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Good Teammate Reporting


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#1 Vellron2005

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Posted 31 October 2017 - 02:53 AM

Hey guys..

So, I was thinking, we have this reporting system that reports bad behavior. I won't discuss it's effectiveness here.

I was thinking, maybe we could incentivize good behavior by including a "Good Teammate" reporting tool.

Here's how it could work:

1) If you see somebody being a good sport, you decide to "report" them as such. As with a regular report, they don't see who reported them, nor are they aware of this, until the end of the match.

2) You can only report 5 people in a 24 hour period, and you can't report a person you are in group with, or a person in the same unit as you.

3) After the match, when that person gets back to the homescreen, they get a message saying "Congratulations! You have been reported as a "Good Teammate". Your actions are a shining example of good teamwork, fair play, admirable skill, and sportsmanship. Keep up the good work!" And they get 10MC as a reward.

4) If the same person gets reported for anything bad in the same match, the "good teammate" report is canceled. Example: Person A sees person B as being a great teammate. So they report them for being a "Good Teammate". Meanwhile, person B acts dishonorably, and curses in VOIP or chat, and Person C reports them for "Harassing / Language". After the match, person B does not get the 10MC reward.

This idea is meant to incentivize good behavior, while also making it hard for good friends and unit mates to simply gift eachother free MC. That's why it's anonymous, and only 5 times a day.

I chose MC as the reward because it's the only thing you can't just get in this game, it is something of value, and PGI gives a bunch of it our through events anyway..

What do you say guys?

Edited by Vellron2005, 31 October 2017 - 02:54 AM.


#2 Shifty McSwift

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Posted 31 October 2017 - 03:04 AM

View PostVellron2005, on 31 October 2017 - 02:53 AM, said:

Hey guys..

So, I was thinking, we have this reporting system that reports bad behavior. I won't discuss it's effectiveness here.

I was thinking, maybe we could incentivize good behavior by including a "Good Teammate" reporting tool.

Here's how it could work:

1) If you see somebody being a good sport, you decide to "report" them as such. As with a regular report, they don't see who reported them, nor are they aware of this, until the end of the match.

2) You can only report 5 people in a 24 hour period, and you can't report a person you are in group with, or a person in the same unit as you.

3) After the match, when that person gets back to the homescreen, they get a message saying "Congratulations! You have been reported as a "Good Teammate". Your actions are a shining example of good teamwork, fair play, admirable skill, and sportsmanship. Keep up the good work!" And they get 10MC as a reward.

4) If the same person gets reported for anything bad in the same match, the "good teammate" report is canceled. Example: Person A sees person B as being a great teammate. So they report them for being a "Good Teammate". Meanwhile, person B acts dishonorably, and curses in VOIP or chat, and Person C reports them for "Harassing / Language". After the match, person B does not get the 10MC reward.

This idea is meant to incentivize good behavior, while also making it hard for good friends and unit mates to simply gift eachother free MC. That's why it's anonymous, and only 5 times a day.

I chose MC as the reward because it's the only thing you can't just get in this game, it is something of value, and PGI gives a bunch of it our through events anyway..

What do you say guys?


Yeah this is potentially part of the expanding in game grouping and unit functions notion I bring up constantly. Specific rankings that can be used to give people a "good commander" thumbs up at the end of a match, or "great scouting/communications", these stats could be used to filter lists in the faction and/or unit/grouping screens for finding not only active people, but rewarding people who play certain or all roles well consistently by making them easy to pick out of a list, rather than just focusing on punishing bad behaviour, which should still be done and handled more privately.

#3 Vellron2005

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Posted 31 October 2017 - 03:14 AM

View PostShifty McSwift, on 31 October 2017 - 03:04 AM, said:


Yeah this is potentially part of the expanding in game grouping and unit functions notion I bring up constantly. Specific rankings that can be used to give people a "good commander" thumbs up at the end of a match, or "great scouting/communications", these stats could be used to filter lists in the faction and/or unit/grouping screens for finding not only active people, but rewarding people who play certain or all roles well consistently by making them easy to pick out of a list, rather than just focusing on punishing bad behaviour, which should still be done and handled more privately.


