karthos wrote: » Here here. When brave Moses Toxi traveled from Boston in a covered wagon, eating nothing but Doritos and Game Fuel, his dream was to found a settlement where people can cast off the restrictions of modern life and live free. Toxicity is this place. Sure the drive by memeing rate has gone up in recent years, but don't forgot to remember the proud people who live there.
pyreal wrote: » Toxicity is rampant because it is not punished. Its like gangrene: if its not cut out, it ruins.
atama wrote: » Toxicity stems from the basic fact that people suck.
dygz wrote: » Dead men need no air.
bazgrim wrote: » I think the promotion of a good environment is more effective than punishing a toxic one. FFXIV is a good example of this and has one of the most welcoming communities in the MMO scene. They have one feature specifically that I hope Ashes will take note of, their commendation system. At the end of a dungeon run or group finder w/e. The game asks you to commend one player from that group for their performance/participation. In turn, that player that receives the commendation gets a currency that can be used for special cosmetic rewards for putting their best foot forward. I thought this was an awesome system because it pits players against each other in a competitive nature to engage with the party. Both socially and mechanically. I'm also a big fan of the "mentor" system some games put in, but it never seems to be done correctly. I do enjoy the concept of veteran players being rewarded for helping newbies though. I think it creates less divide in the community.
wanderingmist wrote: » bazgrim wrote: » I think the promotion of a good environment is more effective than punishing a toxic one. FFXIV is a good example of this and has one of the most welcoming communities in the MMO scene. They have one feature specifically that I hope Ashes will take note of, their commendation system. At the end of a dungeon run or group finder w/e. The game asks you to commend one player from that group for their performance/participation. In turn, that player that receives the commendation gets a currency that can be used for special cosmetic rewards for putting their best foot forward. I thought this was an awesome system because it pits players against each other in a competitive nature to engage with the party. Both socially and mechanically. I'm also a big fan of the "mentor" system some games put in, but it never seems to be done correctly. I do enjoy the concept of veteran players being rewarded for helping newbies though. I think it creates less divide in the community. I'm probably alone in this but as a teacher irl I don't need a reward for helping people. I do it because I enjoy helping others and seeing them grow. Mentor systems that offer rewards to the mentors take away that aspect because too often the mentors only do it for the rewards. There's also the problem of what criteria you put in for who can become a mentor. In FFXIV you have a basic set of competency requirements in order to get mentor status. The problem is that these requirements aren't really based on skill, just time. Completing a certain number of dungeons isn't hard, it just takes a long time. On top of that there are a lot of skilled players who make absolutely terrible teachers. Just because you have a lot of knowledge doesn't mean you are a good at giving that knowledge to other people. It's not about what you teach, but what your students learn. If your students don't learn anything or improve, then you have failed. In my opinion, leave the teaching to those who actually WANT to teach.
bazgrim wrote: » wanderingmist wrote: » bazgrim wrote: » I think the promotion of a good environment is more effective than punishing a toxic one. FFXIV is a good example of this and has one of the most welcoming communities in the MMO scene. They have one feature specifically that I hope Ashes will take note of, their commendation system. At the end of a dungeon run or group finder w/e. The game asks you to commend one player from that group for their performance/participation. In turn, that player that receives the commendation gets a currency that can be used for special cosmetic rewards for putting their best foot forward. I thought this was an awesome system because it pits players against each other in a competitive nature to engage with the party. Both socially and mechanically. I'm also a big fan of the "mentor" system some games put in, but it never seems to be done correctly. I do enjoy the concept of veteran players being rewarded for helping newbies though. I think it creates less divide in the community. I'm probably alone in this but as a teacher irl I don't need a reward for helping people. I do it because I enjoy helping others and seeing them grow. Mentor systems that offer rewards to the mentors take away that aspect because too often the mentors only do it for the rewards. There's also the problem of what criteria you put in for who can become a mentor. In FFXIV you have a basic set of competency requirements in order to get mentor status. The problem is that these requirements aren't really based on skill, just time. Completing a certain number of dungeons isn't hard, it just takes a long time. On top of that there are a lot of skilled players who make absolutely terrible teachers. Just because you have a lot of knowledge doesn't mean you are a good at giving that