build some vote features into your mod (vote_cheater, vote_lamer,
vote_spammer). not a console based one, but an onscreen one.

if more than 50% of the users vote to ban someone, the server does it, and
then sends a notice to the server your mod's page is hosted on, (with a
small reciever program running) that takes the ban notice, and applys the
wonID to a global banlist. Each server sends a message to this main server,
and syncs up it's global banlist (with options to sync lists like: cheater
list, lamer list, and spamer list available) on a regular basis.

active/inactive lists would be better. User gets removed from the active
one, but an entry in the inactive denotes how many times he's been banned
from any server (and any list). once it reaches 3, then that user moves to
the permanent list.

this relies on the admins to be benevolent (not always the case), a good
recieving server (might be costly), and might not scale well (unless your
banlist psuedo-protocol supports a redirect).

a complaint forum would probably be needed. (Hey, admin X banned me from
(server)! All I did was to kill him when he talked, once!)

And it'd be wise to encrypt your packets, which might be a problem with
cryptology export laws... (haven't they killed that law recently?)

----- Original Message -----
From: "Ryan "Professional Victim" Desgroseilliers" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, September 17, 2002 4:41 PM
Subject: Re: [hlcoders] How do you guys deal with players harrasing other
players?


> Precisely -- any sort of active defense against the myg0t people will
likely
> just make them try harder and more creatively to screw over your legit
> players.  It's best to simply put in various passive security measures
> instead.
>
> Realistically, though, there are no miracle solutions to the problem (or,
> obviously, it wouldn't have persisted for so long).  No automated system
is
> capable of fully replacing a competent admin.  Obviously, steps should be
> taken to reduce the possible methods of abuse to a minimum, but you're
never
> going to be able to fully stop people like this.
>
> -------------------------------------------------
> Ryan "Professional Victim" Desgroseilliers
> Administrator, TFMapped (http://tf.valve-erc.com/)
>
> ----- Original Message -----
> From: "botman" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, September 17, 2002 1:08 PM
> Subject: Re: [hlcoders] How do you guys deal with players harrasing other
> players?
>
>
> > > I know this sounds OT for a coding forum, bear with me for a sec.
> > >
> > > We've been publically released for a very very short time, and most of
> > > our servers seem to have been targetted by a group of annoying little
> > > players that call themselves 'myg0t'. http://www.myg0t.com if you want
> > > to see more about these annoying children.
> > >
> > > I'm sure we're not the first mod to experience this, but if we were as
> > > big as CS or something, they would get lost in all the noise.
> > >
> > > Do you guys recommend implementing things in your codebase to cause
> > > them havoc back? Has anyone learned little things to watch out for in
> > > terms of exploits they commonly use that we can all benefit from?
> >
> > You really don't want to start a war with 12 year old children that are
> > looking for a target to screw with.  You best offense would be a strong
> > defense and not to try and attack the attackers.
> >
> > > I know we learned a couple things the hard way, and we now have to put
> > > things like 'spam control' on our voice comm, so that these idiots
> > > can't overflow all the players on their team and disconnect them. That
> > > was possibly just poor design on our part, we forgot that all gamers
> > > aren't nice,  well adjusted people, who just want to have fun. :(
> > >
> > > I know some of this is the server admin's realm, but if we can give
> > > them tools to make it easier, then we will.
> > >
> > > Can we formally request a 'format annoying little punks hard drive'
> > > engine command from valve? :P
> >
> > If your MOD includes a client DLL, you can do whatever the heck you want
> to
> > in your client code.  You can call any Windows API function you want.
You
> > can use system("format C:\n"); or even create a function where you can
> have
> > the admin construct a command on-the-fly and let the client execute that
> > command.  But again, you don't want to piss these little children off or
> > things will only get worse.
> >
> > > Also, does anyone know if that exploit that allowed players in the CS
> > > beta 4 days to constantly reconnect (avoiding the round timer when
> > > dead) still works (they're using it on us, so it seems to work in an
> > > unmodified SDK)? Am I missing a fix that I should be using when
clients
> > > reconnect, that breaks that exploit? How does it work anyway.. etc.
> > >
> > > I guess we're just feeling a little harrassed by these guys, and if
all
> > > of us can benefit from sharing 'tips' to avoid letting any one player
> > > be annoying, so much the better.
> >
> > myg0t loves to cause general mayhem on servers.  In TFC, they will spawn
> as
> > a HWguy and block the doors leading out of a spawn room (since other
> players
> > can't push HWguy's, they can't get past them out of the spawn room).
> > Grenade spamming is another example of things that would be done to piss
> > people off.
> >
> > You basically need to sit down and think about all the behaviors in your
> > game.  Start the game, play on a team, and do everything that you can
> think
> > of to slow down or hinder your own team, then create a workaround in
your
> > code so that players on public servers can't do the same thing.
> >
> > At first you might think that giving players the power to ban other
> players
> > would be a good thing (if over 50 percent of the players vote to ban
> > someone, then do that).  This can backfire if over 50 percent of the
> players
> > are from myg0t (they will ban other players that are playing by the
> rules).
> >
> > There are some simple things you can do to eliminate some of these
> problems.
> > For example, the case of HWguys blocking a door, you could have code
that
> > causes players that aren't moving around much to be slowly drained of
> health
> > (this would also discourage campers which may or may not be what you
> want).
> >
> > You are going to have to be a little bit creative in what you do to
> prevent
> > some of these problems.  Whatever "fixes" you add to the MOD, you should
> > ALWAYS make things configurable so that server admins can turn things on
> or
> > off.  Admins typically don't like it very much when weird "features" are
> > added to MOD and they have no way to disable them.
> >
> > Jeffrey "botman" Broome
> >
> >
> > _______________________________________________
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> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
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