some jackass crshing other's game...

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Elvish_Pillager
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Post by Elvish_Pillager »

We could make all labels have names attached, so you can tell who put them. Also, don't let observers place labels.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
Dave
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Post by Dave »

tigrezno wrote:i've seen that most of the problems come with Label editing into the game. People fill all the map with HUGE characters.
Yeah, I'd imagine this is the problem. We'll probably disable observers adding labels, and put a limit on label size.

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
telly
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Post by telly »

It seemed to me like he crashed the game by filling the screen with a huge number of red labels simultaneously.

Anyway I reckon we need passworded user accounts on the multiplayer server, the people doing this have started using other's nicknames so you never know if you are playing some psycho or not, and the ability to create passworded games, so said psychos can't just continually join every game in creation and refuse to leave. Even if the map crashing problems are fixed they can still like join games and just sit there and refuse to take their turns or be unpleasant, insult everyone etc.
miyo
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Post by miyo »

What about instead of allowing free joining to games -> game creator invites people to play. Don't invite people who you don't want to play with.

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Post by miyo »

Password protected accounts... I just don't see that happening. Passwords would get cracked, forgotten, etc...

Anyways communication is not encrypted =)

- Miyo
Shade
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A lot of games get created

Post by Shade »

A lot of games get created and people just turn up to fill the slots. A 'Menu' -> 'Mute' followed by a dlg with a list of names would be nice. As would an 'Erase Labels' that would erase all labels made after the 'start' event. . . Stuff like that should be options for the person hosting the game. Then a player could just memorise good hosts, instead of trying to get to know every player.

(edit: maybe give the checkbox a toggle at the bottom to mute all observers. My .02 on the Subject)
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miyo
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Re: A lot of games get created

Post by miyo »

Shade wrote:A lot of games get created and people just turn up to fill the slots.
Inviting players to game kind of a solves this. Of course there could be "open for all" button to press =)

Devels usually agree on IRC that we shall play, then we join the server, create game and play.

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tigrezno
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Post by tigrezno »

Several options, yes, inviting, ban, mute, etc. like most of the games.
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Post by tigrezno »

We need some type of autentication, right now there was an "idiot" called "Telly" (i don't know if he's the same Telly of this forum), that start using those labels. I can pick the "miyo" name and start doing dumb things in multiplayer (just an example). So, i think there should be accounts with registered nicks in order to stop such things. What do you think?
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Elvish_Pillager
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Post by Elvish_Pillager »

tigrezno wrote:We need some type of autentication, right now there was an "idiot" called "Telly" (i don't know if he's the same Telly of this forum), that start using those labels. I can pick the "miyo" name and start doing dumb things in multiplayer (just an example). So, i think there should be accounts with registered nicks in order to stop such things. What do you think?
No.

Don't worry, the crazy labellers are easy to stop and the hackers WILL be stopped, so there's not much of a problem. Observers are worse, far worse, than players.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
miyo
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Post by miyo »

tigrezno wrote:Several options, yes, inviting, ban, mute, etc. like most of the games.
I think we don't need them all... if we plan it right.

When creating game: invite | open for all
In-game: ability to enable/disable observers (when observers are disabled they get kicked out)

Account based control/operations -> people can get around by creating new account. Where to store accounts and passwords? How must they be stored (local laws)? How to secure accounts/password database? Best way to prevent cracking is when there is nothing to crack.

IP based control/operations -> what if there are other players behind same IP? ( e.g. ISP provided NAT ). People can always get proxies to get around IP based things.

- Miyo
Integral
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Post by Integral »

miyo wrote:
tigrezno wrote:Several options, yes, inviting, ban, mute, etc. like most of the games.
When creating game: invite | open for all
In-game: ability to enable/disable observers (when observers are disabled they get kicked out)

Account based control/operations -> people can get around by creating new account.
But invite *is* account-based (any way that I can imagine implementing it, anyway). If I want to invite, say, Dave, I have to invite him as an entity on the server. The problem is that there's no way to know who Dave is (other than communicating along some external trusted channel, which is a workaround but not a solution) -- I can invite "Sirp", but since nicknames can be taken over this doesn't guarantee that I'm playing with someone I trust.

Creating new accounts avoids bans, but it doesn't let someone masquerade as a trusted individual (which is IMO the real problem -- playing games with untrusted people always risks cheats, but to avoid that you have to know who you trust).

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Post by quartex »

I think we shouldn't try to make unbreakable accounts. Just allow users to kick players or observers.


Instead I think being able to whisper in a game would be very useful. I ended up using labels to talk to one player ina shrouded game without any others hearing becuase I knew none of their units could see the labels. But whispering would be a much easier way to communicate without broadcasting to everyone.

if you want to be a paranoid that Sirp is Sirp, just have him have a password that he whispers to prove he is who indead Sirp.

Heh, this reminds me of "Digital Signatures" which are ways of veriftying the author of an e-mail. Such technology does exist, to verify the identity of a user, but I think we shouldn't have to be that strict. Allowing the creator of the game to have more control over who plays should help. If we start getting serious cases of identity theft, then we can start getting stricter.
miyo
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Post by miyo »

quartex wrote:Instead I think being able to whisper in a game would be very useful. I ended up using labels to talk to one player ina shrouded game without any others hearing becuase I knew none of their units could see the labels. But whispering would be a much easier way to communicate without broadcasting to everyone.
There is ally-only messaging already in the game.
quartex wrote:Heh, this reminds me of "Digital Signatures" which are ways of veriftying the author of an e-mail. Such technology does exist, to verify the identity of a user, but I think we shouldn't have to be that strict. Allowing the creator of the game to have more control over who plays should help. If we start getting serious cases of identity theft, then we can start getting stricter.
Let's embed GnuPG in Wesnoth, gpg-verified nicks (Wesnoth signs your nick with your PGP key (if you have one)... others can then validate it is really you)

- Miyo
tigrezno
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Post by tigrezno »

I agree with GPG :D
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