knowledge to other people. It's not about what you teach, but what your students learn. If your students don't learn anything or improve, then you have failed. In my opinion, leave the teaching to those who actually WANT to teach. That's why I said I haven't seen a game do it correctly. I enjoy the concept, but execution always seems to be very poor. The commendation system is based in the simple science that makes the RPG loop work. Explore -> Kill/Quest -> Collect. It's a feedback loop that gives a hit of dopamine every time the player does something good they are rewarded for it. By integrating this template into something that promotes positive behavior from players, it might be a one of many solutions to keeping toxicity to a minimum. Bad teachers are a problem in real life, but this is a video game. You don't need a degree to teach games and you aren't required to show up and learn what someone wants to teach you. I think you're looking too deep into this and making a hard comparison to how teaching works in the real world. (and getting a wee bit defensive about it) The two cannot be compared fairly. You aren't forced to participate in either of those systems if you don't want to in FFXIV. You can play the entire game without ever giving/spending a single commendation or being a mentor/under a mentor. In the end isn't that really what most games are about, freedom of choice by the player? Especially in Ashes with the different nodes. Some people really suck at making money in games and are just poor economy players, does it mean we shouldn't have economic nodes? No... It means that we should give players other avenues to have fun and play the game the way they want like scientific nodes.
wanderingmist wrote: » bazgrim wrote: » wanderingmist wrote: » bazgrim wrote: » I think the promotion of a good environment is more effective than punishing a toxic one. FFXIV is a good example of this and has one of the most welcoming communities in the MMO scene. They have one feature specifically that I hope Ashes will take note of, their commendation system. At the end of a dungeon run or group finder w/e. The game asks you to commend one player from that group for their performance/participation. In turn, that player that receives the commendation gets a currency that can be used for special cosmetic rewards for putting their best foot forward. I thought this was an awesome system because it pits players against each other in a competitive nature to engage with the party. Both socially and mechanically. I'm also a big fan of the "mentor" system some games put in, but it never seems to be done correctly. I do enjoy the concept of veteran players being rewarded for helping newbies though. I think it creates less divide in the community. I'm probably alone in this but as a teacher irl I don't need a reward for helping people. I do it because I enjoy helping others and seeing them grow. Mentor systems that offer rewards to the mentors take away that aspect because too often the mentors only do it for the rewards. There's also the problem of what criteria you put in for who can become a mentor. In FFXIV you have a basic set of competency requirements in order to get mentor status. The problem is that these requirements aren't really based on skill, just time. Completing a certain number of dungeons isn't hard, it just takes a long time. On top of that there are a lot of skilled players who make absolutely terrible teachers. Just because you have a lot of knowledge doesn't mean you are a good at giving that knowledge to other people. It's not about what you teach, but what your students learn. If your students don't learn anything or improve, then you have failed. In my opinion, leave the teaching to those who actually WANT to teach. That's why I said I haven't seen a game do it correctly. I enjoy the concept, but execution always seems to be very poor. The commendation system is based in the simple science that makes the RPG loop work. Explore -> Kill/Quest -> Collect. It's a feedback loop that gives a hit of dopamine every time the player does something good they are rewarded for it. By integrating this template into something that promotes positive behavior from players, it might be a one of many solutions to keeping toxicity to a minimum. Bad teachers are a problem in real life, but this is a video game. You don't need a degree to teach games and you aren't required to show up and learn what someone wants to teach you. I think you're looking too deep into this and making a hard comparison to how teaching works in the real world. (and getting a wee bit defensive about it) The two cannot be compared fairly. You aren't forced to participate in either of those systems if you don't want to in FFXIV. You can play the entire game without ever giving/spending a single commendation or being a mentor/under a mentor. In the end isn't that really what most games are about, freedom of choice by the player? Especially in Ashes with the different nodes. Some people really suck at making money in games and are just poor economy players, does it mean we shouldn't have economic nodes? No... It means that we should give players other avenues to have fun and play the game the way they want like scientific nodes. Let me ask you something. Why does a mentoring system need to have rewards or titles attached to it? I'd like you to really think about it before you answer.