The way I have it set up with my MUD is kinda along the same lines you guys are thinking. I just do the ip checks, which again, is unreliable, especially when dealing with AOL since the whole address changes with each connect. But I just have it where if there is a detection of multiple ip's in the same subnets, it will throw up a flag for myself or other admins to check, and if there is the same ip on multiple accounts, it throws up a higher priority flag. Until someone can come up with an AI for doing this, still involves human judgement via snooping the player or whatnot to see if they are multiplaying.

All in all, no real way to control it.. I call it more moderating the players.
--
Kevin

Jason Gauthier wrote:
Well, there are a plethora of methods to test for a multiplayer.

The original conversation came from determining them with code, which there
is no reliable way to do.


-----Original Message-----
From: Mike Barton [mailto:[EMAIL PROTECTED]
Sent: Tuesday, August 13, 2002 11:47 AM
To: Jason Gauthier; 'Matt Foltz'; '[email protected]'
Subject: Re: Embracing But Controlling Multiplay


And at the same time, what about people who are multiplaying, but know of
this and SAY they are on a network sharing an IP? Normally you can tell.. one out leveling while the other is healing, and vice versa, or chars trading equipment etc. without communicating within the game.. but sometimes it's just hard to tell objectively.
This is why we use people to decide who to punish, not code.
--Palrich.

On Tuesday 13 August 2002 04:37 pm, Jason Gauthier wrote:

What about people coming from the same network but sharing the same
external IP address?






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