIT: Reading this made me realize how amazingly informing this update in X months was. So..

The current place I am at is trying to figure out how complex I want to make his upgraded Cores since he's already a very complex character (Although I am trying out a different upgrade from the leak months ago)


Learning to CS for non laners RiotHavoc
04-30-2013 08:07 PM
Summoner's Rift

RiotHavoc

QA Strategist

04-30-2013
2 of 5 Riot Posts

Some of these posts are super helpful. I should supply some context for my personal interest. I'm a pretty bad laner. As I said in my original post, I main jungle and that's all I play. I have great map awareness and can call ganks pretty well, so I don't need to worry about the other parts of laning but those are still important for others that don't have jungle experience.

I thought it would be useful for us to talk about good things we can try to get better at specific things on SR, in this case CSing! I'll have to try out custom games, that seems like a lonely way to learn to get better. Anyone have some other suggestions?


Learning to CS for non laners RiotHavoc
04-30-2013 07:16 PM
Summoner's Rift

RiotHavoc

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04-30-2013
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Okay, I wanted to open up a little discussion for people to talk about good tips to get better at CSing while laning. I personally am not very good, as I main Jungle, but I'm sure I'm not the only one who needs some good pointers so fire away.

What do you guys do to help yourselves get better as a laner and make sure that your creep score is good, while still looking out for ganks and other opportunities.

[Edit to clarify the original question as there may have been some confusion]


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-30-2013 05:59 PM
General Discussion

Lyte

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Quote:
Originally Posted by TheRapis7 View Post
This is really dumb. I hope to report as many people as I can to prove how dumb your system is.
The system will simply discount your reports--you'll never fire an alert to anyone.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-30-2013 12:14 PM
General Discussion

Lyte

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Quote:
Originally Posted by Aithòs View Post
This is all well and good and I'm glad it's going to be put in, but I still think you are focusing on the wrong issue. I'm a mostly positive player, I am mature, don't insult my team or use excessive swearing (and never directed at anyone else), I don't use allchat and I try to be constructive if I'm pointing something out to a teammate who made a mistake. However, like everyone occasionally my patience comes to and end or someone provokes me enough to illicit a response. I'm glad this will help tell me if I have been caught in a bad mood and need to take a break...

So what's my point? We need to address the CAUSE of the toxicity. The majority of players aren't toxic, they exhibit toxic behavior because of the system YOU have put in place: champion select. There have been countless threads in the past three months included one you started and yet we have no action of even communication on the topic from you.

Most toxic behavior stems from someone of a group of people who fought during champion select. I can tell you personally that most of the games where I was really negative in mindset (not outwardly) were due to people fighting over spots. I'm sick of it. Pick order and call order are both garbage and we need a solution RIGHT NOW. Not a year from now, not six months from now, not at the start of S4 which I'm sure is what you intend to do...right now.

You cannot force people into roles they hate and expect them to be happy when their team ridicules and berates them for bad play in a position they genuinely warned their team they were bad at. I'd estimate (wild speculation) that 90% of the toxicity in your games stems from this.

The rest is a combination of afk, dc, trolls and fights over "non-standard" picks.

PLEASE ADDRESS THIS NOW.
A large part of the player behavior team is already working on Champ Select. We don't work on just one feature at a time. Join in the Champ Select discussion here:

http://na.leagueoflegends.com/board/...php?p=35559365


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-30-2013 10:54 AM
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Lyte

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Quote:
Originally Posted by Bane1998 View Post
Bold is mine.

I am disappoint, Lyte. I think the term 'troll' is highly overused. I've been called a troll on more than one occasion, and I'm sure tons of people have been called trolls even though they aren't. They just had a bad game.

What people think of when they say 'troll' is pretty varied, and it's mis-attributed most times. I think using the word (especially by Riot) just propagates the idea that there are a lot of trolls, and encourages the arbitrary labeling to everyone and everything.

It's one of the sadder things to me in the community, how quickly everyone gets called a troll. It implies purposeful failing, which then justifies a 'we can't win anyway cuz we have a troll' mentality, which loses more games in my experience than the supposed troll does.

