Tribunal seems to be an early success Posted by Jeff Morgan (05/25/2011 @ 9:04 pm) 
I had a lot of doubts about the Tribunal when it was first announced. The idea of incentivizing players to punish one another seemed a little odd to me, even if I had played with hundreds of players who deserved a little wrist-slap. After using the system for a couple days, though, I have to admit, I’m kind of impressed. The only reason I use the qualifying “kind of” is that the Tribunal’s real value can’t possibly be assessed until we can see some results. When Riot first starting banning players for bad behavior it seemed like games were about to get a whole lot nicer. However, the League of Legends playerbase was growing much faster than Riot and so the need for justice quickly outpaced the execution of that justice. The Tribunal has the potential to turn that around, hopefully expediting the punitive process for Riot and giving everyone a look at just how foolish the rage sounds when it isn’t spewed in the heat of the moment (it also sounds ridiculous then, but I can understand getting steamed here and there). That said, it seems the Tribunal is an early success. I’ve completed my three cases in each of the past two days and actually enjoyed the process. It’s interesting to see the kinds of information that can actually be used to punish/pardon a player and the different ways each player in a game understands another player’s actions. I’ve already seen a couple complicated cases that involved a lot of bad behavior from all parties involved. It can be tough to reason out who, if anyone, should take the hit, and if the reported party is actually to blame. Of course, I’ve also seen some very cut and dry cases. You don’t die 20 times in 20 minutes without trying, and you certainly don’t die that often several games in a row without some sort of effort. I’ve also been entertained and amused by the things people share on the forums. Part of the problem with ragers is that they disappear once the game is over and very few people are exposed to the ridiculous things they say. The Tribunal bumps that exposure by not only being thrown into the pool but also because players that see it are so keen to share it. I’m really hoping we see results. It’s a cool system with some great potential. It would be a huge bummer if it didn’t work out. How has it seemed to you guys so far? Riot to allow players to participate in the ban process Posted by Jeff Morgan (01/17/2011 @ 11:13 pm) 
As I mentioned in yesterday’s post about Renekton, it’s been a busy few days. I finally got to catch up on the forums a couple days back and found a strange post in the Announcements forums. The post gave us the first look at Riot’s newest disciplinary strategy: crowdsourcing. Here’s the gist from ByronicHero: Permit me to introduce the Tribunal, a revolutionary system by which you, the players, are empowered to evaluate cases of bad behavior. Soon, when you log into your account on the League of Legends website, you will be presented with the option to review random player reports. Bundled with each report will be supporting information relevant to the case, such as chat logs and game stats. With these materials at your disposal, you will be asked to vote to either punish or pardon the reported player. Once a case receives enough votes in either direction, the case will be resolved. In accordance with the verdict, the reported player will receive either a pardon or be subject to disciplinary action. So why should you take part in Tribunal? Well, for starters, you will have the opportunity to help clean up the League of Legends community by ensuring that reports of player harassment are handled in a quick and timely manner. But if civic virtue isn’t incentive enough, we’re going to throw in an IP reward for each case in which you’re part of the majority vote.
This is a strange system, though I’m not quite ready to pass judgement. This is definitely the most direct way I’ve seen a company deal with the complaints about disciplinary panels. Has anyone played another game with this type of system? There are a couple potential problems. First, by rewarding IP for the majority vote, it doesn’t necessarily encourage people to act fairly, just to act in groups. Granted, the easiest way to do that would be to vote on the evidence, but it wouldn’t exactly be difficult to organize large groups of voters to farm up IP. If the reward is large enough, I could easily see people doing just that. Then there’s the simple fact that you can grief players you don’t like. I’m hoping there’s some sort of pseudonym system, whereby reported players are given an alias for the review. Without that, it seems like your’e really asking for people to abuse the system. Those problems aside, though, it might be a decent way to get things done. The ban process is notoriously long and seems a bit useless when the bans don’t happen for several weeks or even months. This could make a things much quicker, which means players feel the penalty for poor behavior close enough to the behavior that, hopefully, they’ll wise up. Posted in: Current Affairs, league of legends, News Tags: afk, ban, ban leavers, banned, bans, crowdsourcing, crowdsourcing discipline, griefing, league of legends ban, leaver, leaving, lol ban, lol tribunal, permaban, temp ban, the tribunal
LoL: Dealing with losing streaks Posted by Jeff Morgan (04/07/2010 @ 4:15 pm) A couple weeks ago I went on a tear. I had been somewhere around 50 games over .500 for a little under a month and for whatever reason it seemed the stars had aligned. I was getting matched with smart teammates who could communicate and move as a group. Even when my teammates left a little to be desired, my opponents were always in far worse shape. My win count climbed and climbed until I plateaued sometime last week at 69 games up.