I like the idea of rewarding good drop calling, scouting, brawling, or LRM supporting, but my idea is actually targeted at showing the bad people that ruin the game for everybody that nobody is laughing with them. If you are constantly getting reported for being a deuche, and never get any reports for being a good guy, you should rethink your behavior. Also, it would probably make it easier for support services to discern from malicious reporting and actual reporting of bad behavior, and it would make the actual good guys feel good.

It's always a good idea to try to get rid of the bad, by rewarding the good.

Positive reinforcement works.

Edited by Vellron2005, 31 October 2017 - 03:14 AM.


#4 El Bandito

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Posted 31 October 2017 - 03:21 AM

Rewarding good player is fine, just as long as it doesn't devolve into "thumbs up" begging mess.

#5 Shifty McSwift

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Posted 31 October 2017 - 03:22 AM

View PostVellron2005, on 31 October 2017 - 03:14 AM, said:


I like the idea of rewarding good drop calling, scouting, brawling, or LRM supporting, but my idea is actually targeted at showing the bad people that ruin the game for everybody that nobody is laughing with them. If you are constantly getting reported for being a deuche, and never get any reports for being a good guy, you should rethink your behavior. Also, it would probably make it easier for support services to discern from malicious reporting and actual reporting of bad behavior, and it would make the actual good guys feel good.

It's always a good idea to try to get rid of the bad, by rewarding the good.

Positive reinforcement works.


Of course, I didn't mean to imply the idea on its own doesn't have value, just that it could be used in other ways too.

One of the main problems is getting people to actually go out of their way to give another player a thumbs up (and remembering who did what in a 24 man deathmatch hehe), and obviously what path to take to minimise "abuse" of it.

#6 oldradagast

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Posted 31 October 2017 - 03:28 AM

I wonder if the game could keep track of some of this stuff and report it to the player.

For example, there's a "savior kill" reward, which I think has something to do with killing an enemy who's trying to kill a very beat-up team member. What if at the end of the match, not only could you give people a thumb's up, but the game told you who got a savior kill saving your hide in the game? Just an example.

#7 The6thMessenger

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Posted 31 October 2017 - 03:29 AM

View PostEl Bandito, on 31 October 2017 - 03:21 AM, said:

Rewarding good player is fine, just as long as it doesn't devolve into "thumbs up" begging mess.


Lol the "Commend me" on DOTA2. Almost as annoying as Mid or i feed.

#8 MechWarrior5152251

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Posted 31 October 2017 - 03:36 AM

Sounds like something out of Stalinist Russia where you report your neighbors to the Communist Party for execution so you can have their apartment....

#9 arcana75

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Posted 31 October 2017 - 03:41 AM

What's stopping the big units from thanking themselves repeatedly?

Karma systems have been implemented at many places, such as this forum with the Like system, and Reddit's upvote system, and it can be easily abused if there's a reward tied to it. I second oldradagast's idea of linking the karma system to an ingame feat like saviour kill.

#10 El Bandito

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Posted 31 October 2017 - 03:52 AM

View Postarcana75, on 31 October 2017 - 03:41 AM, said:

What's stopping the big units from thanking themselves repeatedly?

Karma systems have been implemented at many places, such as this forum with the Like system, and Reddit's upvote system, and it can be easily abused if there's a reward tied to it. I second oldradagast's idea of linking the karma system to an ingame feat like saviour kill.


Stuff like Savior Kill is already being rewarded with big chunk of C-Bills/XP. IMO, if we ever get commendation system, it should only stay in Solo-Q, to avoid people abusing it as a group.

#11 Shifty McSwift

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Posted 31 October 2017 - 03:58 AM

View Postarcana75, on 31 October 2017 - 03:41 AM, said:

What's stopping the big units from thanking themselves repeatedly?

Karma systems have been implemented at many places, such as this forum with the Like system, and Reddit's upvote system, and it can be easily abused if there's a reward tied to it. I second oldradagast's idea of linking the karma system to an ingame feat like saviour kill.