I would have written it as 'people who report excessively when the Tribunal disagrees eventually have no weight with their reports.'
I typically just use 'negative' or 'toxic' player. I've corrected it in the original reply.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-30-2013 06:40 AM
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Lyte

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Quote:
Originally Posted by Diceberry View Post
Now what about people who are the negative ones who report everyone else for every little thing? Then how will the warning be accurate?
As mentioned in the post, the system calculates the accuracy of every report and uses report weights to determine whether a report is valid. Toxic players who report everyone in every game will not be able to fire alerts or send anyone to the Tribunal. Their reports just do nothing.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-30-2013 06:38 AM
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Lyte

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Quote:
Originally Posted by SoresuMakashi View Post
Presumably disabled for the unskilled player category?

What about inappropriate name? Could save support some time, since AFAIK they have to manually namechange players.
Yes, Unskilled Players and Inappropriate Name are handled separately and do not trigger alerts.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 10:11 PM
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Lyte

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Quote:
Originally Posted by Garlyle Wilds View Post
Ugh I really don't want to throw this discussion off so sorry in advance, but I do have to ask: I'm pretty sure I report at close to that frequency. I have little tolerance for bullcrap in terms of treatment of other players, but I always do it based on in-game attitude and abusing players rather than just "well he had a crappy game report him".

Assuming, for a moment, that someone does report with a really high frequency but does consistently report accurately, do their reports continue to carry a solid value? Neverminding if I do or not, I just want to know the theoretical case.
If it's highly accurate, then yes, your report weights remain very high regardless of the number of reports you file.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 07:31 PM
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Lyte

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Quote:
Originally Posted by nicesummoners1 View Post
I respect you Dr Lyte. I'm not trying to take side but why do you think 155 reports in 200 games is a high number? 200 games involves playing with 1800 players. 155 reports out of 1800 means he reported only 8.611% of all the players he played with. That's average of 0.775 reports per game. This means he reported about 2 people out of 3 games which invovles 27 people excluding himself. Am I forgetting a factor to include? Again I respect you very much and I understand this is out of the topic. But I just wanted to take this opportunity to learn the understanding of Rioter. Sorry my English is bad.
It's insanely high compared to the average active player in League of Legends. Secondly, he has a high rate of reports that are against players that by our metrics don't deserve them. But, let's focus on Behavior Alerts in this thread.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 07:06 PM
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Lyte

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Quote:
Originally Posted by Siva Yuga View Post
http://na.leagueoflegends.com/tribunal/en/case/6323630/
http://na.leagueoflegends.com/tribunal/en/case/6387196/

I played more than 200 games for past 2 months and I never troll for any of those games. And your reform card doesn't prove that I've been trolling.

People are more likely report me for not win the game or team comp they want to see in lobby. People just flame me and reported me for not react to their anger because I didn't want to be involve in their flame party. If someone start to flame person 1 and that person 1 is not flame others or defend himself then people think that person 1 is reason why they losing.

All my tribunal cases, people played bad or make their own mistakes and yet I didn't report any of them for playing bad or simply press report like they did to me.

I don't really mind about being suspended for 2 weeks. But you have to re-think about how broken your tribunal is to people who trying to play for fun and different ways other than just copy+paste pro players..

PS. Are you guys deleting my post and reply?
I bolded something you said that was odd. You've filed about 155 reports in 200 games, which is an insanely high number so I'm not sure why you would suggest you never report anyone else. I've taken a look at other account metrics and you should figure this out with Player Support instead of derailing this thread.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 06:56 PM
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Lyte

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Quote:
Originally Posted by Im a NinJa View Post
Well, I don't exactly understand how recruitment rewards could be done, but not the act of being a positive player and being rewarded for that cannot. I mean I guess there are laws that are just weird, but even if these weren't able to give to the entire player base wouldn't having it done in PBE a good enough experiment to test how feasible this solution could be?
I think with these types of experiments we know it can work, but the difficulty is in the execution. Aside from issues with different laws in different countries, one of the issues with extrinsic rewards is that unless you can keep offering more rewards (or more types of rewards), you don't actually improve behavior long-term. For example, let's say you offer a Sportsmanship Skin. The players that are awesome already will just be the way they are, and get the skin. Another group of players might be toxic, and pretend to be sportsmanlike just long enough to get the skin, then go back to normal--their behavior hasn't actually improved. This reward mechanism is only effective until the reward is unlocked, then there's no more reinforcement of positive behavior.

