will send to the team to see what went wrong here π
will send to the team to see what went wrong here π
i mistyped βlikeβ with a k instead of an L a little too much and got permanently banned
You won't get a permaban without a human review first of your logs first. Unless the permaban was for another bannable offense, you can send in a ticket to support and request a re-review.
Lol, no wonder the siege community is toxic, when you're nice you get reviewed!
He wasn't reviewed. This is just the chat filter at work. A review only comes if you're consistently getting flagged by the chat filter.
Same thing happened to me - I think what happened was that I put a <3 at the end of my comment, and when my message got removed it replaced the heart with an asterisk, just like in OPs post.
Ah, I see then.
We chat filtered the <> brackets because we were getting reports that players were spamming them to cause fps drops. For now, you'll just see a censored message when you use them until we can get it resolved.
Ah, I see then.
We chat filtered the <> brackets because we were getting reports that players were spamming them to cause fps drops. For now, you'll just see a censored message when you use them until we can get it resolved.
flair:ubi-response
Another message that got flagged was 'o///o'? I'm guessing maybe it was the back slash or something.
We might have included other symbols as well as a precaution. I'll have to get back to you on this.
Tried to give <3 to the opponents last night. but had a blast with just seeing ever other red message :D
We're hoping to get a better fix in place soon, but maybe you can try the ribbon heart in the meantime x3
Consider client side metering of the amount of message that can be sent and limit the size of each message . Meaning, you can type only so much so fast before the client stops it. One message per two seconds etc.
Easy to implement . Could easily do it on server side as well by letting client think they are spamming but you just queue the messages and only pop off queue every second. If one person adds more than x, then you ignore them until it drops below x. This should all be done before hitting the server side filtering to avoid resource overload.
So, server gets a simple fifo queue segmented by player, set max message by limiting queue sizes, discard message over queue length, only pop every x seconds per queue , to meter message dumping. Run filters when popping messages to reduce server load. Easy.
It's something we're looking into to prevent chat spammers as a whole.
I got the crap scared out of me the other day when I was playing. I haven't had any infractions before and I typed "Wow that Monty raped us" after the Monty on the other team solo killed 4/5 of our team if i remember correctly.
Is this a strike system? Do these messages get evaluated for "naughtiness"?
I'm quite invested in Siege so I'd really like to know how much trouble I'm in!!!
Getting the censored message typically doesn't equate to an immediate review. But if we see you are constantly getting chat-filtered then we'll go in and review your logs and determine what kind of infraction or penalty is appropriate.