Well you can't entirely and probably don't want to, but it becomes pretty obvious when a unit is just flagrantly self congratulating themselves every game, rather than just using it as a more thorough manner of promoting good play. And there are ways to track and manage excessive usage that doesn't qualify as "abuse" in that sense.

And those stats are continuous, just because your 5 besties might say you are the best commander every game it doesn't mean everyone you encounter will, etc.

#12 Potatomasher69

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Posted 31 October 2017 - 05:45 AM

I am not fond of this type of system. There is already enough negative social bias going about differing opinions on everything from tactics to tech and it's complicated by playstyle differences that show up in Solo vs Group que. This kind of system is a way of silently enforcing conformity, and it wouldn't be bad if there was a generally accepted way to play that everyone agreed on nearly universally but there isn't.

Edited by She Plays For Me, 31 October 2017 - 05:49 AM.


#13 Appogee

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Posted 31 October 2017 - 05:47 AM

I love this idea.

I would get RICH! (LOL. Actually, no I wouldn't Posted Image )

But I would love to be able to recognise the people who voluntarily drop call, tank for the team, and take other team-spirited actions.

Just do it in PUG matches, to remove the potential unitmember bias.

Incidentally: Savior Kills are not the kind of team-oriented behavior the OP is trying to incent and reward. In PUG matches, they are almost always coincidental, the result of 'piling on' the closest enemy target. I very much doubt many SKs happen because a community minded Mechwarrior actually goes out of their way to save someone* on their team.

Group Queue is different, of course.

Edited by Appogee, 31 October 2017 - 06:08 AM.


#14 Shifty McSwift

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Posted 31 October 2017 - 05:58 AM

View PostAppogee, on 31 October 2017 - 05:47 AM, said:


Incidentally: Savior Kills are not the same thing. In PUG matches, they are almost always coincidental, the result of 'piling on' the closest enemy target. I very much doubt many SKs happen because a community minded Mechwarrior actually goes out of their way to save someone* on their team.



Well KMDD only ends up rewarding one person also, so it helps a bit to reward not only the timing of fire on a target who dies then or shortly after, but also rewarding team takedowns a bit more. It doesn't really live up to its namesake so much :)

Still a nice bonus though.

#15 arcana75

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Posted 31 October 2017 - 06:12 AM

View PostAppogee, on 31 October 2017 - 05:47 AM, said:

I love this idea.

I would get RICH! (LOL. Actually, no I wouldn't Posted Image )

But I would love to be able to recognise the people who voluntarily drop call, tank for the team, and take other team-spirited actions.

Just do it in PUG matches, to remove the potential unitmember bias.

Incidentally: Savior Kills are not the kind of team-oriented behavior the OP is trying to incent and reward. In PUG matches, they are almost always coincidental, the result of 'piling on' the closest enemy target. I very much doubt many SKs happen because a community minded Mechwarrior actually goes out of their way to save someone* on their team.

Group Queue is different, of course.

That's what happened to me just this moment. I asked for half my team to pull back cuz the other half was far away, and I could see the entire opfor approaching our position. The reply from a teammate piloting an assault was "why fall back? I'm not falling back!" to which I replied "cuz everyone's gone". So he engages an Atlas at point blank range, with the Atlas team behind him. I turn back to help, and both of us end up dying without killing anyone.

#16 Potatomasher69

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Posted 31 October 2017 - 06:55 AM

View Postarcana75, on 31 October 2017 - 06:12 AM, said:

That's what happened to me just this moment. I asked for half my team to pull back cuz the other half was far away, and I could see the entire opfor approaching our position. The reply from a teammate piloting an assault was "why fall back? I'm not falling back!" to which I replied "cuz everyone's gone". So he engages an Atlas at point blank range, with the Atlas team behind him. I turn back to help, and both of us end up dying without killing anyone.


this is the kind of thing I'm talking about. Pushdawg knows how to play right? what are you doing fleeing? pft noob no vote for you..

I'm not serious it's just to make my point.