It's not an impossible problem, there's just issues to work through and research to be done on whether it's a good idea at all for a game like League.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 06:34 PM
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Lyte

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Quote:
Originally Posted by Yenn View Post
Why is time being wasted on this ****, instead of addressing the problems with ranked that are popping up this season at high rating?

I imagine people would be less 'toxic' if they didn't have to put up with people ****ing around and not taking ranked games seriously.
Different teams work on different problems. The player behavior team isn't responsible for feature development across all of League of Legends.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 06:29 PM
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Lyte

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Quote:
Originally Posted by Im a NinJa View Post
Hey Lyte,

So I'm currently a psych major and, I often find myself thinking about ways that the tribunal or even the whole report system could be changed. I agree that fixing the bad is the "general way of psychological thinking" but I recently took a class on Positive Psychology, which is what was stated before of improving the good aspects of people. Currently there is no real indication of a positive impact outside of honor, which I receive even if I'm not being a "positive influence" but rather a good player.

Albeit there are times when I do try my best to improve the skills of other players and get honor for it. I think that while these are effective, I think that more material things like skins should be a factor, like after a certain amount of positive honor streaks or such, you are given the ability to pick from 3 honor based skins, along with their champions, or make it so that they can only redeem these skins on champions they already have. And increase the skin count to 5-8. 2 per ip tier, or something of the likes.

Even if this (like the honor initiative) creates "fake" positives players, it increases positive outcomes. and yes there are things like oh, people can just honor boost, but the same method of handing out ribbons could be done handed out for the skins. While the little dot is nice, it doesn't remind you in game that a player is essentially a positive role model, this gives the players more reason to be a good example, and it creates essentially a real positive atmosphere.

Thoughts?
We're well aware of positive psychology and how extrinsic rewards can affect behavior in different ways compared to intrinsic motivations; however, it's a complicated issue involving different laws around the world. Since League is a game that is in dozens of countries, we have to be careful designing solutions that may only be allowed (and legal) in a subset of the countries and therefore only experienced by a fraction of the playerbase.

This doesn't mean it's impossible, but there's just a lot of details to figure out if we ever want to try experiments of this nature.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 05:37 PM
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Lyte

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Quote:
Originally Posted by Wildebeestie View Post
Hi Lyte,

I've always wondered, when you state the 1% toxic fact, is that stat basically just toxic accounts / total accounts or does it take into account inactive accounts?
We always compare to current active playerbase.

Quote:
Also, does your report weight ever increase? I assume it decreases when someone you reported gets pardoned, but is that a permanent effect? And if the baseline weight is 1.0, can good reports increase your weight > 1.0 or can the weight only be reduced by bad reporting?
Report weights can fluctuate up and down depending on your report behavior.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 05:36 PM
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Lyte

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Quote:
Originally Posted by emTmyclipin2u View Post
question, do these alerts say what we are being reported for? For example, if I am on an undeserved winrate, and than hit where I should drop and do, I could be reported for intentionally feeding when I was really just losing. But then I get this alert that says I am being negative, which induces panic in me because I am terrified of the tribunal. Essentially this would allow players to realize what they are doing that is the problem, allowing them to fix it.
Yes, the alerts specify a report category.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 04:54 PM
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Lyte

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Quote:
Originally Posted by NeutronRocks View Post
Hey Lyte,

It looks like you are active right now and reading all the messages. I'm a newer player, but the way it seems like honor works is that the client won't tell you about the honor you received from a game if you quit the stats screen before receiving any honor, and it will display that honor after your NEXT game ends. Will these behavior alerts work the same way (in that if you leave before being reported, it won't display the alert until the next game)?

Also, I just wanted to let you know that seeing things like this, and seeing the tons of content coming out, are what have encouraged me to keep playing and to buy RP.

Cheers!
The alerts work in a similar fashion to Honor in that they will appear after you quit the end-of-game stats screen. So yes, if an alert is supposed to fire but you are already in another game, the alert won't fire until the game after.

