A long rant about moba toxicity
re: A long rant about moba toxicity
@trysdyn @IceWolf wow, this... also goes a long way to explain why random instances and raids in MMOs are generally so... like that. :| at least dungeons don't usually have a PVP component, and when they do it's a brief gimmick, so it's much easier to go in with friends and get it done rather than relying on getting a bunch of complete strangers together, and since it's against a programmed opponent it's easier to communicate strategies and follow along. still... bleargh.
re: A long rant about moba toxicity
@IceWolf @troodon @trysdyn From playing a lot of DOTA2, FFXIV, MHW, Splatoon, and similar matchmade titles: the problem comes up when you throw randos into a highly structured experience where one or two players being inexperienced crashes it for everyone.
That situation sets up a negative feedback loop that conditions players to be abusive. Games where one or two players can carry on anyway generally lack it.
re: A long rant about moba toxicity
@IceWolf @troodon @trysdyn As for taking the MOBA toxicity out of MOBAs: a close experiment to success was the game Vainglory, which leaned heavily on individual laning, had very little group synergy, had short rounds, and had no voice chat.
Though doing all that kind of gives up the point that the formula behind MOBAs leads to the toxic conditioning loop described above. I can't see the Pokemon one ending well.