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Connection/Player Account Control
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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 Connection/Player Account Control
Reference: http://www.classictw.com/viewtopic.php?f=52&t=30799This was brought forward in the Beta section and both my wife and I recall asking about this before. Ideally, it would be nice to have an option to specify number of connections to a game. Currently, there is a Node editor, but is disabled/not used with the current TWGS interface. We have done a similar idea using both the BBS and DOS version of TradeWars. We've configured just 5 nodes for TradeWars and the BBS contains 10+. So if there are 10 people on the BBS and 5 go to TradeWars, if user 6-10 try to access TradeWars, they get the message that the door is full/busy/in use and to try later. For example, option in T-EDIT might look like: < # > Number connections allowed, where 0 is unlimited Or something along those lines. The idea is to control how many can access the game at a time. Nothing I would call a major need- it was an option we had in the DOS version. With this as an option, I can see a few possibilities on expansions to some game edits we've created. **Edit** Changed the title of this thread to Connection/Player Account Control as I am discussing/exploring options to control account creation or player connections on a per game level.
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
--
Knight to Queen's Bishop 3
Last edited by Thrawn on Mon Dec 27, 2010 1:37 pm, edited 2 times in total.
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| Mon Dec 27, 2010 11:10 am |
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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 Re: Connection/Node Control
Thrawn wrote: Reference: http://www.classictw.com/viewtopic.php?f=52&t=30799This was brought forward in the Beta section and both my wife and I recall asking about this before. Ideally, it would be nice to have an option to specify number of connections to a game. Currently, there is a Node editor, but is disabled/not used with the current TWGS interface. We have done a similar idea using both the BBS and DOS version of TradeWars. We've configured just 5 nodes for TradeWars and the BBS contains 10+. So if there are 10 people on the BBS and 5 go to TradeWars, if user 6-10 try to access TradeWars, they get the message that the door is full/busy/in use and to try later. For example, option in T-EDIT might look like: < # > Number connections allowed, where 0 is unlimited Or something along those lines. The idea is to control how many can access the game at a time. Nothing I would call a major need- it was an option we had in the DOS version. With this as an option, I can see a few possibilities on expansions to some game edits we've created. I would agree but there needs to be method from keeping people idling at the score menu locking others from playing. I think this would a great enhancement for old school type / building games. But how would this be accomplished? I would say Honor System but we all know that would never work. Edit - Or would it not look actually at the node but how many players are currently in game so for others that wanted to idle at the history/score menu would not be blocking others?
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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| Mon Dec 27, 2010 11:18 am |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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 Re: Connection/Node Control
T0yman wrote: I would agree but there needs to be method from keeping people idling at the score menu locking others from playing. I think this would a great enhancement for old school type / building games. But how would this be accomplished? I would say Honor System but we all know that would never work. Edit - Or would it not look actually at the node but how many players are currently in game so for others that wanted to idle at the history/score menu would not be blocking others?
Whether you login via TWGS interface or use the BBS, you will still get the menu to look at the scores, settings, etc. I see your point on that, and the only solution I can think of is to ensure the idle time is adjusted accordingly in that game via TEDIT, General Editor #2, option #2. I assume that if they sit too long past the set timeout in the menu, they will get booted. However, they could just script it to refresh by pressing a key and remain there. The only way outside of that would be to make it so once you start the disconnect procedure, it takes them right out of that game, or you make the CLV available only in the game itself. Again, I am aware that we can script around it- it is just a thought. Or perhaps there is another idea. Rather than doing that, let's look at the "Closed game" option. Currently when you go to into a closed game, the player is notified it is closed and they need to contact the administrator to request an account. What about creating a method where the player could register via the TWGS interface? For example, you come into our TWGS to play with Daala and myself in our closed game. You don't have an account so you are asked if you want to request an account. You put in your username and password and it is put in queue for the SysOp to review. Perhaps some sort of notification method can be created to notify us of a message/request. If it is accepted, the SysOp can just activate the account; if rejected, well the account is not created. Something along those lines, and is the same method as validation on a BBS.
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
--
Knight to Queen's Bishop 3
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| Mon Dec 27, 2010 1:25 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: Connection/Player Account Control
If you add a game-level node limit, make sure you also add a per-login timeout option too.
Otherwise people will be able to camp out and block other people's access.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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| Mon Dec 27, 2010 7:57 pm |
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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 Re: Connection/Player Account Control
Something like 4 hour TL per day used in 1 hour per sessions?
