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making tags useful

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making tags useful

Postby cicero on Mon Oct 27, 2008 5:22 am

Concise description:
  • Use the rating tags received by each player to improve the 'profile' and 'game finder' pages.
Specifics:
To illustrate the specifics consider the different rating tags (and number of each) that I have received at the time of writing:
friendly (5), talkative (1), quick (3), trustworthy (1), brave (1), good strategy (3), helpful (2), silent (1), balanced play (1)

  • On each player's profile page use all the tags received by a player to add a 'tag cloud' graphic.
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In this illustration the font size is directly proportional to the number of times each tag has been used. Colour could also possibly be used effectively.


  • Show up to three tags immediately after each player's name and star rating on the 'game finder' page.
These would be the three most popular tags in order of popularity. So mine would be "friendly, quick, good strategy".
Where the popularity of one tag in that list is more than 4 times greater than the next in the list the list is truncated.
In my example the popularity of the first three are "friendly" (5), "quick" (3) and "good strategy" (3) and so all three are shown.
However if for example the popularity of the first three were "good strategy" (15), "trustworthy" (12) and "backstabber" (2) then only the first two would show on the 'join a game' page since the third one is disproportionately small (ie 12 is greater than 4 times 2).


This will improve the following aspects of the site:
  • Players would have an immediate and meaningful insight on the 'join a game' page about the kind of players in games before joining.
  • Players wanting more detail could view the 'tag cloud' in the profile.

I appreciate that this is not a 'brand new' idea since something of this ilk has been hinted at from time to time throughout the development/implementation of the current ratings system. However I think the time has now come to start reaping the rewards of the ratings tags we've all been leaving.
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Re: making tags useful

Postby yeti_c on Mon Oct 27, 2008 5:57 am

Yes to Tag Cloud...

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Re: making tags useful

Postby lozzini on Mon Oct 27, 2008 6:31 am

yer i think this is a great idea - tags are near enough useless atm i think 'cos i dont hvae time to look into tvery players ratings and see wot tags they have
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Re: making tags useful

Postby SirSebstar on Mon Oct 27, 2008 7:00 am

I like having tags to say something about a player, but currently they are just cluttering up the space.
Also, some of the options seem a bit restrictive. nowhere can you say things like fun game or unlucky ect.
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Re: making tags useful

Postby Optimus Prime on Mon Oct 27, 2008 8:54 am

uber yes to tag cloud.... hint, hint, Lack. :)
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Re: making tags useful

Postby lackattack on Thu Oct 30, 2008 4:22 pm

The tag cloud was part of the original brainstorming for the ratings system, but was left out because it could lead to more ratings complaints. Negative tags would no longer be at the details level but would follow you around at a higher profile, and many people just won't accept that, based on our experience dealing with complaints from people who had a 10-1 feedback score.
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Re: making tags useful

Postby Frop on Thu Oct 30, 2008 4:46 pm

lackattack wrote:The tag cloud was part of the original brainstorming for the ratings system, but was left out because it could lead to more ratings complaints. Negative tags would no longer be at the details level but would follow you around at a higher profile, and many people just won't accept that, based on our experience dealing with complaints from people who had a 10-1 feedback score.

Wouldn't that be easily fixed by implementing a minimum tag count/percentage (for instance at least 10 identical tags, or a certain percentage of the total amount of tags) before they show in the cloud? The occasional 'inaccurate' tags would be left out.
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Re: making tags useful

Postby hecter on Thu Oct 30, 2008 5:06 pm

Frop wrote:
lackattack wrote:The tag cloud was part of the original brainstorming for the ratings system, but was left out because it could lead to more ratings complaints. Negative tags would no longer be at the details level but would follow you around at a higher profile, and many people just won't accept that, based on our experience dealing with complaints from people who had a 10-1 feedback score.

Wouldn't that be easily fixed by implementing a minimum tag count/percentage (for instance at least 10 identical tags, or a certain percentage of the total amount of tags) before they show in the cloud? The occasional 'inaccurate' tags would be left out.