I should have seen it coming. Over the course of the past two weeks I’m now down 16 games, back to 53 over even. I know, that’s still 3 games positive, but when the swings come in batches of 15 games or so, I don’t really know what to do. As it stands I’m about as frustrated as I’ve ever been with the game. As my friends and I like to say, I seem to be losing the teammate lottery time and time again. Once my score dropped below 60 games up, I decided I would go tryhard, choosing only the strongest toons for the map at hand. I rolled a bunch of games as Jax and Poppy on TT and had my first Twisted Fate match on SR in a long, long time. None of it seemed to matter. I carried the SR game handily, with 2 legendary streaks and a handful of turret kills. The rest, though, were mostly losses. I’ve had teammates AFK, teammates leave, teammates who start fighting with one another before the game even starts. The latest trend is teammates who refuse to get survivability. Two games in a row I played with an ally Morgana. I don’t know if you’ve seen it, but Morgana dominates on TT if she’s played well. The spell shield alone is enough to make any DPS champ climax with glee. Throw her ultimate down in a team fight and you’ve got nearly guaranteed victory. There is one caveat: she has to live. You know what doesn’t help her live? All the blasting wands my teammates keep buying. Then there was the Ashe that refused to buy any health items against Sion, Nasus, and Shaco. I’m sure you can imagine how that turned out. By this point I’ve given up on the tryhard comps. My last game I played Yi. I was legendary. We still lost because of the aforementioned Ashe. I’ve got my fingers crossed for some good action in the next round of games I have time for. I’ll be playing whoever strikes my fancy until I can turn this ship around. At the very worst, I figure my ELO will drop to the point that I can just steamroll some opponents and hope that the streak will turn in my favor. Posted in: league of legends Tags: afk, afkers, ashe, best teammates, comp, composition, feeder, leaver, losing, morgana, premade, streaks, team comp, tryhard, tt, twisted fate, winning, worst teammates
LoL: The way surrender might have been Posted by Jeff Morgan (03/10/2010 @ 11:11 am)

One of the best differentiators between League of Legends and Dota is surrender. If at 25 minutes it seems a sure loss, teams with a heavy majority vote – 4/5 – can surrender the game by simply typing /surrender. It’s a great mechanic for those steamroller games, whether you’re on the giving or receiving end of a brutal beating. It saves time and a lot of frustration for most everyone involved. It can be annoying, though. I’ve had many games that have been close, only to have the other team surrender as we’re pushing down inhibitor turrets. It’s a small thing, but sometimes it’s nice to have that complete victory. The thing is, the minor frustration of not finishing a game is nowhere near the frustration of enduring a guaranteed loss because your teammates won’t surrender. Quite a few players believe there is some sort of surrender penalty and won’t surrender because they don’t want to cripple their IP gain. It was almost implemented – luckily, Riot was smart enough to see the problem and simply moved surrenders to 25 minutes instead of keeping it at 15. Apparently Zileas posted a few months back suggesting a penalty for surrender. I haven’t been able to find that post – what I found was an old post asking Riot to reconsider. Zileas posted a couple times inside, both of which provide a disconcerting look what was then the possible future of the surrender mechanic. Basically Riot wanted to distinguish between true losses and surrenders so that it could properly “reward” players who stay until the bitter end. In turn, teams that surrender will be subject to a penalty, likely in the form of reduced IP gain. His first response is below: Players tend to do what they are rewarded for. Players get a lot of satisfaction out of “Finishing” opponents off in our game, and everyone enjoys that sometimes. We want to reward people to not surrender for this reason.
This “reward” system completely ignores the fact that players can “surrender” by standing afk at fountain while the other team pushes it in. The strategy is used all the time with AFK players because it’s a waste of everyone’s time to play the game out. The new system wouldn’t have “rewarded” anyone, it would have incentivized people to AFK, effectively ruining the game. This was one of Dota’s major problems, one Riot combatted with the surrender vote. Zileas’ second response revealed that the game would be going to 15-minute surrenders if a penalty system was implemented. we want 15 min surrenders — but the platform doesnt distinguish between losses and surrenders presently. Once it does, we will go 15 mins. Right now, if we did that, the optimal behavior would be to chain surrender at 15 mins every game.
Luckily the system never went through. I’m not sure I would have noticed if that was the way surrender had always worked. We likely would have just seen a lot more AFK once a player thought the game was decided. LoL: Patch Day Posted by Jeff Morgan (02/24/2010 @ 1:23 pm) It’s patch day again, bringing us a slew of changes to some of the less popular heroes, a much needed (though still lacking) TF nerf, and the new champ, Mordekaiser. The patch also gave us one highly undesirable feature: queue dodge penalties. Overall, though, I’d say I’m pretty happy about this patch.
My favorite part so far has been the Jax remake. I’ve played two games with him and he seems like he’s in a good spot. The extra HP makes a big difference and the Leap Strike change gives him a nice escapability buff. He’ll still struggle at times, as all melee DPS does, but the changes make a significant difference. Also, that Vandal skin is badass. I’ll be taking a look at the Warwick changes later today. I had a Warwick in one game, but he was awful so I won’t say he’s a good judge of the situation. The mana changes alone should be a boon. The TF nerf seems good, though it doesn’t address his real problem – map control. I played a game as Jax with Mundo, Ryze, Pantheon and TF in which our Ryze went AFK around level 9. We still stomped them, mostly because our TF held his port for the perfect moment in just about every situation. Sure, he does less damage, but when he’s stunning people consistently and turning even fights into landslides, I can’t help but think they nerfed him for the masses but he’s just as good for skilled players. Mordekaiser actually looks to be a lot of fun. The fact that you can cast his shield on creeps makes him a bit like Dark Seer from Dota, though it’s only allies. That would be an interesting change if they feel he isn’t laning well. He does seem to harass decently enough, and his ult is pretty cool. I’m not going to spend the RP on him and all my IP has gone into runes recently, so I’ll have to wait for a free week to give a real analysis. Lastly, the queue dodging penalty. This thing is so stupid I hate to even write about it. Every time you leave during champion select you get a leaver mark on your account. The first leave gives you a three minute queue penalty. The second brings it up to 10 minutes, though that timer does reset 8 hours after your first leave. I can’t understand why they would implement this when there are so many legitimate reasons to leave at champion select and no options to deal with those issues. AFK summoners are just part of the problem. There are also team composition problems, and the fact that matchmaking will still pair you with people on your ignore list. Add to all of this the fact that people are still dodging like mad and it’s pretty clear that a dodge penalty is about the worst solution Riot could have come up with. You can find complete patch notes in the announcements forum. Posted in: Development, league of legends, News Tags: afk, afkers, dodgers, jax, leavers, lol, mordekaiser, patch day, queue dodging, tf, twisted fate, warwick
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