However, even though the above is true, we intentionally vary the timing of the alerts to test what the best timing is from player to player. This is why the messaging states "you've been recently reported" and not "you have been reported specifically in your last game."


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 04:47 PM
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Lyte

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Quote:
Originally Posted by Basil van Yhun View Post
How are you adressing "edging" where people go wild until they receive an alert, wait a little and start over? Does it really "only" track toxic-spikes over a short term?
For toxic players, the system works a bit differently. If players go wild with toxicity, they will be sent to Tribunal regardless of the alert. There is very little a toxic player can use from alerts to gauge where they are on the punishment ramp.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 04:46 PM
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Lyte

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Quote:
Originally Posted by Nekrocow View Post
"In addition, there are numerous mechanisms in place to completely ignore reports from toxic players or those who abuse the report function to ensure that players will never receive any alerts from these reports."

@Lyte: What exactly is an "abuse of the report function"?
Randomly using reports against other players, spamming reports on players, or reporting players that didn't exhibit any toxic behaviors are all examples of potential report feature abuse.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 04:32 PM
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Lyte

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Quote:
Originally Posted by LittleDi View Post
Why would a troll counter report everyone in a game? Because he got reported? Because he knows it was the people in that game? Because his counter report could get the reporting player banned in addition to himself while he trolls? Because he has no reason to care for his account if he's intentionally trolling and reporting people he's pissed off enough to get reporting him and has plans to take down everyone he can with him?

This is a giant warning flag to them that they're getting close to Tribunal.
I mentioned already that the feature takes into account report weights. A true negative player or troll counter reporting everyone in every game does absolutely nothing. It can't fire alerts to anyone and cannot send anyone to Tribunal.

Secondly, alerts aren't fired at the post-game screen. Similarly to Honor, it's after the post-game screen and sometimes might not be for the immediate game you just finished.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 04:25 PM
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Lyte

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Quote:
Originally Posted by Rebel Safwat View Post
i like how Lyte was totally against that idea in the past, now hes applying it, prisoner's island SOON™
We had several concerns about similar ideas in the past--this is why the current iteration you are seeing intentionally solves for some of these concerns and this is why we are more comfortable executing the feature.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 04:09 PM
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Lyte

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Quote:
Originally Posted by LittleDi View Post
You just got reported. Better counter report everybody every game?

And you don't see how that could be an issue?
Why would a player counter report everybody every game? It does absolutely nothing.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 03:16 PM
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Lyte

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Quote:
Originally Posted by Mystic Blue Fox View Post
Just a couple questions on this Lyte if you get the chance.

Do these warnings within the game client relate or replace the current Tribunal warnings?

In light of that, do these in client warnings reset honor rewards?
These alerts are in-game, and do not replace Tribunal warnings. They also do not reset Honor.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 03:15 PM
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Lyte

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Quote:
Originally Posted by LittleDi View Post
I feel that this will only give the trolls an idea of how close their account is to being judged by the Tribunal easier...
We purposely made it extremely difficult to use alerts as an indicator of where the behavioral line is for punishment. Every person has a unique cadence of alerts depending on their own behavior, and there's no indicator at all of how far an alert is on the ramp to the Tribunal.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 03:13 PM
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Lyte

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Quote:
Originally Posted by PubME View Post
@Lyte - I'm excited about this feature for the curiosity of whether or not my own behavior will end up getting me one of these Alerts. I don't do the toxic stuff like spamming "report noooooooobs" or the racial/homophobic junk, but I do get a little... sarcastic... at times. It'll be interesting to see where the threshold lies with this system. I have no doubt I've been reported multiple times, but I've never received anything from the Tribunal. I wonder if I'll end up with an Alert, which seems like a pre-Tribunal heads up feature.

Thoughts on this aspect? Do you think more people that successfully stay out of the Tribunal might get one of these Alerts in a preemptive sort of way?
The majority of players that receive alerts will tend to be neutral players who are veering off the sportsmanship path, and the data suggests that alerts are all they need to get back on track so they'll never see the Tribunal.


[FEATURED] Behavior Alerts - Nudging players back on track RiotAaronMike
04-29-2013 03:10 PM
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04-29-2013
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Quote:
Originally Posted by Chislayer Osiris View Post
You may want to implement a time delay for reports made in full pre-made games.
If someone is reported in a full premade, they'll know one of their friends reported them.
That can lead to a lot of drama.
The report might have come from the enemy team so I don't think this is a problem.


