[MUD-Dev] strong encryption for authentication
Vincent Archer
archer at frmug.org
Sat Jul 14 10:48:03 CEST 2001
According to Ben Tolputt:
> Quoted from Caliban Tiresias Darklock (Thursday, July 12, 2001 01:29 PM)
>> So... you don't consider these perfectly legitimate applications
>> of player ingenuity?
> No, I don't - I think that they're applications of hacker
> ingenuity.
What's worse: they're applications of *another* hacker's ingenuity
:)
> The general player (of my MUD) does not have the technical
> expertise to hack the protocol, sniff packets from a router,
> etc. It is giving players an out of game advantage unrealated to
> their character - in my book a Bad Thing (tm).
However, they usually have the resources to look up a few web pages
and find out about all the tools needed. Consider Asheron's Call's
Decal.
For those who don't know, Decal is a local plug-in system. It sits
on your machine when you play Asheron's Call, and parses the
protocol. When you're in client mode, it opens its own windows,
allowing various things to be done as "enhancement" to the
client. Other programmers create modules you add to Decal. Ranging
from Chat loggers (an "enhancement"), to mob stats libraries (from
static database, but no need to alt-tab to read the web, what I call
a "cheesy") to 6th sense (a trigger who tells you where any
items/mobs you pre-selected for are, even if you can't see them on
your screen yet, a "cheater").
99% of the people who use Decal do not have the technical knowledge
to write it. They just click on the installer. :)
--
Vincent Archer Email: archer at frmug.org
All men are mortal. Socrates was mortal. Therefore, all men are Socrates.
(Woody Allen)
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