Originally posted by
ohanse
There's a case study in Dan Ariely's "Predictably Irrational" that I think applies here.
There was a day care that started imposing fines on parents being late to pick up their kids. What ended up happening is that once the daycare put a price tag on this behavior, parents were making choices on whether or not they thought the fee was worth the convenience. So they started picking up the kids later and giving the daycare money for the "privilege." The implementation backfired on them.
The comparison is that Riot's gone ahead and put a pricetag on "honorable conduct." It's 200 BE and a couple of key fragments per honor level. If that's the only benefit, why strive for Honor 5? May as well just keep your toxicity levels above permaban or chat restrict territory and not worry about it. You're only missing out on a grand total of 1000 BE and, what, 3 chests in total?
I'm a big fan for Dan Ariely's work! This case study is why we don't do some obvious stuff like give you BE/keyfrags at the end of game screen for every honor you get, which is more analogous to the study. The way we give honor rewards is meant to lower the risk of this outcome, for example: we recognize your sportsmanlike play on login with key frags and orbs so that currency rewards aren't as directly tied to the game you played. We were conservative with the rewards we gave out (and how we gave them) so that they don't subvert the intrinsic motivation to play well in a team. Our decisions were based on best practices derived from behavioral economics studies.
These posts kinda validate that we've avoided one of the big risks of the system: the rewards are too significant and players change their behavior to try to get them (which then leads to really negative effects from people trying to game the system). The purpose of honor is to highlight that playing well with your team is appreciated by others and helps you win. Part of this is giving a little bit more recognition to the overwhelming majority of neutral and positive players for sportsmanlike play (e.g. play to win, don't frustrate your team so it's harder for them to play to win). You don't need to do anything except quietly play the game in order to benefit. We don't want players to strive for honor 5. If you happen to get it, it should be because you believe that consistently playing well with your team in a sportsmanlike manner is the best way to win the game.
To address the OP's sentiment, BE isn't the ideal reward and there's certainly room for more interesting rewards that are of similar value, but more bespoke to the honor system (and something that we brainstormed a lot of ideas for during development, many of them bad :D). I haven't worked on the team in a while though, so I can't really speak more about future intentions.