Grief downvoting. Or otherwise downvoting someone for reasons other than them being disrespectful in game, such as them just happening, through the course of the game, to run into and kill you often. Also, I really think if someone's legitimately griefing or otherwise ruining the game for people they should be hit with warnings, probation's, and bans from the server as a better method.SomethingGiant said:1. Automatic sorting of players by a social rating system. Place similarly inclined players together, so that if you make an effort to be pleasant, you will play with other people like that. If you're an immature twat, the same holds true. Social rating can be done during or at the end of games, when you can upvote or downvote any number of other players, ally or enemy.
I've seen this done nicely with a point based system (in both MAG and TF2). So you DO have a Kill to Death ratio, but it isn't flaunted. What IS flaunted is how many points you get overall, so completing an objective is as good as killing dudes. Healing someone is as useful as killing dudes. And killing dudes is still useful, even if you die killing so many dudes, because your death's aren't necessarily going to hurt your points. While that's fun, I don't quite understand how you would reward or punish someone based on those points, the points are the reward. (Or is that what you were saying?)SomethingGiant said:2. To challenge good players and protect bad players, never forget a regular rating system either. Automatic rating systems are nice, but even if your multiplayer has privately hosted game lobbies, show a rating.
3. Make sure automatic rating systems reward team play and punish selfish play. Games are rarely so similar that the same rating system can be used for each one. Appropriately tailor your system.
I've seen this done and it's been a TERRIBLE idea. Allow me to talk to who I'm playing, otherwise it's no better than just playing a hard AI. Allow me to speak English to my teammates to explain what's going on, rather than try and work out a system of pictures. Communication is VERY necessary for teamwork and mocking/jokes aren't what ruin the game, people screaming into the mic or playing music over the mic is what ruins the game.SomethingGiant said:4. Limit communication? A blunt, ugly solution, but one that might work. No free voice chat, no free text chat; only preset strategic/tactical communication. Any non-gameplay communication is unnecessary for teamwork, and communication with enemies is usually used for mocking in my experience. I won't defend this one, just thought I'd throw it out there.
In any case I don't find competitive online multiplayer to be broken. It's just a kind of gameplay that not everybody enjoys.