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Ubisoft has gone to drastic measures such as disabling "all" chat by default, so you only ever read thoughts from half the players in a given match. Ubisoft seems fixated on going after a far more easy target: the folks who type mean things, either as a result of having suffered the above annoyances or just because they enjoy saying nasty stuff. And yet, none of them are effectively combated by Ubisoft. These are concretely toxic actions in the sense that they are objective illustrations of maliciously motivated, harmful behavior. Especially because if you quit a match to escape the malicious parties (of whom there are millions in ranked matches), you will be penalized and temporarily banned for abandoning your squad. But when teammates are deliberately denying you access to your game by making you wait entire rounds just to be teamkilled, the toxicity is on a whole 'nother level. Notice how none of these incidents involves someone talking smack in a little text box in the corner of a screen, yet all have far more serious, material ramifications for your enjoyment of Rainbow? It's easy enough to tune out some nonsensical, jibberish text (either by not paying attention to it or literally blocking it).
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A player will place reinforcements and traps in counterproductive places, thereby throwing the match.
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#Super smash bros infinite play without disc series#
You know when you lose in a match of Rainbow Six Siege and someone posts a series of smiling emoji to taunt you? For a great many people, that's just as, if not more, toxic than that same person calling you a good-for-nothing sack of expletives who should uninstall the game. Why are mean words considered the absolute pinnacle of toxic behavior? Merriam-Webster says toxicity is "an extremely harsh, malicious, or harmful quality." Here's the issue: That means speech-based toxicity is different for absolutely everyone. We can't discuss toxicity without first defining it or, rather, highlighting how vague its actual definition is.