Urban Terror Forums: [4.2] The Auth System - Urban Terror Forums

Jump to content

 Login | Register 
Advertisement
  • (10 Pages)
  • +
  • 1
  • 2
  • 3
  • 4
  • 5
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

[4.2] The Auth System Rate Topic: -----

#21 User is offline   mugumbo Icon

  • Account: mugumbo
  • Country:
  • Joined: 29-September 10
  • Posts: 62

Posted 31 July 2012 - 06:31 PM

How does one increase their notoriety level?
Digdug

#22 User is offline   KarlMariaSeeberg Icon

Posted 31 July 2012 - 07:27 PM

View Postmugumbo, on 31 July 2012 - 06:31 PM, said:

How does one increase their notoriety level?


the more you play on servers using the auth system once 4.2 comes out... the better known you will become to the auth system and to other players:)

in short: spend all your time on playing urt..

This post has been edited by KarlMariaSeeberg: 31 July 2012 - 07:28 PM

if you don't like uptown, you are basically hating urban terror.

#23 User is offline   pab Icon

  •   verified donor   
  • Account: pab
  • Main tag: ro||
  • Country:
  • Joined: 28-February 10
  • Posts: 222

Posted 31 July 2012 - 07:42 PM

hi :biggrin:
Gooddd newsss
and not be afraid to donate if you like

This post has been edited by pab: 31 July 2012 - 07:42 PM


#24 User is offline   Divinity Icon

  • Account: divinity
  • Main tag: /eVo/
  • Joined: 01-March 10
  • Posts: 252

Posted 31 July 2012 - 07:47 PM

View PostH0i, on 31 July 2012 - 04:44 PM, said:

Players already have to create a new email address in case they want to do this. Things like 10minutemail are not accepted, so they will have to deal with captchas, etc. And obviously things like gmail don't allow people to create 10 or more email accounts per ip. And if we notice, that there are like 10 accounts on 1 ip, all with different email addresses, obviously something is going on. While not perfect, it's a whole lot harder for people to do this with the new system.


Hackers don't seem to have any issues changing their IP or even GUID to evade a ban. They do that already. If you are relying on IP fidelity on your checks and trusting third party email providers to stop multiple email accounts in order to make auth successful, then I'd say it's DOA for stopping hackers beyond the drive by-hackers. The determined types won't have too much trouble coming back in minutes if you aren't putting delays on account activation.

#25 User is offline   Ateamrocks Icon

  • Account: ateamrocks
  • Country:
  • Joined: 11-March 10
  • Posts: 111

Posted 31 July 2012 - 08:00 PM

So you cant actually say with confidence, that "One account per player." is a feature if its not actually a feature... Your just hoping people dont exploit it like they do GUID and IP auth systems? I dont see how this really changes anything, except adding a few benefits too legit players and server owners.
B1naryTh1ef
:3

bullet_loaderAdvertisement

#26 User is offline   Rylius Icon

  • Account: rylius
  • Main tag: CMM|
  • Country:
  • Joined: 28-February 10
  • Posts: 446

Posted 31 July 2012 - 08:12 PM

You guys keep forgetting about the notoriety.
Of course you can come back in some way after being banned - but you start out as a "newbie player", which might not allow you to play in certain leagues.

Your average public cheater will eventually get fed up with registering new email accounts.

It it downright impossible to prevent multiple accounts, but this system will make life A LOT harder for everyone not playing fair.


#28 User is offline   Divinity Icon

  • Account: divinity
  • Main tag: /eVo/
  • Joined: 01-March 10
  • Posts: 252

Posted 31 July 2012 - 08:19 PM

For the purpose of this discussion, we're only talking about hackers. Heck, that's not even the right term for the most annoying ones. Griefers is more like it. For those types and the determined hackers such as linda, this is nothing more than a nominal extra step they have to take to get right back to being annoying.

Account activation delays, on the other hand, add a pretty huge roadblock provided it's at least a few hours long such as the 3 hour suggestion.

Heck, make it a server side setting where admins can decide the age of an account required for play on their server. This very idea has been discussed in other threads. Push it out as an update using the auto-updater.


#30 User is offline   Divinity Icon

  • Account: divinity
  • Main tag: /eVo/
  • Joined: 01-March 10
  • Posts: 252

Posted 31 July 2012 - 08:57 PM

Like I said -- putting the power in the hands of the server admins makes the most sense. Heck, instead of making it a static setting, allow for a dynamic one that is temporary --

No bans in last XX hours = any account can join
1 ban in last XX hours = accounts must be X hours old to play (players already connected don't get kicked BTW)
2 bans in las XX hours = accounts must b X + Y hours old to play
etc.

There's lots of ways you could do account aging and raise a barrier to discourage hackers. If static is easier to code, then do just that. If dynamic isn't too hard, then add that as an option. Or, more simply, have a minimum age requirement that can scale up as bans start coming in that slowly scales back down to the minimum where the minimum can be set to zero.

  • (10 Pages)
  • +
  • 1
  • 2
  • 3
  • 4
  • 5
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users

Advertisement


Copyright © 1999-2024 Frozensand Games Limited  |  All rights reserved  |  Urban Terror™ and FrozenSand™ are trademarks of Frozensand Games Limited

Frozensand Games is a Limited company registered in England and Wales. Company Reg No: 10343942