No they wonât lmao
It takes multiple matches of being reported for throwing to get even a warning. You can easily get away with hard-throwing a match you think is lost for free because only one report from that match will count.
Not to mention you can just soft-throw and no one will notice.
actually i think they do after a matter of time i thikbk the system might be coded for reports to expire after x or xx amount of days if action hasnt been taken yet
each report adds up, and when there are enough accumulated, the habitual leaver will get a temp ban. Each temp ban progressively gets longer. it is a process that takes time.
the question we should be asking is: what makes people want to leave the matches they are in, in the first place?
Letâs discard normal reasons outside the leaver control, like power shortages, internet connection issues, and a possible emergency at home.
If someone is not wanting to finish the match they started, they are likely not having fun at the game, and likely the match is being of very poor quality for that person.
How do we increase the quality of matches so that people donât want to leave anymore? Thatâs what we should be focusing at. Punishing someone into doing something is a bad and unefficient way of getting someone to do something.
Thatâs why we generate this issue. In behavioral psychology we call this âCountercontrolâ.
When faced with the possibility of being punished by leaving the match (control) such individuals tends to respond in a way that provides them with control over said envyronment, and therefore they do the opposite of what is required to them instead of giving in, generating the griefing situations (refusing to play the game).
In fact, if we want people to do stuff, we need to reinforce their behaviors with positive stimuli, rather than negative ones. As in, we need to reinforce people playing the match instead of punishing donât playing the match.
In a healthy game, the fun of playing is the positive reinforcement, but it doesnât mean itâs the only thing. In OW1, for instance, youâd get extra EXP for backfilling, would get extra EXP for winning and youâd only be rewarded EXP for finishing matches. EXP would grant you both a portrait as you gained levels and the lootboxes that contained 4 rewards that could include legendary skins. That meant that even if youâre not having so much fun in your match, youâd be rewarded by trying to win it and finishing it anyway.
Now, in OW2, this system has been replaced by the battlepass, making it less significant because someone who chose to not buy the battlepass has less stakes on it, and besides youâll get only a single, pre-determined reward per level that in most cases youâll not be pleased with and that youâll have to work way harder to get. This means that the reward for trying to win a game youâre already losing or finishing a match youâre not having fun at is basically not existant for the vast majority of players.
Well, Iâve come a long way, and while I agree that there should be some sort of leaver time-out for leaving too many games (but not like it is now), hereâs my TL;DR: If we want people to finish matches on their own accord, we should reward them for finishing it instead of punishing them for leaving it.
I disagree, the cynic in me says that rewarding people for finishing matches wont change the players behaviour.
Players still are gonna give up the moment they think they are losing or dont get their way. Cant exactly change that mentality even with the best balance in the world.
If people are going to choose to leave a match, they should not have chosen to queue for it in the first place
The habitual leavers already know what the experience is that they are signing up for. They already know it might be an optimal match or it might be suboptimal
Personally, Id like to see leavers be put in a backfill only queue after serving their timeout. Like Jimothy said - reap what you sow