Author Topic: unique user identification/money in the devs pockets  (Read 5275 times)

someloser

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unique user identification/money in the devs pockets
« on: June 20, 2006, 11:28:53 pm »
With all the 15y/o virgin arrogant n00b asshats around, ive been thinking some about some kind of unique user identification system.. Maybe we could use a system like SomethingAwful, with forum registration costing a few bux, and getting with an accound an eqvivalent to WON id in a PM or something.
Then being able to tempban, ban, and globally ban peaple would no longer be a problem. I doubt anyone would spend mucho dineros ruining the game for others.
And if the cash generated more dev activity, that would only be a plus :)

i know for sure i would pay $5-10 for getting rid of the single most annoying 'thing' in this game
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|Nex|TrEmMa

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unique user identification/money in the devs pockets
« Reply #1 on: June 20, 2006, 11:54:46 pm »
You could always be generous and pay without bein forced to:
http://sourceforge.net/donate/index.php?group_id=14890

someloser

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« Reply #2 on: June 21, 2006, 02:05:50 am »
that wouldnt solve the problem with n00bs, but i would if life wasnt so tight at the moment, as im currently unemployed, living by my small poker winnings..
Im trying my best to contribute the ways i can thou.

i might also have a job on the way :) doing some posters and flash ads *hopes high*
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Chaom

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« Reply #3 on: June 21, 2006, 02:53:41 am »
Ok two things, tell me more about this system ur invisioning, because I had a sort of similair Idea, but free, and based on IP. Check out the Kick Ip mod thread. And also, no I wouldnt really pay to get rid of noobs.
n the beginning, there was nothing. And God said: "Let there be light!" And there was still nothing, but you could see it. -Unknown

Pilo T

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« Reply #4 on: June 21, 2006, 03:00:26 am »
Bad idea. I'm not gonna pay to play this. P2P is stupid.
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Paradox

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unique user identification/money in the devs pockets
« Reply #5 on: June 21, 2006, 05:17:08 am »
TJW is working on one that uses GUID.

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Smokey

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unique user identification/money in the devs pockets
« Reply #6 on: June 21, 2006, 06:50:51 am »
GUID?

PanKot

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« Reply #7 on: June 21, 2006, 08:47:22 am »
Quote from: "Smokey"
GUID?


if you don't know something, "google" it :P
http://www.webopedia.com/TERM/G/GUID.html
img]http://img99.imageshack.us/img99/2013/rachp7.jpg[/img]

someloser

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« Reply #8 on: June 21, 2006, 03:09:42 pm »
I was envisioning it too be a small one time fee, unless u get globally banned, then u have to pay to get a new id#..
However that GUID system sounds really nice, just hoping it will be hard enough to circonvent(sp?), not making the trouble worth it.. (ip adresses can be changed, mac address tied to network cards only costing a few bux, its in the nature of a clock not being static :) etc)
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tjw

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« Reply #9 on: June 21, 2006, 04:09:21 pm »
Quote from: "someloser"
I was envisioning it too be a small one time fee, unless u get globally banned, then u have to pay to get a new id#..
However that GUID system sounds really nice, just hoping it will be hard enough to circonvent(sp?), not making the trouble worth it.. (ip adresses can be changed, mac address tied to network cards only costing a few bux, its in the nature of a clock not being static :) etc)


Hardware IDs can be circumvented pretty easily.  In pb cheater forums there is windows software for resetting your hard drive serial number and changing your MAC address.

The cl_guid is not a hardware ID.  It is generated randomly and can be reset at any time.   It's value lies in GRANTING rights not DENYING rights since getting a new cl_guid is free.

There's nothing stopping anyone from selling cl_guid's though.  In theory you could set up a server (or servers) that only allow access from guid's that you have sold.  This is a similar to what commercial game companies do with CD Keys (guids are ususally generated from CD Keys).  The problem lies in the fact that nobody would buy a cl_guid when they can play on other servers for free.

On the other hand it might be interesting to have a free cl_guid database (sort of like a non-griefers club) which servers could choose to use so that if you fell out of grace with the club, you couldn't play on any of the servers using the database.  The trouble with this is that someone would have to create, maintain, and administer the system for free.  Not to mention the fact that it adds complexity (registering) and you would need a lot of people registering to get a server off the ground.

The fact is it's a whole hell of a lot simpler and more fair to players when server admins police their own servers instead of relying on an external authority to tell them who they should allow to play.

