quote:
Keeping the dupes under control is the biggest problem I've had with running a TWGS. It got so bad at one point, that I almost gave up on running the server. Open games are a dupefest nightmare and running them all closed meant setting up every player for every game which was waaaay too much work. I ended up putting a BBS in front of the TWGS to provide more extensive authentication and validation. That's always been an area where TWGS is lacking. It does not have any of the account facilities that a BBS does. Anyway, the BBS cut down on the duping problem a lot. When people are required to provide real information about themselves, they're less inclined to flagrantly create accounts. That still didn't eliminate the problem though. People use their relatives' and friends' information or even make it up. I now use IP checking and comparison of account information (including passwords) in my attempt to zero in on them. If there are questionable accounts, I'll call people on the phone if necessary to verify them. Users are required to provide a valid phone number, among other things, when they create an account. That only stops the non computer savvy ones though. You can always relay through another server or use a different dial up to get around the IP checks. There's no way to completely eliminate duping, but I've found that the system I've implemented has kept it within acceptable limits without a whole lot of effort on my part.
[url="mailto:craig@franknputer.com"]craig@franknputer.com[/url]
[url="telnet://franknputer.com"]telnet://franknputer.com[/url]
http://franknputer.com
Keeping Dupes at bay ..
Thanks to JP for the IP logs in TWGS
And Eleq's and his dupecatcher .. well the first one I liked.
He did make another one that does all games.
I didnt like the lose of control over IP per game.
So I use his first one ..and have posted it on my webpage for others to d/l and use.
[url="http://geocities.com/videotees/twars.html"]Vid's World on Guam[/url]
telnet://vidsworld.no-ip.org:2002