nimander99 wrote: »HOW DARE YOU SUGGEST I AM TOXIC YOU TERRIBLE HUMAN BEING I HOPE YOU GET CANCER @Ch4mpTWJust playin, much love @Ch4mpTW and I don't think you are terrible nor do I want you (or anyone) to get cancer.
Don't moderate me
These video's are always fantastic. They give great insight into gamers and gaming.
Mandragora wrote: »Toxicity started ZOS by announcing crown store boxes, if they would remove them, you could see how all the players would calm down.
It is calmed now anyway - all the players, who disagreed, left already, so the show can go on...
If you're playing in a competitive game, you have to invest some of your self worth into the game.
https://www.youtube.com/watch?v=Bxszx60ZwGwRinaldoGandolphi wrote: »I see it like this, if you wouldn't say it in real life to someone's face, don't say it online. Be respectful and classy
This behavior only goes on because game companies allow it. It would be simple to set up alarms that trigger on certain words and phrases and action these people that act that way. It's only going on because the company allows it...once word get out that behavior is under no circumstances tolerated and you will be tossed from the establishment for acting that way and the game company adopts a zero tolerance policy and holds gamers accountable for their behavior it stops.
You rage tell someone in game 1st warning is a months ban, you do it again your gone for good. If you can't be classy and have nothing to say but bad things to others then keep your mouth shut or the company will remove you from the premises
You go to any store or restaurant and act that way and they will throw you out. Period. The game wouldn't become a ghost town either, it would be a far better environment. People tend to behave differently when they can be accountable for their actions in some way. Just my 2 cents
And the company will be bankrupt in about 30 days.
*peers at @Woeler and quickly assesses 'good cognitive capabilities, normal social functions, but too addicted to beer - RESTRAIN HIM, LOCK HIM UP AND DRUG HIM like there's no tomorrow!!!'*I am unhealthy and selfdestructive and I enjoy it. I think I've never read so much pseudo-psychology in one place.
MrJKurayami wrote: »I think much of the ESO community is cancerous. Too many people acting like fan boys and sucking on the dev's ***.
This thread went about as well as can be expected. The truth always is though that toxicity comes from extremely competitive people, whether that's in a PvE or PvP scenario doesn't really matter. It's the competitive nature that lends a killer instinct to everything that frames everything in a hierarchy, where these people think in terms of superior and inferior rather than equals. Kicking someone for having low CP? Teabagging? It all plays into this hierarchical mentality where someone must be crushed to make another person feel good. It's not restricted to PvP or PvE, as I keep saying, instead it has everything to do with people who're hyper-competitive.
Can you guess the best MMO community I was ever a part of? Uru: Ages Beyond Myst. And that's by far. It was just leagues ahead of everything else. The people were polite, lovely, intelligent, and open minded. There weren't any slurs, prejudices flung around, or hatreds aired. It was just a bunch of people having fun and occasionally cooperating to solve puzzles. It's the same reason why you'll find the least amount of unpleasant people in GW2's jumping puzzles. It's the reason why you'll find nice people when you're solving puzzles in TSW. The less competitive a form of play is, the nicer the people are who play it. From my perspective, it's an observable truth, because I've never once found any evidence that challenges it.
It'd be like thinking that people who play the latest Mario Kart are nastier than people who competitively play League of Legends. We know that's absolutely not true. Yes, there's competition in Mario Kart, but there's also factors to even the playing field for people who fall behind, it keeps it feeling casual and something that people enjoy rather than something they want to win at. It's observable everywhere in life, really. You're going to find far, far more toxic people in, say, an office workspace where a killer instinct is necessary -- you have to ruin careers to move up -- whereas you're very unlikely to find that in, say, an animal conservation.
The fact is? We're bad about competition. We've evolved that way. Chimps are psychotic when it comes to competition and they can get really nasty, though not all animals are like that when they compete. We've picked up the psychotic behavioural traits of chimps when it comes to competition, it brings out the worst in everyone.
And the more competitive it is, the worse it gets. In very competitive scenarios, humans don't play nice. That's human nature.
Like I keep saying, there's a reason League of Legends is more toxic than Mario Kart, there's a reason why Call of Duty is more toxic than Splatoon. The more competitive it is, the worse people will behave. If you don't want to see the worst of humanity, and you don't want to rely on them, you have to design your game to be less competitive. And furthermore, the more you appeal to competitive people, the more it edges out the far, far larger audiences who aren't. Do a web search for people who're afraid to play League of Legends because the community is too toxic, the more ESO adjusts things to be more competitive (which ZOS is absolutely doing), the smaller the size of the casual community will be.
The problem? The casual audience is massive magnitudes larger than the competitive one. I think that most people don't like that ugly, competitive side and prefer to leave it at the wayside and just have fun. The more competitive people who're in a game, the more the casual audience will be alienated. Appealing to competitive people is a suicide pact. It's one that Battleborn made, and died. It's one that Champions Online made, and died. Games like Warhammer Online and Wildstar made that pact from the onset and were dead on arrival.
