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ktatroe
1 in thread Help Us Test User Content 2.0! [Flags and Sails]
Quote:
Originally Posted by Anna
If your flag/sail is in the temporary panic limbo, perhaps a brief blurb or a link to a brief blurb could be added to the page with the submission in question just explaining exactly what this means? Without coming to the forums, right now it isn't terribly clear that this is only a temporary status and I think it is very easy to misinterpret this to mean that it's been rejected outright.
That's a great idea -- I'll get that in place shortly.
Taelorn
1 in thread Price drops for 3rd's in 1.4 [Discuss: Ships, Ship Combat, & Ship Skills]
Quote:
Originally Posted by elessaria
There is no price reduction in the patch notes for the first etsbed build, but there are two(?) more builds that haven't been pushed through yet and a fianl pass before Live. It's possible there is a change to ship costs a little further down the line.
And we have a winner.
ktatroe
1 in thread Help Us Test User Content 2.0! [Flags and Sails]
Quote:
Originally Posted by Sielock
Ok, something must be up. The 300+ posting credits I accumulated over the weekend disappeared, it now seems locked at 5. Wondering if this was intentional?
Yep. As noted previously, there is a hard cap on number of posting credits you can have at one time. We left it off this weekend to encourage people to post what we'd hoped was a back-log of submissions saved over the previous week.

I put the cap back in place this morning after the weekend of testing.
Taelorn
1 in thread Changebutton for Buccanner and Cutthroats [Ask an FLS Developer!]
Quote:
Originally Posted by LeMieux
Why was the thread deleted?
http://www.burningsea.com/forums/showthread.php?t=28817
fraxl
1 in thread Missions: too hard to solo? [The Playability Lab]
Have you ever done a mission on your own that was clearly impossible at the level it was intended?
What was the name of that mission?
What made it so hard?
ktatroe
1 in thread Help Us Test User Content 2.0! [Flags and Sails]
Quote:
Originally Posted by EvenLease44
But one question, when will the approved sails/flags actually be PRESENT in game? Is there a time frame on when this test will start allowing the accepted to be shown?
Today. We got an unexpected jump on approving items (we didn't expect anything to be ready for approval until this morning, but y'all surprised us with a week's worth of voting in a single weekend), but those items will be in-game in short order.
ktatroe
1 in thread Help Us Test User Content 2.0! [Flags and Sails]
Quote:
Originally Posted by Anna
At the time I'm writing this post, I'm pretty sure there's only 3 flags in the queue again. Thus, I'm seeing them over and over and over. I'm guessing that since what comes up is random, there's a 50/50 shot on whether I will see a set of flags or a set of sails. Would it be possible to put in some weighted dice, so to speak?
With some people using refresh to vote only on flags (a hole closed this morning), the flags in the system degenerated to little to nothing to vote on quickly. Normally, roughly half the submissions are flags and half are sails, but with people voting ONLY on flags over the weekend, flags ran out.

I've added a tunable parameter to the system that lets us weight more towards flags or sails in voting. I don't expect to have to use it very often, but when we do (as we do right now), it's available. Right now, you can expect to see sails somewhat more often than flags. Once flags catch back up to sails in the queue, I'll tune it back down.

Quote:
Originally Posted by Anna
IE - If there's a 100:1 ratio of sails to flags, weigh the "random" pick of whether or not it will be flags or sails accordingly with the ratio. In a case like that, I'd like to see a much higher chance for the system to pull up some sails over flags if there are so many sails versus so few flags.
We don't want it to be an exact ratio, but rather something we hand-tune, because we don't want to have anyone's items stagnate in the system, just because it happens to be on the "side" with fewer items, but we can definitely improve it. I'm hoping the tuning parameter I just added will be a good step in that direction.

Quote:
Originally Posted by Anna
I think there are some definite pros and cons to not being able to see who owns the flags/sails we are voting for. It does prevent us from not voting for something deliberately because of who submitted it. This is good.