Henners

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« Reply #10 on: June 21, 2006, 08:01:27 pm »
This would kill the game.

Not many people would pay for the game to start with, massively reducing the community, and then no one new is going to pay for this without playing it for a while first. Not being funny, but as good as tremulous is, it will take a bit of work before it could be commericably marketable.
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Chaom

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« Reply #11 on: June 21, 2006, 08:09:44 pm »
Wait why would you make it cost money? Make everyone register for a free account, and then they would get their name (which they can change) and a unique number ID. This way when you vote to kick or ban someone, it would kick/ban their number, not name.

-T  :D

PS Check out the Kick IP Mod thread.
n the beginning, there was nothing. And God said: "Let there be light!" And there was still nothing, but you could see it. -Unknown

someloser

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« Reply #12 on: June 21, 2006, 08:53:59 pm »
Quote
On the other hand it might be interesting to have a free cl_guid database

indeed would be quite sweet.. anyone up for the task? :)

Quote
Wait why would you make it cost money?

well, what would stop a supposed llama to just register a new accound when being banned?
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chompers

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« Reply #13 on: June 21, 2006, 10:08:51 pm »
Quote from: "tjw"

There's nothing stopping anyone from selling cl_guid's though.  In theory you could set up a server (or servers) that only allow access from guid's that you have sold.  This is a similar to what commercial game companies do with CD Keys (guids are ususally generated from CD Keys).  The problem lies in the fact that nobody would buy a cl_guid when they can play on other servers for free.

I think enough people would pay 10 bucks to be in the 'non-griefer club' to make it worthwhile for someone to set up some kind of sysem like that. That said, I doubt enough people would sign up to it to make up the numbers for decent games on the protected server(s).

So, to make up the numbers and secure from griefers, maybe make the server open to the public, but sell certain admin rights for $10?

Screw that, I would rather play on a server where several people were given admin rights out of trust, as opposed to because they've got 10 bucks. So yeah, tjw is right, and the problem is mostly limited to 'unpoliced' public servers anyway.


On a bit of a tangent, speaking of trust reminded me of something...

I've been working on a game where the potential for griefing is even higher than it is in tremulous. Imagine that for every kill as a human you get 100 personal credits, but you also create 100 team credits, and turrets / armory etc. cost team credits to build... Who can spend these team credits?

We worked out a trust & ranking system that is extremely simple to use and it seems to work exceptionally well - in theory. Our game isn't finished, so it hasn't been tested, but this system could be worth mentioning here.

Basically, everyone has the option to nominate one person that they trust for that round, that person gets 'trust points' and if they too have nominated someone else as trustworthy, their nominee gets even more points for being trusted by a trusted player. This passes 'upline' through 3 levels, until everyone who participates in the system is given one of 7 ranks, and one or more players is given commander priviledges. The sysem is dynamic such that as players join and leave, or change their trusted nominee, the player ranks and the team commander will change. A clan or an organised group can easily setup their nominees so that everyone gets commander priviledges, or whatever rank structure they prefer.

The team commander is given full game admin rights for their team for that game, as well as limited server admin rights such as kick and mute, up to a ban from that team for that round only.

By "game admin rights" I mean a team's commander has all sorts of crazy powerful controls. To put it in a tremulous context, he could do things like designate one or two deconstructors, reshuffle the spawn queue, remove access for certain players to the construction kit or certain weapons from the armory, even shift credits from one player to another.

I'm not suggesting this system for tremulous, so much as trying to show that there ARE methods available for crippling griefers without crippling the gameplay.

Anyway, if you're at all interested in the workings of this rank allocation system we devised, this flash file demonstrates it in action.

someloser

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« Reply #14 on: June 21, 2006, 10:39:18 pm »
That system looks really nice, but i actually dubt it would work in practise as it is quite compex.
And just look at al the humans egghunting with battlesuit and lucy etc.. allways assume stupidity and the odds are in your favour..

Quote
Imagine that for every kill as a human you get 100 personal credits, but you also create 100 team credits, and turrets / armory etc. cost team credits to build...

niice, sounds like a lot of fun :D
it would make even teams of uttermost importance tho, as skewed teams would lead to one team totally enclosing the other in turrets i guess..
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Rawr

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« Reply #15 on: June 21, 2006, 10:42:19 pm »
guids is just your account "code" things like punkbuster can ban them and stop you from playing ever again with it
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