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So the matchmaking equivalent to hellbanning

I wonder if anyone has actually put any real thought into effectiveness of such concepts? Creating a parallel universe to stick your undesirables; 4chan and reddit do something similar (though the user self-influcts it) with their containment boards, so the history definitely exists



DoTA 2 has been doing this for years now with toxic players. I don't recall reading anything about how effective it ended up being, but it seemed like a good idea at the time.

I recently started playing DoTA again after stopping for about 2 years and I have run into a handful of toxic players, but it doesn't seem to be as frequent or as bad as it used to be. For example, when I stopped playing two years ago it was basically a 50/50 chance you would be in a game where someone would say really terrible things about Brazilian or Chinese players for the entire match.


It worked and continues to work beautifully.

There was a video recently by Dota Alchemy about how the system applies to high a penalty if you have an accidental abandon or just raged way too hard for a few consecutive games, but you can grind up the behavior score quickly through 10 turbo games.


Quickly? A turbo game is half an hour. That would be a whole evening to get 10. Not to mention that a lot of things could go wrong in that many games.


Quickly in scale of weeks.

Coming from Pokemon GO, where the anti-cheat policy is "we will do nothing to actually disincentive toxic user (as they spend good money) but still we will impose arbitrary and artificial limitations to make it worse for everyone" some grinding look like a good solution.


Abandon is ruining a match for 9 other players. So 10 looks like about right.


This assumes that the game is not already ruined.

Out of 10 games, how many of them are already ruined because 1 or 2 people left, or players are just insulting one another with the most awful thing they can think of. I'd consider quitting to be fair in both cases.


in LoL, the system didn't penalize you for a game that already had a quitter; As for the latter issue, you would avoid the penalty by flagging the other players on exit (and it being accepted). I'd assume Dota has something similar in place


Just as DOTA2 does it according to a sibling comment of this, CSGO has a system called "Trust Factor".

Anecdotally: I am a nice guy and a good teammate, I don't abandon, I don't team-kill, etc.. I saw quite a few cheaters when I first started playing the game, but now they are quite a lot more rare and especially more subtle, to the point where I am usually not certain even when I suspect someone.

There's some pretty damning stats about how many people cheat in CSGO as well, so it's seemingly quite strong in my opinion. Of course, other's summaries will beg to differ as they see a lot of cheating and hold themselves in equally high esteem, so ymmv


>containment boards

What are the containment boards? I assume you aren't talking about /r/thedonald.


On 4chan at least, containment boards are a subforum created for people who are talking about generally unliked subjects. /mlp/ is an example, it was created to discuss my little pony Fandom to stop it being discussed elsewhere on the site.


Sounds a lot like Brockian Ultra-Cricket.




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