[DGD] Pet peeves for users in a MUD
Noah Gibbs
noah_gibbs at yahoo.com
Tue Apr 14 17:18:27 CEST 2009
Pretend they're 99% reliable for this, which is awfully optimistic. You still have a social problem.
You're going to be penalizing your players because, although you can't prove it, you think they cheated at least some of those times. Penalizing non-cheaters for cheating makes them fiercely angry at you. Penalizing only-sometimes-cheaters for times when they didn't actually cheat actually makes them angrier.
So expect this system to be a customer service nightmare -- and you won't know when you're penalizing innocent people, but some of them pretty likely are.
Also, here's at least one case where your metric would semi-fail. Imagine a mother or older sibling playing, while attempting to watch a baby or small younger sibling. Now imagine the network connection uses a wired cable. The player will be most distracted when in combat or other dangerous situations, and the baby or young sibling will quickly discover that yanking the cable gets a large, entertaining reaction from their caretaker. Especially since the caretaker will also soon be fuming because you're calling them a cheater.
--- On Tue, 4/14/09, Shentino <shentino at gmail.com> wrote:
> From: Shentino <shentino at gmail.com>
> Subject: Re: [DGD] Pet peeves for users in a MUD
> To: "All about Dworkin's Game Driver" <dgd at dworkin.nl>
> Date: Tuesday, April 14, 2009, 4:50 AM
> You know, come to think of it, I should probably check the
> very linchpin of
> my plan.
>
> Are statistics a reliable way to distinguish quit-cheaters
> from flakers?
>
> Does proneness to disconnect only in dangerous cases as
> opposed to proneness
> to quit at random times in general indicate a quit cheater?
>
> I would think so, but can anyone think of a counterexample?
>
> Right away I can think of the increased activity levels of
> combat generating
> more text than the client can handle, but that seems
> unlikely. There might
> be something else I'm overlooking.
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