I can think of one reason. If the player, at creation, has to enter an email address, you can email them the forgotten password from the mud's website.
(Or something) If a player forgets I simply tell them I will reset it. > -----Original Message----- > From: brian moore [mailto:[EMAIL PROTECTED] > Sent: Monday, February 10, 2003 12:49 PM > To: [email protected] > Subject: Re: Crypt > > > On Sun, Feb 09, 2003 at 10:57:20PM -0600, Michael Barton wrote: > > Personally, I wouldn't actually save them in plain text... > but maybe roast > > them in a way that the passwords are retrievable without > being immediately > > recognized by someone who gets a glimpse of one (base64 > encoding comes to > > mind). > > I would look at the underlying reasons and readdress the problem. > > Why would you WANT to know a player's password? > > Is it: > a) So that you can tell a player, "no, your password is > 'foo', that's > why you couldn't log in?" Then add a command to let immortals > reset passwords (with all the level checking of course: you > wouldn't want someone else to reset yours... but you'd need that > anyway). > b) So that you can log in as the player and 'fix' them up (ie, give > them equipment and such): then create a 'load player' command so > that immortals can load them, force them to hold eq, then force > them to quit. > > Or some other purpose? > > 'Knowing the player's password' is not likely to be the best > solution to > whatever problem is being addressed. > > -- > | Scratch out the pin holes, open > up the sores > brian moore <[EMAIL PROTECTED]> | Don't look out the window, > | White hatred's at the door. > | -- the residents > > -- > ROM mailing list > [email protected] > http://www.rom.org/cgi-bin/mailman/listinfo/rom >

