Some people don't understand that there's a human being behind (most) screen names with feelings and goals. I for one, do not desire to be the butt of your insult-based 'jokes' (I don't think ANYONE really does) nor do I find it desirable for you to be making fun of others. If I must, I'll start reporting overly verbal spectators so they can be specmuted since nobody else is doing it. Admins may not be as enthusiastic about enforcing the rules, but I am. I'm tired of this shit -- the constant abusive environment, the constant crap storm of verbal vomit from spectators and players. Enough is enough. I propose the following solution:
1.) Spectators who make any nonproductive commentary (EG: helping fix a bug/helping newbie (iff welcomed)) during
games are to be warned up to two times (in a day). If they continue, they deserve a specmute. During games is defined as after the 10 second mark. Pregame is fine since it's not distracting. Specmutes should last no shorter than 30 minutes for the first and up to 1 day for repeat offenders. Repeat offenders are to be given no leniency.
2.) Players who are overly verbal and constantly make jokes about other player's gameplay should be muted for 5/10/30/60 minutes. "lol" is fine if something's funny, don't do it constantly. Commentary like "lob lob", "noob","resign lobsters",etc is not fine and will result in a mute. You are there to play a game, not make fun of others. It's hurtful and rude and drives players away.
use of offensive language after game (EG: blaming team,making fun of other players,etc) is an automatic 5/10/30/60 minute mute. No leniency or warnings given AT ALL. Say gg and move on. If you want to joke to your friends about their gameplay, DO SO IN PM/private channel, not in lobby. If you want to vent about that game, do so out of the eyes of the public (forums/public channels).
Admins should be able to give mild (<1hr) punishments (outside of ban) for infringements like this. This system would give some social standards and curb some toxicity in games by as much as 80-90% and increase enjoyability a lot. If this system could get approval, I'd like to give it a month's worth of test run with some volunteers from the admin team. See if the problem diminishes. If necessary I can report all activity that breaks these three rules if I can get some promise that it will be enforced. Some statistics should be collected such as number of warnings given out, number of mutes given out, and if the behavior is still occurring after our reclamation project.
These might be tight and heavy handed a bit, but we're fast approaching the point where something needs to be done. Time to either grow a pair and start nurturing a positive, welcoming community even if it means losing a few toxic members to create a warm atmosphere for newbies to join in or to accept the reality that any campaign is going to be mostly losses thanks to residential toxic elements. Who needs the toxic players anyways?