Le007n wrote: ↑15 January 2026, 21:06
1 — Disable RT filtering for nearby or top-ranked players
Disable RT matchmaking filters for players within ±Y ELO or within the top X% of the ladder.
This prevents players near the top from selectively avoiding strong opponents and shaping the ladder. It also improves queue health for games with smaller player pools.
Matching filters only let you filters relative to your own range, and can't be used to filter out your range, only those further away, though Arena Leagues are a joke, so the Arena filters don't do a lot since even 100 level players can reach the so-called "Elite League".
If by filters you meant red thumb effects are disabled, I could see it to some extent, though you probably have it backwards. Letting them filter obvious rising accounts/alts seems fine.
Le007n wrote: ↑15 January 2026, 21:06
6 — Disable RT above a certain ELO
Above a certain rating, Arena becomes strictly competitive. Safety tools (mute/report) remain, but matchmaking filters are disabled.
If both players are highly rated and searching, they should be able to face each other.
This is the better one, after they hit a certain point red thumbs shouldn't prevent matchmaking. So if a top rated player red thumbed a nonsense account that's one thing. Maybe it's someone clearly not their rating rising through the ranks, or a troll account, etc. But once they've reached a legitimate rating, those issues are far less likely and it's more likely an avoidance issue.
I could see this system being applied either through an absolute (rating X is no longer affected by red thumbs) vs relative (red thumbs don't work between players within Y rating), perhaps above a certain additional absolute value Z to avoid this happening at the bottom ratings.
Le007n wrote: ↑15 January 2026, 21:06
2 — Remove RT in Arena and rely more on karma
If RT is mainly used to avoid quitters, then a stronger karma requirement could discourage quitting directly by preventing immediate re-queueing and making quitting feel more costly.
Sure. 100% Karma is the norm anyways.
Le007n wrote: ↑15 January 2026, 21:06
3 — Prevent or limit conceding in Arena
A common complaint is that players concede early, denying the opponent the chance to actually play out the game. If this is a real problem, conceding could be limited or disabled in Arena (as it is in some tournaments).
Timeouts would still remove inactive players so games don’t stall.
No. If anything, the game progression feature should be disabled for all games, it's nothing but a wasteful system and the 50% meter being the slot for concession should be done away with. Conceding should be given more leeway, not less.
Le007n wrote: ↑15 January 2026, 21:06
4 — Add RT cooldown or expiry
Avoids lasting forever feels extreme in a competitive mode. RT could expire after some time, or only block matchmaking for a limited period.
If you want to choose your opponents, casual mode already exists — Arena should prioritize competitive integrity.
No. The point of red thumbs are to stop pairings from happening. It's one thing to have an optional timer feature for tactical red thumbs due to rating decay, I could see there being a feature that allows you to give red thumbs set to last as long as the rating decay does. That's about it. Any legitimate red thumb has no reason to be forcefully removed, if a player wanted to be paired, they'd remove the red thumb. If we're worried about people forgetting about red thumbs a list of who you've red thumbed could be useful.
As for illegitimate red thumbs, the issue wasn't about temporary vs permanent, it was about them happening in the first place. They'd just reapply them in any case, though I suppose it could get annoying for them to have to keep doing it if they keep using it on several users.
Le007n wrote: ↑15 January 2026, 21:06
5 — Make RT a soft filter, not a hard block
Instead of completely preventing matches, RT could just reduce the likelihood of a pairing.
After a certain queue time, the system could ignore RT to avoid queue starvation and complete avoidance.
No. They were being avoided for a reason, if it was legitimate enough to avoid playing in the first place, I see no reason to rescind it.
Le007n wrote: ↑15 January 2026, 21:06
7 — Moderator / Dev RT powers
Give moderators the ability to apply Arena bans or restrictions to abusive players directly, rather than relying on players to self-police through RT.
I'm pretty sure moderators can already manually penalize players. I don't know about arena specific penalties, though I doubt it's needed, generic penalties should be sufficient.