I looked up the recent article. It is worth reading and makes many good points.
The usual excuse is, "Hey, they're just trolls. Just ignore them and they'll go away." Except, that's not true. In real life, going limp doesn't make an abusive person less willing to hit you, and remaining silent doesn't make a toxic player any less likely to atavistically howl into their microphone when they're unhappy. More importantly, this is supposed to be entertainment, and having awful things said to you isn't very entertaining. It's human nature. It bothers people. If I stood up in a restaurant and began screaming at everyone, the management wouldn't smile and say, "Don't worry about him. He's not hurting you. Just ignore him and enjoy your food." No, they would bounce me out of there as fast as they could, and they wouldn't for a second regret losing out on my business.
http://www.escapistmagazine.com/articles/view/video-games/columns/experienced-points/11827-Theres-Nothing-Good-About-Toxic-Players
Toxic players should not be treated like hackers, nor should they be ignored. Too often you hear of publisher using the 'ban hammer' to fight toxic communities but that is not a suitable tool. It is like doing an operation with a hammer instead of a scalpel, far to blunt and only able target the biggest, most visible issues.
First steps, developers need to build better tools than the ban hammer. Unfortunately, most developers and publishers, especially those with massive online communities, don't take this seriously at all.
Right now, the best example of a more subtle tool to detect trolls and toxic players is the Xbox rating system. The only problem is, no games utilize those ratings. At best, the Xbox's inherent matchmaking service will avoid paring you with players you've block but it won't keep you from getting paired with other toxic players until you personally have blocked them.
Going back to my example of Forza. Turn 10 has produced this game five times and all five iterations suffer from the exact same, and well known problem. Guys who think it is funny to intentionally crash other players. In a decade Turn 10 has made but one tweak to the game to remedy this - that was to ghost players driving backwards. Doesn't do much good when they are driving right into your rear end over and over.
Yet, industry wide you can look at the racing genre and pull examples like iRacing that has a very serious ratings model. The iRacing model is blind to who is guilty of causing the incident and assess all parties involved knowing over time this works out against the griefers. Then, the prohibit these toxic players from advancing into lobbies set aside for high rated players.
With such a raking system already in place at the Xbox's core, you would think it would be a no braining for all developers to use this tool to address the toxic gamer issue. Yet, publishers don't seem to care ... or at least not until they can directly see if impacting their bottom line.
With Xbox all a developer would need do is set aside some lobbies for highly rated players only. This doesn't ban toxic players from playing, it just sticks them in rooms with like minded fellows. While someone with a positive gamer rating can choose to play in the private rooms or not. In fact, I thought Titanfall PC was doing something similar to this already?