Changelog 10 November 2016

Hi everyone!

During the month of October, we announced that we had a number of features in development and testing to address issues related to the behavior of players within our community.

The final design aims to bring together four new systems, the action and continuous interaction of which will guarantee a fast and reliable activity in detecting and punishing/rewarding bad/good behaviors of the players.

Today we are announcing the first of these systems: the Faceit Behavior Index.

The Faceit Behavior Index

The index is a score that represents the general behavior of every member of our community and based on that score players will be rewarded or punished accordingly.

TL;DR

Every player has a score only visible to them, starting from 1,000

A players’ score changes based on many FACEIT interactions, such as post match reports, being AFK, leaving matches and others

Friendly competitive gamers will have a high score and will be rewarded for positively enhancing the community

Toxic and destructive players on the platform will have a low score and will be penalized

We want to say thanks to the FACEIT community for all of the player match-room reports everyone has made so far as these reports have helped us develop and fine tune this system.

How does the Index work?

You can think of it as a karma system, but significantly smarter.

Every player has their own index-score which is a number with base 1,000 that describes the general behavior of each user

The evolution of the Index is determined by an advanced algorithm which continuously receives information from several data sources, for example post match reports, AFK and Leaver detections, skill of the player, the number of matches played etcetera etcetera.

The algorithm that manages the Faceit Behavioral Index is the product of over 1 year of work by our Data Science team, who have been analyzing the data gathered from more than tens of millions of matches played on Faceit.

For now, we don’t want to dig too much on details about the whole logic behind this algorithm however, it is useful giving few insights about the “post match reports made/received” part . The most important things you have to keep in mind are:

A match completed without receiving any reports has still a positive impact on your score

More often you report other players for a certain category of report, smaller is the impact of your report = make sure you use your power carefully

Higher is the accuracy of your report, higher is the impact of your reports and an higher rewarding will be reflected in your own Score as well.

Where can I check my current Faceit Behavioral Index?

You can check your score on your own profile. Keep in mind that this is only visible to you and hidden to everyone else. You won’t be able to view other peoples score, as this would undermine the anonymity of the system.

How will the index affect your experience on FACEIT?

The index will have a strong impact on the experience of each user. Players will be rewarded or punished based on their index and different actions will be automatically triggered by certain levels of that score.

We believe that reducing/controlling the amount of negative behavior and giving significant incentives to keep a positive one, will improve the general experience for all members of the community.

Players will be able to access certain extra features, or receive certain account restrictions based on your historical index as well as the change in the index over the last few days/matches.

During the coming weeks we will observe the movement of this index and how it affects behavior. During this period we will optimise as required and then enable the automatic actions based on the index releasing a precise explanation about the first benefits and restrictions that certain score levels can result in.

AFK-leavers ban system

Given the numerous feedback we received regarding players not-showing/leaving in matches, we worked on a new system able to give increasing cool down periods based on the number of time a players is detected as leaver/afk in a certain period.

In particular, every time a player is detected as leaver or AFK in a match, the cool down-period is now determinate based on the number of detection for that player during the past 2 weeks. The cool-down period will be equal to

(NUMBER OF DETECTION past 14 days) X (3) X (30 minutes).

If for example a player is detected as leaver at the end of a match and this is the fifth detection in the past 14 days we will have:

COOL DOWN PERIOD = (5) X (3) X (30 minutes) = 7,5 hours

This has been live since the Halloween release and we have already seen a significant drop in leavers and AFKs, as such we decided to keep this new formula as the standard for the time being.

We have much more coming for what concerns in-game behavior in the next couple of weeks. This includes something we know many of you have been waiting for ..

Faceit Dark

As some or all of you may have noticed last week we released a dark Halloween skin for the web app. Internally we call it black Faceit. After getting used to this skin over the last few days we are thinking of keeping it as the standard, while potentially giving an opportunity to switch to the white one for those that prefer it. In this release we are improving some Graphic tweaks Let us know your thoughts about this!

P.s. Don’t worry, we won’t be adding any Halloween sounds again, at least until next year!

Featured organisers

As part of this release we increased the amount of visibility for third party competitions on the platform. We added a section on the homepage to feature some recommended organizers. These may vary depending on your country and your games.

Small features/Misc/Bugs

Organiser page now shows the right amount of players in upcoming tournaments

Organizers can now choose different permissions to edit page and tournaments for different admin levels

Country codes now respect ISO standard

General fixes on the interface of the Admin tool for organizers

GL & HF, see you on FACEIT!