I'm wondering how well it would work to measure the lag between commands
from the 2 clients.. I'm not sure really how often 2 characters put commands
through during the same pulse or even the same second.. because I think with
multiplaying, this would be nearly 0.. with other players it would happen at
least occasionally.  Maybe that would be another way to flag characters to
be looked at more closely, latency between commands from the 2.

--Palrich.

> 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



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