Ego wrote:You've got some excellent points there. Very intelligent response and with some very good comebacks too.
Thanks. Any points I make aren't intended to be retorts, comebacks or anything like that ... I'm simply sharing what information I have in order to shed a bit of light on topics where possible.
Ego wrote:Just out of curiosity... what? I mean what does it do? Like what's the process?
In detail, the report button records details of the reported chat message itself, the player who's message was reported, and the player making the report in the database, marking the "incident" for further manual investigation.
Worth noting at this point is we don't take any automated action against reported players, as the reality is - and this may be surprising to "normal" reporters of bullies/spam/vulgarity etc - we get a hugely disproportionate number of reports for "standard" messages such as "Hi", "How do I do X", "Greetings from [location]" (in a different countries chat) etc ... perfectly allowable posts that fill the reports list much, much faster than "genuine" reports.
Ego wrote:Why are players being allowed to maliciously spam in public chat, seemingly, without any immediate(or reasonably timed) consequences?
In addition to manually processing the large number of reports we receive, reports in the majority of other languages also have to be individually translated, which doesn't always provide us with an accurate translation.
If - between varying languages, spellings and grammar - deciphering what is being said wasn't time consuming enough, reports are also reviewed for the surrounding context of the conversation that had taken place, to ensure that (for example) we're not banning "friendly banter" because a third party didn't like the conversation that had taken place. The due dilligence that is taken when reviewing reports can inevitably result in reports taking a substantial amount of time to resolve.
Ego wrote:I don't know TA or how it's run. I am sure there is time and resource issues (all companies that put out quality work have them).
TA is primarily just a 2-man team, consisting of 1 developer and 1 programmer. Between them, they manage every aspect of game development - design, development, programming, production, marketing, maintenance ... the whole works.
Ego wrote:I'd love something more than an intelligently written argument in defense of a long known issue that, from my point of view, seems like an easy fix especially in the time that's passed. The time it's taken for a seemingly simple issue feels excessive.
The incorrect assumption/expectation of "seemingly simple" and "easy fix" is always where it goes wrong xD As only facts will do, here's the programmer's response when asked about adding a mute button:
I was thinking of a good way for it, and if it should be there or not. Obviously it requires another button in the UI for mute, but my main concern is it needed a whole new set of UI elements and UX interactions for managing the muted contacts. Like, when you mute someone, do you have muted them forever? Unlikely. So then you have to present a whole new management system where you go through the people you muted and you have to be able to unmute them, and that already starts to be too big (this is also before the server functions for all this, as well as per player.)
In addition to this, there's also other considerations, such as a lighter "session muting" etc, but the inevitability of it is that players are always going to be able to create "spam accounts" faster than other players can mute them. Ultimately, a "lesser idea" would certainly make things easier on the programmer/server load, but possibly wouldn't be "good enough" given the control that players want over what messages they see.
Ego wrote:I like this game. I did not develop it, but I do feel a sense of ownership. This game is mine. Like it belongs to all of us.
I'm happy to hear you feel this way! The desire to create enjoyable experiences for players is a core part of why TA make games in the first place.
There are 10 types of people in the world. Those that can read binary, and those that cant.