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At this moment nothing is being done about reports for Text chat abuse or Voice chat abuse. In the future I assume when you will report someone for them a recording of the voice chat or text chat will go to overwatch maybe or a dev and they will decide if the player in question was abusing either one, case in which a ban might be issued, I assume a competitive ban maybe even a voice or text ban, but it wouldn't make sense to let them play competitive with a voice or text ban as they can't communicate.
OW Do not get to see any text chat, and if they did, it could hamper the anonymity of the players and affect the impartiality of the investigator.
If any Voice Chat was recorded, this would increase the net traffic and latency considerably as well as incur the potential issues similar to those with voice chat.
Deal with it.
Don't take insults serious.
It really wouldn't take that much to record the voice chat of one person and the text log. You can always do a "record demo" of one of your matches and compare the size of the demo's. Also, since it questions the voice and text chat abuse you might as well just record that not actual gameplay, so basically you could play an audio file while just displaying some random corners of the dust2, or just show players a full chat log of the match. Steam could make chat filters to prevent users from sharing the usernames of players that were in that match, or link to their profiles and so on.
You are right though, at the moment they serve no purpose. In the future they will. It might be the same as griefing, when someone gets enough grief reports in a short period of time they get an automatic 25 day ban.
I encourage you all to do it.
You do not know how it works. Consistently voting differently from the majority decreases the Investigators' votes' 'weighting', This is irrelevant, though.
You're kidding, right? If it were recorded to the local hd it could easily be modified.
The difference is that demos by standard record basic information regarding the position and actions of the players. i.e. You are not really recording full video streams of a game, since this can all be re-created just as if it were a game being played.
However, to record audio streams would require the server dealing with at least 10 concurrent audio streams with possibly 2 channels at a 44.1kHz and and maybe 16-24bit. That's a heckuva lot more data per second.
#1. Yes there is. I can call you potato if I want, the same way they rename your name when you watch an overwatch demo? Did you ever overwatch? They change the names, it's completely anonymous. You can easily change the name so it says "Potato: You guys blow ♥♥♥♥ because you don't do what I want you to do!" and the real players` name could be Moe. You'd never know it was Moe because you could simply change that to say Potato. For voice chat they could change the pitch a bit. How do you think they change the name of a cheating suspect in overwatch so when you press tab it says something else? You can easily make a filter to change the players name in the text with suspect. In voice chat it's a bit too much work so it's basically not worth it, but even then it's not like the players` name is "P. Sherman, 42 Wallaby Way, Sydney" or his SSN or some personal e-mail, etc.
They could easily make it so a text or voice report includes voice chat or text chat of the game. They don't do that in the usual watch demo to save space.
Any Valve developer that deals with source code definitely knows how to check a piece of text for a particular string and replace it with something else. They already do it if you launch your game with -language pirate. If you want, google "How to find a substring in a string" and read. You could then put your text in a char arraylist and then delete elements at those indexes where the name is, and insert "The Suspect" in there. It's not really hard, you could probably even use some library function like contains and ignore case to make sure users don't bypass it by putting half lowercase and half uppercase.
#2. The point is the majority decides and 1 single player can't change the rest of the votes.
#3. It's not that much data, you're over thinking it. It would probably be 50 more mb for a full match audio, text and gameplay. If you only give them audio and text then the file is gonna be about 50 mb before conversion and after conversion probably about 5 - 10 mb. That's not a lot of data. The demos you download now from overwatch are about 15 - 90 mb depending on the duration.
I don't see why you have to argue with me about this. You asked some questions and I answered them. You seem to have your own opinions formed but if you were so confident in your opinion you wouldn't have asked the questions. Not sure if you're just trying to start an argument.
PS: I understand how demo recording for positions works, no need to worry about that. I'm just saying once a report is made to record audio or text for that match wouldn't occupy too much space, and after conversion it would occupy even less.
At any time during a match, I might say "Profile: Moe, you're being a ♥♥♥♥♥♥!"
This would not be changed, because only the NAME variable is changed to The Suspect.
Also, as I explained a word filter would be useless in the case of names such as: Pr0file because I might type "Profile" or "PrOfile" rather than bother to match the exact spelling.
This is where anonymity is compromised.
What would the poiont of that be? If it's enough to anonymise any names, it would be difficult to understand words and therefore, the ability to determine if the suspect is guilty or not.
It's very simple, just a change to a variable string/char array.
Again, as I said, this would not be effective, since so many names use varietiees of characters and rarely are they reproduced exactly when players type them.
Which would require the audio / text to be recorded (liable to be tampered with) and/or streamed fopr the entire match anyway. Reportes are made AFTER the fact.
One thing "good" developers know intuitively, is practicality. I've already given some example as to wehy this is not effective.
That's got nothing to do with anything. The anonymity of the Suspect is crucial. What if a player's name was "I hate ♥♥♥♥♥♥s", this could influence a number of investigators.
What is this 'conversion' you're speaking about?
It's not the total size amount that's an issue, but as I said, the data per second. Remember there are also 10 players per match each capable of talking at the same time.