I don't really think that's necessary... The whole thing about a tag cloud is that it's representative of the number of tags that you get, so if you only have one rating on, say, Bad Strategy, then that text in the cloud would be tiny.
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Re: making tags useful

Postby Frop on Thu Oct 30, 2008 5:14 pm

hecter wrote:I don't really think that's necessary... The whole thing about a tag cloud is that it's representative of the number of tags that you get, so if you only have one rating on, say, Bad Strategy, then that text in the cloud would be tiny.

I don't care about them and we've established that you don't either, but you might want to read Lack's comment again. I was just trying to find a compromise between having a tag cloud and keeping the incredibly anal people at bay.
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Re: making tags useful

Postby hecter on Thu Oct 30, 2008 5:20 pm

Frop wrote:
hecter wrote:I don't really think that's necessary... The whole thing about a tag cloud is that it's representative of the number of tags that you get, so if you only have one rating on, say, Bad Strategy, then that text in the cloud would be tiny.

I don't care about them and we've established that you don't either, but you might want to read Lack's comment again. I was just trying to find a compromise between having a tag cloud and keeping the incredibly anal people at bay.

See, I read lacks comment and the issue I have with yours is that tags just aren't left with ratings enough to get a good tag cloud going with that in place without having hundreds of ratings. I'd say only 10% maybe 15% of ratings have tags with them.
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Re: making tags useful

Postby Frop on Thu Oct 30, 2008 5:28 pm

hecter wrote:See, I read lacks comment and the issue I have with yours is that tags just aren't left with ratings enough to get a good tag cloud going with that in place without having hundreds of ratings. I'd say only 10% maybe 15% of ratings have tags with them.

It's not an issue whether or not you have to play a sufficient number of games to fill your cloud. You have to realize that this idea would only be implemented if the moderators wouldn't actually have to moderate anything, which is coincidentally the same reason why they implemented ratings and tags in the first place. And don't call me See.
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Re: making tags useful

Postby hecter on Thu Oct 30, 2008 5:46 pm

Frop wrote:
hecter wrote:See, I read lacks comment and the issue I have with yours is that tags just aren't left with ratings enough to get a good tag cloud going with that in place without having hundreds of ratings. I'd say only 10% maybe 15% of ratings have tags with them.

It's not an issue whether or not you have to play a sufficient number of games to fill your cloud. You have to realize that this idea would only be implemented if the moderators wouldn't actually have to moderate anything, which is coincidentally the same reason why they implemented ratings and tags in the first place. And don't call me See.

I don't know why they'd have to moderate them any more than they do now, See. Whether the tag is on a rating somebody left you, like all the other tags or in a tag cloud with all your other tags standing out against that tiny little one, it's still going to be there for all the view.
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Re: making tags useful

Postby wcaclimbing on Thu Oct 30, 2008 10:10 pm

yes please. this is an excellent idea.
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Re: making tags useful

Postby Incandenza on Fri Oct 31, 2008 2:46 am

Well, one could always implement a "tags given" cloud as well. That would potential deter gratuitous use of the more negative tags. Plus I like Frop's idea of there being a certain threshold for tags to show up in one's tag cloud. Call it pride, but some wanker left me all 5's but horrible tags as some sort of joke, and I certainly wouldn't want "coward" to show up in my potential tag cloud.
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Re: making tags useful

Postby yeti_c on Fri Oct 31, 2008 3:10 am

Incandenza wrote:Well, one could always implement a "tags given" cloud as well. That would potential deter gratuitous use of the more negative tags. Plus I like Frop's idea of there being a certain threshold for tags to show up in one's tag cloud. Call it pride, but some wanker left me all 5's but horrible tags as some sort of joke, and I certainly wouldn't want "coward" to show up in my potential tag cloud.


Would work- might make me actually give out tags other than "Deadbeat".

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Re: making tags useful

Postby Herbas on Tue Jun 08, 2010 7:27 am

Sorry for bumping the old thread, but it is exactly what I wanted to suggest.

How does the initial suggestion look to you today? I think it is really necessary, because there is no quick way to get an idea about some player (except looking at, let's say, 4.7* rating which hardly says anything).
And without tag cloud, there is little point to giving tags to others.
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Re: making tags useful

Postby JoshyBoy on Tue Jun 08, 2010 9:51 am

I like the sound of this suggestion to be honest.
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