[MUD-Dev] Trouble Makers or Regular Citizens
Justin Rogers
justin at mlstoday.com
Tue Mar 28 11:59:56 CEST 2000
[In Response to Dan's Comments of]
> In retrospect, that was the completely wrong way of doing it. First of
> all, because it's a hack. Second, because it annoys normal users who =
might
> want to say 'xyzzy' for some reason. But mostly, because it doesn't
> address the problem (ie, the player), merely channels it someplace =
else.
> It's not my business to spend 90% of my time on problem players, =
tweaking
> the code to try and come up with a counter to whatever new nuisance =
they
> dream up.=20
This is terrible. You mean to tell me you can't filter down to the =
user level?
I've done this in several MUDs that I've worked on. This isn't an =
attack on
this single example you've displayed above. This is, however, an =
attempt to
possibly breathe some life into what seems to me to be an archaic way =
way of
handling users in a MUD.
First of all the use of a ban at the IP level implies that you =
already have code
to handle IP level. So adding code at the IP level to marshall these =
people into
jail rather than into the game or banning the. Shouldn't be that much =
more code.
You also allow people to turn off channels, chat, etc... So why not =
allow one person
to turn off another person? Think of the amount of referalls for =
banning you would
get if a single person could shut another person up. That other person =
have another
character, allow the mask to use an IP expression. So my challenge to =
every one of
you is to give me concrete times where you have to ban instead of =
implementing a little
bit of code (not just or that one person, because you can make it =
general for the next
butt nugget). If I were to implement valid mechanisms for all of the =
*bad* players to
come to my MUD and play to keep them away from yours, what should I =
handle and look
out for.
- Justin Rogers, CEO DigiTec Web Consultants
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