Forum Discussion
It's also worth noting that another aspect of the ego and dopamine psychology that comes into play with aggressive players, is that they see all strategic withdrawals from fights as "cowardice" and play aggressive because they are addicted to getting knocks. But this erratic psychology creates a problem as they would rather push and be aggressive and die INSTANTLY, and then NOT PLAY for 10 minutes for abandoning the match, OR not play because their teammates have to run around and find a safe crafter that isn't being camped. And then their team wipes because they are just 1v3 or 2v3.
And then these players spend 2 minutes in lobby to load into another match, and spend another 2 minutes LOOTING up again and rotating.
So all in all they are clearly incapable of assessing that their playstyle leads to them getting to PLAY LESS not more. Something that the game has to address with the point punishment system I suggested above.
So, clearly their own behavior is self defeating, they are addicted to fighting and getting knocks, BUT their behavior leads them to actually play LESS. Rather than reposition for 1 minute to then fight for 5-15 minutes straight (which is great fun obviously), they would rather fight 1 minute and then be dead for 5-10+ minutes as a banner... back to lobby, back to reloot etc, one would think that they would make the correct deduction from this but they don't. It is an addictive behavior, they need the kick NOW and have no forward thinking that goes beyond even just 2-3 minutes. Which is why the games point system should punish it and force them to balance this behavior out for the benefit of all players.
This way they will be sent back to Platinum after just 1-2 games if they decide to play toxic, and this will hammer into their head that they will have to rethink what they're doing or just stay in Platinum. Which is kind of what ranked should be designed like after all.