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Nickname "tags" in chat reduced to 20 characters to prevent flood


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People seem to enjoy "tagging" a non-existent nickname (with the length equivalent of a full chat message) and then spamming it, as there is no chat cooldown for tagging other players in chat.

 

Example: OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO; .

               OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO; .

               .-.

               OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO; .

 

This is extremely irritating and causes a lot of chat lag as well as creating a massive chat cooldown.

 

Now, I know you're going to comeback with "Simply ignore players who are irritating you and you will never see them again".

 

Even if they are ignored, their presence is still felt with the chat cooldown.

 

Since the longest nickname that can be created is 20 characters long, why not add this into the chat, so that players cannot "tag" a nickname that is over 20 characters in length?

 

 

Apologies if this has been suggested before. I couldn't seem to find anything.

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Valid

Never really experienced this issue in chat, but I just tested it and I see that this is a valid concern. However, chat moderators already reported it to devs and there's nothing else any of us can do at the moment.

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A common way in which spammers spam in the in-game chat is by following a spam message with a semicolon, so that the chat filter interprets the spam message as a username and allows it to go through. For example:

Quote

THIS_IS_A_SPAM_MESSAGE_DISGUISED_AS_A_USERNAME; .

The thing is, game usernames (as far as I know) are limited to no more than 20 characters, but the chat filter still allows for "usernames" that are much longer, allowing spammers to spam with impunity. I suggest that a 20 character limit be placed on the username of the addressee of a message, so that this will be allowed

Quote

ThirdOnion; Hello there!

. . . but this will not.

Quote

VERY_VERY_LONG_AND_ANNOYING_SPAM_MESSAGE; .

 

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I think if the developers just think a bit of an algorithms for chat they can prevent the spam, like in example blocking someone if he send a message more than 5 times in a row even if the time between each of them is 1 hour (just if they message length was more than 20 letters),,, any any thinking of algorithm can work very well, but I don't know why they don't implement

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I doubt that something will be done about this until Tanki completely move to the HTML5 version of the game. Once that is done and once we have a new system, we will see.

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