#17 Asym

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Posted 31 October 2017 - 07:15 AM

OK, a good idea in the wrong market.

We can't get negative reporting to work....

#18 TLBFestus

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Posted 31 October 2017 - 07:23 AM

I feel sorry for those of you that are consumed by the continual search for "likes" or "thumbs up", it reeks of shallowness.

Personally I think that good behavior should simply be expected, not bought.

I can't imagine what the world is going to look like in 20-50 years when social media "Likes" become the dominant method of determining how valuable a person feels.

As an aside...if I get any likes for this post, we shall have the perfect definition of "Irony".

#19 arcana75

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Posted 31 October 2017 - 06:31 PM

View PostEl Bandito, on 31 October 2017 - 03:52 AM, said:


Stuff like Savior Kill is already being rewarded with big chunk of C-Bills/XP. IMO, if we ever get commendation system, it should only stay in Solo-Q, to avoid people abusing it as a group.

View PostShifty McSwift, on 31 October 2017 - 03:58 AM, said:


Well you can't entirely and probably don't want to, but it becomes pretty obvious when a unit is just flagrantly self congratulating themselves every game, rather than just using it as a more thorough manner of promoting good play. And there are ways to track and manage excessive usage that doesn't qualify as "abuse" in that sense.

And those stats are continuous, just because your 5 besties might say you are the best commander every game it doesn't mean everyone you encounter will, etc.

Or... just don't implement such a system. It will have unintended consequences. Good gameplay behaviour should have its own reason for existence, not driven by an incentive.


View PostShe Plays For Me, on 31 October 2017 - 06:55 AM, said:


this is the kind of thing I'm talking about. Pushdawg knows how to play right? what are you doing fleeing? pft noob no vote for you..

I'm not serious it's just to make my point.

Yeah. Such a slippery slope. Imagine I went to help after telling him to pull back, then he refuses, I go help, he dies, I die and he downvotes me because he died, due to his own poor situational awareness. And since I died too do I downvote him for his poor tactical choice...

#20 Shifty McSwift

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Posted 01 November 2017 - 09:22 AM

View PostTLBFestus, on 31 October 2017 - 07:23 AM, said:

I feel sorry for those of you that are consumed by the continual search for "likes" or "thumbs up", it reeks of shallowness.

Personally I think that good behavior should simply be expected, not bought.

I can't imagine what the world is going to look like in 20-50 years when social media "Likes" become the dominant method of determining how valuable a person feels.

As an aside...if I get any likes for this post, we shall have the perfect definition of "Irony".


Well, OK, if you put some non existent set of values onto something as simple as the system sure. In the OPs suggestion it is literally just for personal reflection on gameplay, in the suggestion taking it further it could be used to filter players in group making situations, not used to find "the best" players, just simply being able to see who has some sort of experience in roles or areas.

The suggestion doesn't have to necessarily include that it becomes a value that shows during games or in forum profiles etc, or that has any true meaning overall. Why are you trying to associate it to potential social media trends of the future?

View Postarcana75, on 31 October 2017 - 06:31 PM, said:

Or... just don't implement such a system. It will have unintended consequences. Good gameplay behaviour should have its own reason for existence, not driven by an incentive.


What incentive? A random thumbs up? People driven by that incentive are free to be if they want I guess, it really doesn't mean much to anything, so who cares?

Also that could technically apply everywhere...I.E. Why pay players for killing mechs, it is already an advantage in itself to do so etc etc.

View Postarcana75, on 31 October 2017 - 06:31 PM, said:

Yeah. Such a slippery slope. Imagine I went to help after telling him to pull back, then he refuses, I go help, he dies, I die and he downvotes me because he died, due to his own poor situational awareness. And since I died too do I downvote him for his poor tactical choice...


Well that is not really the exact intent, and probably why I would focus on the positive reinforcement side, not use it as a system for players to critically rate eachother, but just to say "hey, this guy did X well in at least Y amount of games" according to other players.

Again almost any system is abusable, and that can be managed in pretty simple ways here.

Edited by Shifty McSwift, 01 November 2017 - 09:26 AM.






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