[FEATURED] Behavior Alerts - Nudging players back on track RiotAaronMike
04-29-2013 02:34 PM
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RiotAaronMike

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04-29-2013
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Quote:
Originally Posted by Sophitia View Post
I think the warnings should have context behind them, such as the game they were reported in. If I just get a warning and have no idea what they're talking about I'm going to be really confused.
Players should actually receive the report pretty quickly after the time they're reported so the majority of the time they will know that the report is from the game that they just played.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 02:28 PM
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Lyte

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Quote:
Originally Posted by Fomorian27 View Post
Interesting. Could you go into what the biggest obstacles were that prevented you guys from implementing this previously? A lot of effort seems to have gone into obfuscating the warnings so people aren't able to use them maliciously. Are there additional benefits or was that the primary concern for those aspects of the feature?
There's a few classic psychology studies that inspired this experiment and how we specifically execute the feedback.

When it comes to discussions about development time or when a feature is being worked on, it's all about pragmatism and prioritization. Tribunal was a system that was already launched, and improving its feedback loops with Justice Reviews and Reform Cards was a critical gap we had to fill. Now that accuracy in that system is high and feedback loops are decently strong, we can venture beyond the Tribunal system and try different avenues of feedback.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 01:54 PM
General Discussion

Lyte

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04-29-2013
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Quote:
Originally Posted by QwertyiouP View Post
Lyte, is there a certain amount of reports to if they get this notification or not? Or is it only after one report, maybe, and then they get that notification?

I play with my friends a lot, and sometimes they act kinda toxic. :/ Threatening to AFK, continually blaming the jungler (and acting self-entitled for getting jungler help when they lose lane completely), and other things...it makes me mad sometimes. I report them whenever they get out of line. But in a pre-made 5's, obviously if they get reported they'll know it's one of their friends...and when exactly does this notification appear? Is it right after they're reported? Or maybe does it appear after they log on the next time, or something?
It depends on the person being reported--the alert does not necessarily happen right after the exact game a person receives the report.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 01:51 PM
General Discussion

Lyte

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Quote:
Originally Posted by Sakuri Ono View Post
Does this mean users are likely to be suspended/banned more quickly with less visits to the Tribunal?

It used to be that getting punished via Tribunal was your 'warning'.
Now you can argue that these flash pop ups are your warning.

So instead of going Warning -> Suspend -> Ban are we cutting the step down to Suspend -> Ban?
For now, we're going to keep the Warning level of the Tribunal.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 01:31 PM
General Discussion

Lyte

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Quote:
Originally Posted by KimKelley View Post
Wasn't the original objection to this idea that it would create a system whereby true trolls would know how to coast on the system?
Because the system doesn't fire a fixed number of alerts before a punishment, a toxic player will have absolutely no information about how to skirt the line--no line is ever shown, and the frequency and timing of the alerts are difficult to reverse engineer to figure out where a line would be. Alerts are also tailored per player, so a toxic player might be sent to Tribunal after just 1 alert while another player might receive 10 alerts, and never reach the Tribunal.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 01:30 PM
General Discussion

Lyte

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Quote:
Originally Posted by Skyhawke View Post
Thanks Lyte!

I know you mentioned earlier that you were afraid non-toxic players might see this feedback and worry about it too much. Is there anything about this system that helps account for that possibility, or did y'all decide that the positives outweighed the possible negatives?
Yes, a lot of math behind the scenes tries to ensure that the player being sent an alert is genuinely showing a pattern of negative behavior, and the reports filed by players are legitimate reports.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 01:29 PM
General Discussion

Lyte

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Quote:
Originally Posted by AdvilAftergame View Post
How many message's does a user receive before they are sent to the tribunal?
There isn't a fixed number; it varies from person to person depending on the severity of the behaviors, and how frequently they get them.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 01:23 PM
General Discussion

Lyte

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Quote:
Originally Posted by AbyssalSpector View Post
Great more waste of resources. Should really focus on rewarding good behavior rather than punishing bad behavior. Getting a dumb ribbon because I sucked up to 4 other people doesn't really encourage me to be nice, it makes me resent the system.

