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While I understand the desire to leave, unfortunately the best strategy is to mute them, play out the match, and then report them all one by one. If you DC or use the "Leave Match" button, then you're just giving the trolls what they want by adding "leaver" marks to your account and letting them get off with no punishment. Staying in the match and AFKing is also good report fuel for them, because then they can claim you did nothing all match and report you on that to get you booted. Make sure to use "Text chat to ALL" so you can also let the other team know you're dealing with a pre-made troll squad (or just a bunch of like-minded jerks).
But, just in case you're being truthful, the correct action is to mute all of them and continue playing.
False reports will not work. They cannot get you banned with false reports.
They totally do, depending on how the team/game handles reports.
You can pick up a Heroes Of The Storm ban from a pre-made team mass reporting you for existing and the automated system just passing it through; the game is in "end of life" maintenance mode, so pretty much all the staff who used to review reports were transferred elsewhere and an automated system now looks at report volume. You can get those bans and mutes appealed, but what's the point in that case? Likewise, most of the old multiplayer FPSs (early COD, Halo, etc.) had such high player volumes to staff ratios that manually going through every report was deemed impossible (or not important enough to care about), so they also used systems that automatically kicked in if someone got a high volume of reports in a short period of time.
Deadlock is fresh and new, though, with active staff who get paid to actually look at reports. Hopefully.
By default, ESC to open the menu mid-match (best to do this while riding on a rail or while waiting on a respawn), and then click the microphone icon of everyone you want to mute; this also works for blocking enemy players' text chat. Note that muting someone's voice and text does not mute their pings or their character's global range voice lines attached to pings, so they can still spam those to annoy you when they die 1v5 and ping whoever they blame at that particular moment for their own failure.
Heroes of the Storm is indeed as nail in door. I wouldn't be surprised if it's a ghost ship with an autoban machine in place.
As for automation in general, though, a proper report system doesn't just autoban when the report goes through. There are horror stories, I remember Riot Games being really proud of their new machine that failed to catch actual bot accounts running it mid for two whole years straight but did catch naughty words of it's teammates and banned those guys without the need of a functioning report system at all, but *most* report systems rely on repeat and consistent offence, not a single instance of mass report bullying.
Valve have one of the more sophisticated systems out there, and yes that is ironic considering the state of some of their other online titles like TF2.
A mass report one time, once, will not get you banned. Maybe in Blizzard's world, but even Riot Games have the courtesy to remove the report functions functionality in place of a mean words machine to prevent mass report abuse.
Because the idea that such-and-such game's community is more or less toxic than any other's is basically a myth.
Gamers play everything. We're all one big community playing all the things in a massive set of heavily overlapping Venn diagrams. So you'll get all the wonderful people, and all the jerks in every game.
Stop treating it like this one, or any other one, is especially one way or the other.
They're not.
Genuinely no such thing as a multiplayer game that is not toxic, unfortunately anything that involves dealing with other humans is that way in general.
I generally agree to an extent, but take TF2 and DotA2. TF2 is more popular by far, always has been, but it's significantly less toxic, even on headcount as opposed to percent I'm confident to just say that without checking what data there could possibly be on that.
I think the key ingredient is just how much competition is involved, and not 'official money match' type competition, I mean basic definition competition. I think that the mindset required to be competitive--for any competition not just video games--comes with being averse to trusting other people with your success, and once one has made known one's lack of interest in working with somebody else, the cat is kind of out of the bag, so everything else from name calling and threats may as well be on the table to, too.
Naturally, since one isn't trusting in a fellow teammate, the logical leap from there to outright distrust and superstition isn't too far a gap at all.
I think this is why being part of a competitive team that works is such a remarkable feat.
And to be fair to DotA2, it's way less toxic than most people say it is, and League of Legends is far, far more toxic
That that has no input from players.
If you are mass reported for say cheating for no reason, then a GM will look up the replay of the game.
See that they are toxic and false reporting.
End result would be them all getting global mutet for days and getting their right to report temp removed.
If they do it again afterwards, then things can escalate for them into perma ban.
Now if YOU leave on your own, then they win and you can get low prio matchmaking or even perma ban if repeat offender.
Muting the players are very easy in this game. I just mute anyone who annoys me. It's really that simple. Don't engage with toxic people. Just mute them and move on.