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About DeadlyDog88

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  1. Hi! Since the new metallic code went in, and after the patch, there are a lot of places in corpus tilesets where there is overexposure of light. This is with everything turned on, in particular color correction etc. An example from the Jackal sortie: Notice how everything is the same shade of white, which indicates the HDR leveling is hitting the same high value and is getting clamped as a result (I guess). Something is definitely amiss. Since other tilesets are kinda okayish, I'm guessing it has to do with the assets of the older corpus tilesets, where everything is bathed in a very very bright surgical light. This also makes the Jackal overexposed as well as a result. The new metallic reflections look awesome, but clearly they have uncovered some artifacts of the past in the process :)
  2. Hi! When playing some Disruption on Ur, I have some quite wild expbloom on the map, as seen here: Expbloom is what happens when the overexposure, dynamic color correction and bloom effects go havoc. If possible, I would be happy if you could tone it down a bit for that area. The tile is some sort of Grineer astromap, but I think it requires the infestation going havoc as well for the thing to occur. If you move yourself forwards, the effect dissipates. It might be a single place, but if you have the time, do check the math in the section also, because it could be off and there could be bugs lurking there. The image is taken with dynamic color correction, Bloom on at 50, TAA and sharpen at 50. Everything turned on, but film grain and motion blur (because as Steve would say: I'm a monster[0] who plays without motion blur :) [0] For some reason, if you bullet jump with the camera slightly off the jump direction (i.e, downwards toward the ground), the motion blur shakes the screen in a pretty bad way. It is worse on frames with alternate cameras, and it depends on where you are as well: orbiter, relay, open world, in a mission. I'd play with MB on were it not for this.
  3. Two comments: The idea of having an audit log is a really good decision. It protects not only users from unfair moderation, but it also protects the moderator. When you are in need of exercising your power, things can quickly get heated, and the internet is known for working as an amplifier. As for an automated moderation bot, you need to minimize two things: Type 1 error rate---in which the bot fails to ban someone who should obviously have been, and Type 2 error rate---in which the bot bans someone who shouldn't have been banned. It is important that you don't seek to improve one error rate at the expense of the other. As an example, suppose I ban everyone. Now I have 0% type 1 error rate, a perfect score! But I also have a 100% type 2 error rate, an imperfect score! In practice, you want to work with the so called F1 score (the harmonic mean of the error rates) so you seek to improve both. Text is, as data concerned, sparse. So a bot using single words to meter out judgement is going to have a really bad type 2 error rate. This problem is really hard to solve in general and requires much dedication and training data to successfully pull off. You need to look at the context in which the word occurs as well. Also, even if I manage to train up the bot, people will seek to find other ways around it. What is worse is that a type 2 error rate will be seen as unfair. This creates animosity, which severely can hamper communication. As a loose suggestion, have you considered having multiple global chat channels such as Path of Exile, for each area (LFG, Trade, Banter, ...)? You could focus on moderation of some of them, while still giving people some leverage to freely moderate other channels? People parse text wildly differently. What is a fun in-joke to some will be the most offensive thing to another human being. The traditional solution has been to have convene in different groups, as to not anger each other. But this would allow different mind sets to chat in-game, and also give DE a certain amount of plausible deniability (I know there are obvious limits here).
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