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Rejecting an answer from mod queue still resurrected a dead thread
This made me look / feel rather foolish. I rejected an answer from the mod queue and included a comment explaining why. (They were rezzing a dead thread.)
It seems my act of commenting on their rejected answer resurrected the thread, which invalidated my argument against doing so.
Is there a better procedure for handling these situations?
Thanks,
Apparently not - at least according to the other post I found about the same issue.
Think this issue will ever be addressed?
It's pretty contrary to common sense.
You need to make the comment before rejecting the item in question.
I did, hence my surprise & confusion.
AFAI$$anonymous$$ I am not allowed to view or comment on rejected posts, so this is the only order in which I could've acted.
This is evidently a known and much-begrudged issue.
http://answers.unity3d.com/questions/1230818/when-rejecting-an-answer-adding-a-reason-as-commen.html
Yes, I noticed that problem as well. They still have to (re?)add a way to enter a comment when rejecting.
Another advantage would be that you would not forget to add a comment when rejecting something, because you are tired and somehow expected a popup before the question/answer vanishes from the view... ^^
Answer by Owen-Reynolds · Jan 02, 2017 at 11:19 PM
My notes on processing the Moderation Queue:
o Some things are best rejected with no comment - mostly 1-line replies like "I have the same problem" or piggybacks where it looks like they've done very little work. We already ask them to read the rules on the front page - asking them again won't help and will probably just irritate them. With no comment, they'll often assume their Q was either lost, or auto-rejected by the system. They might read the rules on their own to see where they messed up.
o There's a good chance the original Q belongs to the Help Room (just move it there.) You might even Accept their answer, since the Help Room doesn't really have rules.
o The UA posting rules are out-of-date, contradictory, spread-out and followed inconsistently. In the old days, you could write "post rejected for X," where X was on the FAQ page, and almost every mod agreed with you. It's difficult to write a "rejected for X" now that isn't more of an opinion.
o There's nothing especially wrong about replying to an old thread here. That rule is more for chat forums, where the chatters are long gone. Here, people are encouraged to update old info, for example (i.e.: that works for 4.x. In 5.5 you do it this way.)
Sounds good to me, thank you for the follow-through.
I will relax about rejecting for resurrection in general.
It sure irritated the guy in question - he began posting angry complaints as answers.
I told him where he could stick it: The $$anonymous$$ETA section. ;)
For the last point, I've noticed that when searching for solutions (I do game dev on the side of my day job) I usually come across the type of posts that were written originally for a different version of Unity and someone has left an updated answer for how it's done today. I really appreciate this as these older posts are amongst the top results on Google.
For the third point, currently we have these that we can reference to when rejecting a post:
You haven't provided enough context: we need more information about your problem, relevant code snippets and what you have tried already.
There exists duplicate questions with answers if you were to do a search, either on Answers or on the Forum
Your question isn't specific enough: asking for a script, asking multiple questions in one post or asking a question that could be either subjective or require extensive discussion (and thus belongs in the Forum)
Badly formated question: code needs to be formatted using the 101/010 button, break your post up into several parts so it's understandable what you are asking, and make sure there is a question in your post
Asking us to fix your code: more than likely, you simply need to get a better understanding of basic program$$anonymous$$g. Having a look at the Scripting tutorials on the Learn page will help you become more familiar with scripting in Unity
Posting about a specific compiling error or NullReferenceException: there is a myriad of these questions with answers already, have a look at those posts to get hints on what could possibly be your issue
Could be we need to make these more clear or add more reasons.
Did this mockup a long time ago on small changes that could possibly guide the users in writing questions that would 1. Have them think about the problem first and perhaps solve it halfway through writing (similar to our bug reporter) and 2. Structure the question in a way that is easier for other users to address and help with. Not sure yet how I feel about including version numbers, but could be relevant for some posts:
I guess my point 3 was really just point 2 again - the existence of a HelpRoom messes up those pre-Helproom rules.
I wrote "contradictory, " etc, because, for examples: fix-my-code now properly goes to the HelpRoom. Write$$anonymous$$yScript's maybe go there - I've seen them Answered, but also Closed as violations. Vague Qs are generally allowed in the HelpRoom, but not in $$anonymous$$ainUA.
It's really just that if someone sees one flat-out wrong rule, like "no debugging Qs," every other rule becomes suspect.
I haven't had much success with a "writing template" like that. That optional version drop-down looks nice - if you don't see it, no problem, otherwise a re$$anonymous$$der and easy way to add the version. Hopefully replies won't turn into version# discussions (why aren't you on v:x.y? I see your version is 0.01 different from $$anonymous$$e, so I shouldn't answer.)
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