#Psychology
The majority of members on the player behavior team is working on spotlighting more positive behaviors and improving the experiences of neutral and positive players; however, a part of the player behavior team will continue to optimize feedback loops for both negative and positive behaviors. Providing better feedback about negative behaviors ensures that players can adjust their behavior before they end up too far down the negative path.


[FEATURED] Behavior Alerts - Nudging players back on track Lyte
04-29-2013 01:18 PM
General Discussion

Lyte

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Hey Summoners,

In a future patch, we'll be releasing a feature called Behavioral Alerts. This system will detect spikes of negative behavior (i.e if a player is having a particularly bad day or week) and fire an in-game client warning to the player; we hope that these alerts will give players appropriate feedback about their behaviors before they travel too far down the negative path. We believe that these warnings will prevent a significant number of people from ever being punished by player behavior systems; more importantly, we believe that these warnings will make a difference in the large number of Neutral and Positive players that have rare bad days of toxicity, but previously never got feedback to nudge them back towards the positive.

---

In the past few months, a few key insights have shifted our approach to tackling player behavior in online communities. For example, we can use Honor, Reports and other behavioral metrics at our disposal to classify the types of players in League of Legends into four groups: Positive, Neutral, Bad, Toxic. It turns out that only 1% of the active playerbase is considered toxic---these are the players who are abusive to other players in a large number of their games.

The data suggests that over 92% of players are Neutral or Positive.

At this point, many players are thinking,

“Lyte, you’re a crazy scientist. If more than 92% of players are Neutral or Positive, why do a high number of my games seem toxic?”

What we’re learning in the data is that context inside and outside a game can twist behaviors-it can even create toxic behaviors in good people. A player might have a bad day at work and get yelled at by their boss, then go home to play some League of Legends. At this point, the player already has high frustration levels or has a low tolerance for mistakes, and might end up raging at his teammates for several games; this pattern of behavior can create ripples in the community, and cause other players to have a bad day-this behavioral effect is like a toxin that can percolate and spread across hundreds and thousands of games. Given 10 players in a game, and the randomness that comes from every player having a unique circumstance, tolerance level and context, it’s now easy to see why a high number of games seem toxic-in each game, 1-2 players might be having bad days in real life, or in-game. So when a Neutral or Positive player starts down that negative path, how do we stem it?

Research suggests that having strong feedback loops can have a dramatic positive effect on behavior; in this case, the ability to quickly and effectively deliver feedback to players as soon as they exhibit behaviors that are out of line with the vast majority of players in League of Legends could be enough to get these players back on track. An example of feedback loops in action were Reform Cards, which provided more feedback to players about why they were being punished by the Tribunal---this feedback improved average reform rates by 7.8%.

Like many other player behavior features such as the Tribunal and Honor Initiative, Behavioral Alerts will take into account every player’s behavioral reputation in the system; for example, there is a lot of math behind the system to avoid firing alerts for false reports. In addition, there are numerous mechanisms in place to completely ignore reports from toxic players or those who abuse the report function to ensure that players will never receive any alerts from these reports. We’re looking forward to feedback from players and hope that these alerts will have a significant impact on player behavior in League of Legends.

This feature is currently live on the PBE. Translations are still being worked on for about half of the languages, and will be added in the future before the feature goes live.


Morello Want to Rework Poppy Morello
04-26-2013 12:42 PM
General Discussion

Morello

Lead Designer

04-26-2013
3 of 3 Riot Posts

Quote:
Originally Posted by WavesBlade View Post
Just one question.

When reworked, because we know its gona happen:

Will she keep her Q and E, because charging someone into a wall and SMASHING THEIR FACE IN is HIGHLY satisfying.
Football charge is the one skill on Poppy I really like and think can work.


Morello Want to Rework Poppy Morello
04-26-2013 12:42 PM
General Discussion

Morello

Lead Designer

04-26-2013
2 of 3 Riot Posts

Quote:
Originally Posted by 4set View Post
How do you come to that conclusion for Option 2?

Is that the same standard you use for Shaco also?

