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Re:Riot uses League of Legends chatlogs to weed out toxic em... by Keats on Friday June 10, 2016 @05:29PM (#11880182)
MOBAs (Dota, Lol) are vey dependent on balance.

To use a RTS example since you mention playing them, imagine a 3v3 game. If one player leaves and it becomes 3v2, the 3 player team has a huge advantage.

Now in MOBAs, you can let the ennemy team kill you or die repeatedly so they get more resources and xp than you. Imagine for the RTS game that it is possible and one player starts helping the other team and that game becomes a 4v2. The 2 person team will have pretty much no chance of winning.

Playing a dota game with someone feeding (ie diying intentionally to the other team) is pretty much a game ender but there is no way to concede so you still have to play for ~20min with 1% chance of winning.

Re:Riot uses League of Legends chatlogs to weed out toxic em... by gozur88 on Friday June 10, 2016 @09:23PM (#11881489)
I play a lot of Dota and don't see feeding much. Maybe once or twice in the last year.

Though there's nothing that raises your blood pressure like being accused of feeding when you're already frustrated because you're having a bad game.

Re:Riot uses League of Legends chatlogs to weed out toxic em... by StavrosK on Saturday June 11, 2016 @03:14AM (#11882451)
Maybe not intentional feeding, but if one or two people are having a bad game, you can get to a point where you've clearly lost in the first ten minutes, but since the opposing time is refusing to advance and there's no surrender, you have to waste 20 more getting slowly crushed.
Re:Riot uses League of Legends chatlogs to weed out toxic em... by gozur88 on Saturday June 11, 2016 @07:07AM (#11883025)
True. That just comes with the territory, I'm afraid. It would be nice if there were a surrender option.
Re:Riot uses League of Legends chatlogs to weed out toxic em... by codinghorror on Friday June 10, 2016 @07:30PM (#11880988)
it is an issue of player count -- with so few players per team even if one player is seriously off, you are basically doomed. That's why I prefer games with 16v16, statistically one player can't determine the whole game.

Unfortunately endemic to all MOBAs :(

Re:Riot uses League of Legends chatlogs to weed out toxic em... by chipsy on Friday June 10, 2016 @08:08PM (#11881198)
It's both player count and "weakest link" syndrome. Games more like TF2, where weak or out-of-position players don't necessarily break a team, don't grow as toxic over the long haul, even if you're playing them competitively. But all the MOBA-style games have feedback loops that require everyone to play at a minimum standard or the game is definitely lost, and that just isn't conducive to a good experience in online/pub games.
Re:Riot uses League of Legends chatlogs to weed out toxic em... by mattmanser on Friday June 10, 2016 @09:19PM (#11881462)
Not really, CS:GO is 5v5, while having one bad player is bad, it's not crippling to the point that "you are basically doomed".
Re:Riot uses League of Legends chatlogs to weed out toxic em... by fenomas on Saturday June 11, 2016 @12:28AM (#11882062)
This is a skillcap issue, surely. One great CS:GO player might easily wipe out five bumbling opponents; in Dota-likes skill is much less likely to overcome numbers.
Re:Riot uses League of Legends chatlogs to weed out toxic em... by navbaker on Friday June 10, 2016 @08:27PM (#11881271)
Gotcha, I thought "troll" in this case was referring to verbal behavior. Didn't realize it was more about bad team play.
Re:Riot uses League of Legends chatlogs to weed out toxic em... by pvg on Friday June 10, 2016 @09:22PM (#11881477)
HoTS has also made several design choices that reduce the negative effect of poor play by a single individual - team-shared XP, lower complexity (no items), shorter games. LoL is much more 'snowball' prone and players have to live with the consequences for longer.