Hi, it’s been five years since this was raised in bugs and suggestions, and I still find it hard to believe that there’s been no real progress.
Is this still being discussed? Will anything ever change so we can enjoy this mode for the games we love?
I understand the intention behind the Red Thumb (RT) feature, but as is often the case, a small number of players can end up undermining it for everyone else.
Instead of just complaining, I’d like to propose some possible changes that the devs could build from. There will never be a solution that pleases everyone, but I think the goals should be:
- Ladder fairness
- Queue health
- Player retention
- Player safety
I was really hoping that a new season might bring some changes. We already experiment with different Arena settings per game — why not try something season-wide?
Here are some suggestions to start the discussion:
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.
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.
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.
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.
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.
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.
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.
Maybe it’s not one big change but a collection of smaller tweaks that gets us closer to a healthier system.
I’d be interested to hear what others think, or what alternative ideas people have.
Thanks for reading — and just to be clear, the aim here is constructive discussion, not blaming or attacking anyone.
A bad change that moves us forward can sometimes be better than doing nothing at all.
Is this still being discussed? Will anything ever change so we can enjoy this mode for the games we love?
I understand the intention behind the Red Thumb (RT) feature, but as is often the case, a small number of players can end up undermining it for everyone else.
Instead of just complaining, I’d like to propose some possible changes that the devs could build from. There will never be a solution that pleases everyone, but I think the goals should be:
- Ladder fairness
- Queue health
- Player retention
- Player safety
I was really hoping that a new season might bring some changes. We already experiment with different Arena settings per game — why not try something season-wide?
Here are some suggestions to start the discussion:
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.
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.
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.
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.
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.
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.
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.
Maybe it’s not one big change but a collection of smaller tweaks that gets us closer to a healthier system.
I’d be interested to hear what others think, or what alternative ideas people have.
Thanks for reading — and just to be clear, the aim here is constructive discussion, not blaming or attacking anyone.
A bad change that moves us forward can sometimes be better than doing nothing at all.