This is why I worry about ESO. I hope ZOS will be smarter than this in the long run, rather than just another company that's committed financial suicide by appealing to competitive people.
Really, in the end, the only party that can actually fix the toxicity in ESO is ZOS. Reduce the competitive factor, just tone it all the way down. When you do that, the casuals will play in far greater numbers and the competitive people will disappear to look for something more compatible with their toxicity. And the upside for ZOS is more money -- more roleplayers means more whales, more cash shops sales, and a healthier, happier game overall.
So this is really up to ZOS to fix or not fix. You can't deny human nature. There are too many MMOs and online games out there which have proved my point for me, over and over. Sometimes I think these companies need to hire people to look at what other MMOs did -- what they did to succeed, and what they did to fail, and why. I already know, because I've made a study of this. I'm just waiting for MMO developers to catch on... It's been a long wait, and I imagine thanks to greed-fuelled ignorance, it'll be a lot longer.
This thread went about as well as can be expected. The truth always is though that toxicity comes from extremely competitive people, whether that's in a PvE or PvP scenario doesn't really matter. It's the competitive nature that lends a killer instinct to everything that frames everything in a hierarchy, where these people think in terms of superior and inferior rather than equals. Kicking someone for having low CP? Teabagging? It all plays into this hierarchical mentality where someone must be crushed to make another person feel good. It's not restricted to PvP or PvE, as I keep saying, instead it has everything to do with people who're hyper-competitive.
Can you guess the best MMO community I was ever a part of? Uru: Ages Beyond Myst. And that's by far. It was just leagues ahead of everything else. The people were polite, lovely, intelligent, and open minded. There weren't any slurs, prejudices flung around, or hatreds aired. It was just a bunch of people having fun and occasionally cooperating to solve puzzles. It's the same reason why you'll find the least amount of unpleasant people in GW2's jumping puzzles. It's the reason why you'll find nice people when you're solving puzzles in TSW. The less competitive a form of play is, the nicer the people are who play it. From my perspective, it's an observable truth, because I've never once found any evidence that challenges it.
It'd be like thinking that people who play the latest Mario Kart are nastier than people who competitively play League of Legends. We know that's absolutely not true. Yes, there's competition in Mario Kart, but there's also factors to even the playing field for people who fall behind, it keeps it feeling casual and something that people enjoy rather than something they want to win at. It's observable everywhere in life, really. You're going to find far, far more toxic people in, say, an office workspace where a killer instinct is necessary -- you have to ruin careers to move up -- whereas you're very unlikely to find that in, say, an animal conservation.
The fact is? We're bad about competition. We've evolved that way. Chimps are psychotic when it comes to competition and they can get really nasty, though not all animals are like that when they compete. We've picked up the psychotic behavioural traits of chimps when it comes to competition, it brings out the worst in everyone.
And the more competitive it is, the worse it gets. In very competitive scenarios, humans don't play nice. That's human nature.
Like I keep saying, there's a reason League of Legends is more toxic than Mario Kart, there's a reason why Call of Duty is more toxic than Splatoon. The more competitive it is, the worse people will behave. If you don't want to see the worst of humanity, and you don't want to rely on them, you have to design your game to be less competitive. And furthermore, the more you appeal to competitive people, the more it edges out the far, far larger audiences who aren't. Do a web search for people who're afraid to play League of Legends because the community is too toxic, the more ESO adjusts things to be more competitive (which ZOS is absolutely doing), the smaller the size of the casual community will be.
The problem? The casual audience is massive magnitudes larger than the competitive one. I think that most people don't like that ugly, competitive side and prefer to leave it at the wayside and just have fun. The more competitive people who're in a game, the more the casual audience will be alienated. Appealing to competitive people is a suicide pact. It's one that Battleborn made, and died. It's one that Champions Online made, and died. Games like Warhammer Online and Wildstar made that pact from the onset and were dead on arrival.
This is why I worry about ESO. I hope ZOS will be smarter than this in the long run, rather than just another company that's committed financial suicide by appealing to competitive people.
Really, in the end, the only party that can actually fix the toxicity in ESO is ZOS. Reduce the competitive factor, just tone it all the way down. When you do that, the casuals will play in far greater numbers and the competitive people will disappear to look for something more compatible with their toxicity. And the upside for ZOS is more money -- more roleplayers means more whales, more cash shops sales, and a healthier, happier game overall.
So this is really up to ZOS to fix or not fix. You can't deny human nature. There are too many MMOs and online games out there which have proved my point for me, over and over. Sometimes I think these companies need to hire people to look at what other MMOs did -- what they did to succeed, and what they did to fail, and why. I already know, because I've made a study of this. I'm just waiting for MMO developers to catch on... It's been a long wait, and I imagine thanks to greed-fuelled ignorance, it'll be a lot longer.