
Protect Communication in Dota 2: Reform the Behavior and Report System
Проблема
Dota 2 is a team-based game where communication is an essential part of gameplay. However, the current Behavior Score and reporting system can restrict players from using voice and text chat and, at sufficiently low scores, restrict access to ranked matchmaking.
We believe communication should be completely independent of a player's Behavior Score. Voice and text chat are fundamental gameplay tools in a team-based game and should remain available regardless of a player's behavioral rating.
The Behavior Score system itself also needs to be fundamentally reconsidered. The current system can have an excessively strong cumulative effect, while reports do not always accurately reflect actual misconduct. Players can receive repeated reports because of disagreements, frustration after a lost game, or simply because a teammate disliked their decisions or performance. As a result, a player's Behavior Score can decline significantly and then take an excessively long time to recover.
This can particularly affect players who are deeply engaged in Dota 2 and actively participate in team communication. Players who make calls, discuss strategies, coordinate their team, or react strongly to events during a match naturally expose themselves to more disagreements and potential reports. Making an unsuccessful call or making a mistake during a game should not result in losing the ability to communicate in future matches.
A behavioral system should distinguish genuine disruptive behavior from ordinary competitive disagreement, unsuccessful decisions, and normal emotional reactions during a competitive game. Players should be able to communicate, make mistakes, learn, and improve without the risk of losing essential communication tools because of accumulated reports.
We therefore ask Valve to reconsider the current Behavior Score and reporting system:
- Separate communication from Behavior Score. Voice and text chat should not be restricted based on a player's Behavior Score.
- Rework the reporting system. The system should better distinguish genuine behavioral violations from reports caused by disagreements, frustration, poor performance, or the outcome of a match.
- Reduce the excessive cumulative effect of reports. A player's past reports should not continue to severely restrict their gameplay experience for disproportionately long periods.
- Make Behavior Score more accurate and less punitive. The system should reflect actual patterns of disruptive behavior rather than simply accumulating reports, while allowing players who improve their behavior to recover their standing within a reasonable period.
Dota 2 is fundamentally a game about teamwork, communication, and competition. Behavioral systems should help maintain a healthy playing environment without undermining these fundamental aspects of the game. We ask Valve to reconsider the current approach and create a system that addresses genuine misconduct while preserving every player's ability to communicate and participate in the game.

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Проблема
Dota 2 is a team-based game where communication is an essential part of gameplay. However, the current Behavior Score and reporting system can restrict players from using voice and text chat and, at sufficiently low scores, restrict access to ranked matchmaking.
We believe communication should be completely independent of a player's Behavior Score. Voice and text chat are fundamental gameplay tools in a team-based game and should remain available regardless of a player's behavioral rating.
The Behavior Score system itself also needs to be fundamentally reconsidered. The current system can have an excessively strong cumulative effect, while reports do not always accurately reflect actual misconduct. Players can receive repeated reports because of disagreements, frustration after a lost game, or simply because a teammate disliked their decisions or performance. As a result, a player's Behavior Score can decline significantly and then take an excessively long time to recover.
This can particularly affect players who are deeply engaged in Dota 2 and actively participate in team communication. Players who make calls, discuss strategies, coordinate their team, or react strongly to events during a match naturally expose themselves to more disagreements and potential reports. Making an unsuccessful call or making a mistake during a game should not result in losing the ability to communicate in future matches.
A behavioral system should distinguish genuine disruptive behavior from ordinary competitive disagreement, unsuccessful decisions, and normal emotional reactions during a competitive game. Players should be able to communicate, make mistakes, learn, and improve without the risk of losing essential communication tools because of accumulated reports.
We therefore ask Valve to reconsider the current Behavior Score and reporting system:
- Separate communication from Behavior Score. Voice and text chat should not be restricted based on a player's Behavior Score.
- Rework the reporting system. The system should better distinguish genuine behavioral violations from reports caused by disagreements, frustration, poor performance, or the outcome of a match.
- Reduce the excessive cumulative effect of reports. A player's past reports should not continue to severely restrict their gameplay experience for disproportionately long periods.
- Make Behavior Score more accurate and less punitive. The system should reflect actual patterns of disruptive behavior rather than simply accumulating reports, while allowing players who improve their behavior to recover their standing within a reasonable period.
Dota 2 is fundamentally a game about teamwork, communication, and competition. Behavioral systems should help maintain a healthy playing environment without undermining these fundamental aspects of the game. We ask Valve to reconsider the current approach and create a system that addresses genuine misconduct while preserving every player's ability to communicate and participate in the game.

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Петиция создана 22 сентября 2026 г.