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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| Mon Dec 27, 2010 8:28 pm |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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 Re: Connection/Player Account Control
True, if something was to be implemented, a way to keep people from camping out would be needed. Something like your time limit idea. For example, set a daily time limit of 4 hours but you can only be in-game for an hour max at a time (unless you make that option available to specify in-game time allowed). If you use your hour and come out of the game, you have to wait for at least 30 mins to re-enter that game (unless that too is an option- time to wait before re-entering). Or something to that effect.
Or, just have a standard time limit. You play your time and then you are done for the day.
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
--
Knight to Queen's Bishop 3
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| Mon Dec 27, 2010 8:36 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: Connection/Player Account Control
Thrawn wrote: Or, just have a standard time limit. You play your time and then you are done for the day. This causes two problems: 1. You need a TL for node-limit game to work. 2. People will still camp out, so TLs must be short. Most players do not like small timelimits. I've offered TL games for quite a while and don't get a lot of play there. So I suspect if we restrict node limits to only games with small time limits, there won't be a lot of play in those games. Having a session-based TL would allow us to create limited node games with a login every 30 or 60 mins. There wouldn't need to be a game time limit, or it could be set to something larger like 12 hours, which would attract more players.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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| Mon Dec 27, 2010 8:54 pm |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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 Re: Connection/Player Account Control
Singularity wrote: Thrawn wrote: Or, just have a standard time limit. You play your time and then you are done for the day. This causes two problems: 1. You need a TL for node-limit game to work. 2. People will still camp out, so TLs must be short. Most players do not like small timelimits. I've offered TL games for quite a while and don't get a lot of play there. So I suspect if we restrict node limits to only games with small time limits, there won't be a lot of play in those games. Having a session-based TL would allow us to create limited node games with a login every 30 or 60 mins. There wouldn't need to be a game time limit, or it could be set to something larger like 12 hours, which would attract more players. That is true. I'm good with that, if it can be done. If not, it is no big issue. We were more curious if it would be something to consider, and if so something that could be easily implemented.
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
--
Knight to Queen's Bishop 3
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| Mon Dec 27, 2010 9:05 pm |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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 Re: Connection/Player Account Control
Another thought came at me early in the morning regarding connections to games. Currently we have the "Limit one user per IP" option in the configuration of the TWGS. If checked, only one IP can connect. Is there a possibility to consider allowing this option on a game level, and allow the Sysop to specify the number in the game? For example, perhaps I only want to allow one IP in game A, but I'm running Dupe Chess and will allow up to 5 using the same IP in game B. Another example is we would allow max 2 users with the same IP connect to the rest of the games. If a third tries to connect, they can't. The idea here is to specify in-game the number of users allowed to use the same IP in a game.
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
--
Knight to Queen's Bishop 3
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| Wed Dec 29, 2010 11:50 am |
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V'Ger
Gameop
Joined: Tue Sep 25, 2007 7:27 pm Posts: 530 Location: Long Island
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 Re: Connection/Player Account Control
Thrawn wrote: Another thought came at me early in the morning regarding connections to games. Currently we have the "Limit one user per IP" option in the configuration of the TWGS. If checked, only one IP can connect. Is there a possibility to consider allowing this option on a game level, and allow the Sysop to specify the number in the game? For example, perhaps I only want to allow one IP in game A, but I'm running Dupe Chess and will allow up to 5 using the same IP in game B. Another example is we would allow max 2 users with the same IP connect to the rest of the games. If a third tries to connect, they can't. The idea here is to specify in-game the number of users allowed to use the same IP in a game. It would be nice if we could have that, with an exception list. For example, if you have confirmed that two players are husband and wife, brother and sister, etc, connecting via the same IP address, you can have them both connect at the same time, otherwise 1 IP per game at a time.
_________________ If you have a building game, they will come...
Proud Sysop of ICE9 TWGS Home of Building and Non Regulated Games http://www.oregonsouth.com/ice9 telnet://ice9-tw.com:2002
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| Wed Dec 29, 2010 12:14 pm |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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 Re: Connection/Player Account Control
V'Ger wrote: It would be nice if we could have that, with an exception list.
For example, if you have confirmed that two players are husband and wife, brother and sister, etc, connecting via the same IP address, you can have them both connect at the same time, otherwise 1 IP per game at a time.
That was the idea. We have some friends that want to play and although they share an IP, if we toggle the "Limit one user per IP" on then only one of them can get in. I recognize that sometimes this setting is used to prevent multiple accounts, but we think it might be of better usage to us Sysops if it was moved to a game level and not global. Plus with this option, we can reduce some of the load our ScoreKeeper script has by checking and purging all the dupe accounts.
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
--
Knight to Queen's Bishop 3
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| Wed Dec 29, 2010 12:19 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
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 Re: Connection/Player Account Control
This sounds like a useful feature. I'll see if I can get it in.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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| Thu Apr 07, 2011 12:32 pm |
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