Is Option 2 why Tryndamere and YI were nerfed?
Because if Poppy's good, she supports terrible counterplay and unreadable skills with a slew of mechanical overload. Current Poppy being strong damages the game more than Poppy players get to derive joy from playing Poppy in competitive settings.


Morello Want to Rework Poppy Morello
04-26-2013 12:24 PM
General Discussion

Morello

Lead Designer

04-26-2013
1 of 3 Riot Posts

Well, there are two choices; I'm OK with both to some extent;

* Rework Poppy and make her a real pick in League, balance appropriately.

* Don't rework Poppy, and never ever buff her, and nerf her if she ever sees play.


@Riot: Scythe Wielding Girls Here IronStylus
04-16-2013 12:07 AM
Champ/Skin Concepts

IronStylus

Sr. Concept Artist

04-16-2013
3 of 3 Riot Posts

Quote:
Originally Posted by Rauron View Post
Morello: "Let's avoid the anime-styled typical small girl with big scythe trope."

This thread: "No, let's FLOOD this with tropes! To hell with originality!"
We draw inspiration from all over the place. We don't want to copy, but we do want to look at the art, media, entertainment we love to get our ideas flowing. That's the benefit of threads like these.

Honestly, most of these girls are pretty much the same, we wouldn't want to do it by this book. Silhouette-wise, they'd break down pretty similarly in our game if we were to plug one in. The challenge is finding something that captures the flavor that excites people about this trope, harness it, and process it through the lens that makes it League.


@Riot: Scythe Wielding Girls Here IronStylus
04-15-2013 11:30 PM
Champ/Skin Concepts

IronStylus

Sr. Concept Artist

04-15-2013
2 of 3 Riot Posts

Quote:
Originally Posted by Striker Ezreal View Post
Still waiting on my drill.

Attachment 662402
Actually, I once concepted a yordle with a drill. It didn't quite work out though..


@Riot: Scythe Wielding Girls Here IronStylus
04-15-2013 11:29 PM
Champ/Skin Concepts

IronStylus

Sr. Concept Artist

04-15-2013
1 of 3 Riot Posts

Hmm.. How much armor am I allowed to put on her?

Anywhoozle, there's some very inspiring stuff in here! I'll have to follow up with Morello about what his concerns with. I mean, Diana *sorta* has a scythe, but yeah, it's more of a khopesh. We'd need a trope or a design that's not simply, "Hey, I'm a lady with a big scythe." We'd have to figure out an angle, but I think it's doable, at least artistically.


The Jarvanna petition! Phreak
04-14-2013 02:23 PM
Lore Discussion

Phreak

Shoutcaster

04-14-2013
5 of 5 Riot Posts

Quote:
Originally Posted by Riot Entropy View Post
I don't really know how all this Jarvan and Shyvana shipping gets traction. The natural pairing would be Shyvana and Thresh, obviously.

Dungeons and Dragons for ever! <3
So good. SO GOOD.


The Jarvanna petition! Harrow
04-14-2013 02:11 PM
Lore Discussion

Harrow

Writer

04-14-2013
4 of 5 Riot Posts

Quote:
Originally Posted by Solzan Nemesis View Post
I will support this, but only because I want Fiora x Quinn. I shall call the ship Fiorinn.
Fiora has no respect for some jumped-up farmgirl.

(that bird, on the other hand, is a pretty cool guy.)


The Jarvanna petition! Riot Entropy
04-10-2013 06:02 PM
Lore Discussion

Riot Entropy

Creative Designer

04-10-2013
3 of 5 Riot Posts

I don't really know how all this Jarvan and Shyvana shipping gets traction. The natural pairing would be Shyvana and Thresh, obviously.

Dungeons and Dragons for ever! <3


(FACTIONS) Signup Thread Riot Baconhawk
04-10-2013 05:44 PM
General Discussion

Riot Baconhawk

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04-10-2013
5 of 10 Riot Posts

Quote:
Originally Posted by riot des View Post
for piltover!
Yesssss. Excellent. All according to plan...


(FACTIONS) Signup Thread Riot Des
04-09-2013 10:35 PM
General Discussion

Riot Des

Senior Desktop Analyst

04-09-2013
4 of 10 Riot Posts

For Piltover!