I'm sorry if you don't like to hear the problems with your answers, a discussion involves two way communication. Your answers with respect to 'future possibilities' are just conjecture, and they are problematic, but it's only by identifying the problems and difficulties associated with such ideas, that better solutions can be achieved!
Again, what's this conversion you're referring to?
#1. You can export the chat as a text file and check if the string "Moe" is found anywhere in the chat and just censor it. Then, you could check if instead of o they used 0 or (). Again, if you use ignore case then there's no issues with lowecase or uppercase letters. Chances you're the only steam account with that name is rare. I play with KING and there's like 5000 other people with that in the name just in cs go. There's a bunch with profile and a bunch of other names. You'll never have a unique steam name.. deal with it.
#2. Changing the pitch a bit just makes sure that people can't identify their friends. You don't have to absolutely destroy the audio to make it different.
#3. Yes, very simple, the same way they could give it the chat to censor any perfect name matches.
#4. Well, if they can't type Profile right, then why worry? You'll be even more protected as that guy didn't even get your name right.
#5. You only need the audio since the time of the report till the end of the match and just a bit before. In fact you don't even need that much, since you can just record the minute before and after a report and make a decision based on that. You can do it the way certain video programs(ex: playclaw) basically record like 30 seconds ahead even if you didn't press record and otherwise disregard that data.
#6. I'm sorry but it's very effective. If they can make the right checks then it's very effective. It's possible that a certain word might get censored which would be unfortunate, but to protect the privacy of some random player that no one knows or really cares in an overwatch report it's definitely something they have to do due to privacy laws.
#7. "The anonymity of the Suspect is crucial. What if a player's name was "I hate ♥♥♥♥ers"". I just told you that you can censor their names and their names in text. Yes you can, you even admit it's possible. They even ban that word here on steam. Also, if his name is that, then yes he kind of deserves a ban. I doubt Valve promotes racism and has any intention to protect racists. It would hurt their reputation beyond repair. They only deal with it when someone reports via profile..If you find a steam profile with that name you should report it for offensive stuff. Thanks.
#8. Just record the suspect. Why should you have to record 10 people when 1 single person got reported? Record the person that is abusing chat. After you get a raw recording of the whole thing you can convert the file to reduce it's size. Doing both recording and conversion at the same time is kinda cpu intensive, but I guess they could if they wanted. They probably run dual xeons on ever server anyways so.
#9. It just feels like you say no to whatever I try to explain. I'm not a valve dev, I'm sure they have some better solutions. We both know there's ways to censor text. If his name is Jimmy you can check if you find Jimmy, J1mmy, J1nny and so on. If someone calls Jimmy "Jenny" then why even bother, the names are different by so much already. Nobody will find the actual individual. Computers can do a lot of operations fast when it's just text, they could probably check the entire chat of a game and do all those checks in like 3 seconds. If by some error a certain string isn't checked and some random player name gets by then believe me that kind of name the player probably already changed or there's at least 50 other people with the same name. No creep really bothers to do that all that searching. Even if he didn't change it, the guy that creeps on the guy can't know for sure it was that person. How would the guy know that the suspect didn't change the name and this is a new person that's using that name. We don't have Static names on steam, we can change them.
#10. Conversion means to change something from what you have to something else. In general when I refer to converting stuff I mean reduce a file size by using certain algorithms and decreasing quality. For example you could reduce the kb/s for an audio file, the resolution of a video file, you could convert strings from text to small variables so they don't occupy so much space. You could convert a file in such a way that the file size is bigger but it's pointless as you wont increase the quality of the low quality file. You can't fill in gaps that no longer exist. It's like enlarging a picture. You can't take a thumbnail and make it a hq 1920x1080 for the obvious reason, it can't fill in the detail because there's just no way. You can however take a 1920x1080 image and make it a 640x480 image.
#2 Fair enough, though I doubt this would be an issue at all.
#5 There's no way to determine WHEN the report will be made until it is made, therefore the entire audio would need to be recorded or streamed. (See also #8)
#6 Privacy laws are irrelevant when usernames protect identity. The purpose of anonymity in OW is for impartiality on the part of the OW investigator.
#7 Reporting profiles takes time and a number of reports before action is taken, therefore such player names are often found in-game. If someone uses such names and are referred to by other players it can incite an OW to take action that breaches their impartiality. OW are ONLY supposed to consider the actual offence reported for the actual Suspect. Again,m perhaps I oversimplified the example.
#8 Clearly it would be impossible to tell, during a match WHICH (if any) players are going to be reported, and even if those reports are for voice chat UNTIL such a report is made, therefore it is necessary to record or stream ALL audio. I can't believeyou fail to realise this!
#9 Again, you are looking at the most basic, simplified examples (Which wont be an issue of course) however the implications are for more reaching. If you do not like criticism of your ideas, then do not suggest them.
#10 Most people refer top this method of using algorithms to make filesizes smaller as "encoding compression". Conversion does not necessarily entail compression. Greater Compression is typically lossy. It also utilises more processing time.