I do, however, personally think that the cons outweigh the pros. As the system is now, stolen content is very difficult to recognize. (Alternatively, it's also easy to mistake.)
Stolen content should be significantly less common now -- since we're compositing flags and sails onto a background, except in the case of full flags, someone would have to do quite a bit of work (almost as much as just creating the work anew!) to "de-composite" the sail or flag off the background. Even in the case of full-size flags with no transparency/tattering, they at least have to chop it out, change N% of the pixels, then re-submit.

Quote:
Originally Posted by Anna
I find the current implementation of the panic buttons troubling. I think they are far too easy to misuse/abuse. (...) However, from what other posters have said, it does seem like a lot of submissions are being auto-rejected due to panic votes where they really should not be.
So far, less than 1% of the submissions (closer to 1/2%, even) are getting reported for copyright violations or as offensive content, and almost all of those being reported are being put back into the pool after review, despite some folks trying to prove that there's a problem here.

We're definitely keeping an eye on it, though, and if we see a problem, we'll act on it. In the meantime, we log reports, and don't advise that any individual abuse the system by repeatedly reporting items not in violation.

Quote:
Originally Posted by Anna
- The ability to see who owns a flag
Unfortunately, this would open the system up to abuse, as people could use that information to bury legitimate submissions by users they don't want to see get items into the game.

Quote:
Originally Posted by Anna
- The ability to see the 'pending approval' queue gallery style
Part of the intent is to get the 2D steering committee to pick a number of submissions that almost made it and review them here on the boards, so folks can learn what items do and do not get approved.

Quote:
Originally Posted by Anna
- E-mail notification on final approval/rejection
This is in place now; a bug was preventing the email from getting to anyone but admins over the weekend, but that's cleared out now.

Quote:
Originally Posted by Anna
- Monitoring/adjustment of the "panic" buttons to make sure that they are being used properly and not being abused.
You can be sure that, not only are we monitoring the copyright violation and offensive content reports, but every part of the system, to ensure that it's having the intended effect, and we have a lot of tunable parameters we will be tweaking over the coming weeks until we're satisfied with the exact numbers of items being auto-rejected, reported, and up for review.

We even have pretty graphs (or, at least, we will when we have enough data to graph things over time).
Danicia
Quote:
Originally Posted by eldar
Can we please stay on topic?
I heartily endorse this.
Danicia
1 in thread No Phercs!! [Europe]
C'mon guys. Please stop trolling each other.
ktatroe
1 in thread Help Us Test User Content 2.0! [Flags and Sails]
Quote:
Originally Posted by Xavin
While it seems a little ridiculous to vote for an hour to get your content pending faster, it's worth it if it means not having the usual wait of days and days.
The current system is designed to get items into the game significantly faster than the old system, but keep in mind that the bottleneck has and always will be the human element in reviewing the items.

Spending an hour (and don't expect it to be anywhere as little as an hour in normal operation) voting in order to vote your own item into pending approval doesn't shave much, if any, appreciable time until your item is reviewed.

The real speed-up is two-fold:

1) The bottom chunk of items, which wouldn't be approved anyway, are rejected automatically. Rejections "cost" a lot more in terms of time -- as I'm sure you've all noticed, we never simply reject an item out-of-hand once it goes in front of an admin. We provide feedback for each one. On the other hand, an approval is simply that: an approval.

The better the approvable::rejectable ratio is, the faster we can move through the queues. By dumping the bottom N%, we get items into the game much faster than just N%. Even though we're only shaving the very bottommost items, it will improve the time-to-approve dramatically.

2) We've sped up the approval admin process drastically, by providing templated answers -- if nine in ten of the items we reject are due to one or more of a handful of items, we shouldn't need to rewrite those answers over and over again. Now we don't have to.

Quote:
Originally Posted by Xavin
What is the purpose of this voting other than wasting a lot of your customer's time?

I have no doubt that whatever new admin tools you have are much better, but please just dump the voting portion as it is a solution in search of a problem.
The voting process' purpose is to give the users some input into the process (unlike the old voting system, these votes do contribute to the overall process), and to save time on the admin side by having fewer rejections to filter through. Combined with the new admin, we expect to have items go through the approval process in a timeframe measured in days, not weeks or months as in the old system.