.. Like the previous system, the new reputation system relies quite a bit on player feedback to determine which category an online gamer falls into — "Good Player", "Needs Improvement" or "Avoid Me." What's different here is the definition of player feedback.
It's not just about simply leaving a rating. Now if you mute another player, it will affect their reputation. If you ban another player from your server for misbehaving, it affects their reputation. And if you decide you don't like another player and urge the entirety of your newly-expanded friends list to complain about them? Well, that's where the safeguards come into play. ..
It's not just about collecting data, but how the system uses and weighs the data collected. If a dozen people suddenly report a single user, the system looks at a variety of factors before laying the smackdown. Did each of those players actually play in an online game with the person they reported? If not, all of their complaints won't equal that of a single person who spent 15 minutes playing Call of Duty online with the reported party. The system also looks at the reputation of both the person reporting and the alleged offender, the frequency of reports from a single user — it's a system the team plans on tweaking constantly for balance and fairness, but it sounds like they're off to a stellar start.
Kotaku: Xbox One's Reputation System Sounds Crazy But It Just Might Work
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I always thought the 360's "Pro, Recreation" options of who you want to game with were pretty ineffective. Killzone and Destiny are probably gonna be the first to determine the general PS4 users' behavior consensus. I'm not so sure if Sony is going be implementing similar evolved systems to regulate users uhm, shit-talking profiles.
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