> > Hard code it in, but this leads to stopping legitimate users from logging > in, simply because of the system they are on. Many systems such as bbs's also have telnet and stuff like that, and the ip is constant for all of the users. Many of the bbses also do not have identd up, so the address always looks the same. This would stop bbs users from connecting to the mud. If I want to multi-play and a mud bans it, let's face it...there is no way to stop me. I have about 10 different shell accounts, a bbs account, and an isp account. I am not a unique user either, many people have multiple accounts. The only way to tell for sure, is to check idle times, try talking to one char, while talking to the other suspected character, because even with tintin the conversation cannot be kept up at full speed, unless there is one hell of a bot in play. Basically the only way to fully prove it is a full scale investigation. Even with all of the code checks in the world, if there is a bbs, and it is a proven bbs that makes all users have the same ip, and a few players from the bbs play the mud, it is easy for someone who is multi-playing to just lie and say he isn't, because it is a known bbs. > > Hard code a warning in (something like: "Multiple IP: SoanSo Logging in > from somewhere.com") but that creates work for the immortals. (although > I'd hardly call that a problem) > This is a good idea, because it can guide imms as to which people to investigate. > Require users e-mail admin for a player, but this deters a lot of users > from the MUD, and tends to give an impression of an "elitist" MUD. > > Require the e-mail of a user before logging on, and stop duplicates, but > with free e-mail accounts everywhere, this is next to impossible to stop. > When I find a mud with email registration, I leave. It is too much of a hassle, unless someone tells me it is a good mud or something. Also I get enough junk email as it is, and I do not care for more. Many muds add you to a mailing list upon character creation, and I would have no reason to think that this police policy is anything but that. The most practical way to stop multi-playing is to do a users every once in a while, compare idle times, do a where and compare character locations, and try to converse with the characters at the same time. Once enough evidence is gathered, then take action. Of course, it never hurts to ask, because there are those users who do not read the policy, or who think you are on to them, and know they will get busted, so they apologize and get their other character off. Another nifty way to check multi-playing is to compare the dates and ips and times of the characters that were created. Any one of these alone is not enough to book someone, but together they are more than enough. Also I know many Universities have firewalls, and the only way out is via a web proxy server. In this case, I usually see people mudding via their mail server, which gives them a shell account so they can use pine. The mail server generally is not in the firewall, so the players telnet to the mud by there, and that is also a way of getting the same Ip. Back in High School, we had a novell network and at first all of the machines had unique ips, but then the network had something weird done, and used a novell gateway, and then if a telnet was done, http, ftp, no matter what, the address always ended up the address of the proxy server. The gateway was this little program that opened up every time something requested an internet socket. The program is also relatively new, so there will probably be many more of these around. This gateway is part of something that allows tc/ip traffic to be converted to IPX, and then back to IP via the gateway client program. No matter what kind of configuration of the software, proxy, or no proxy, you end up going through the gateway, and leaving through the same server, so everyone in the school on any computer gets the same ip. Although multi-playing isn't always a bad thing, and in some cases it can be beneficial, and enhance the role playing environment, after all in Final Fantasy you control a party. Of course multi-playing should be reasonable. I have seen people bring on 15 characters at a time, and they are easy to bust, even with tintin they cannot carry on a conversation with more than three or four of their characters. This is usually really easy to detect, because generally there are not that many people from the same site, and also the player will slip up if he/she doesn't see any gods, so go invis while investigating, because the person will probably trip up. Hmm Why did I reply to the enough subject line? :P Oh well Just my .02 Cents Cervo the redoC retsaM If you cannot convince them, confuse them. -- Harry S. Truman +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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