Re: [crossfire] Player accounts, new player creation mechanism

2008-02-06 Thread Nicolas Weeger
Hello.

Replying to various points in one mail :)


Benefits I see to account system:
* easier for player to manage characters
* easier for players to remember other's identities (one account vs multiple 
chars - assuming account named is for instance displayed in the 'who' output)
* maybe character exchange
* why not some benefit from dead chars on perma death servers?


Agreed on class information chosen at the same time, makes sense.


I'd see a transition period: at first old clients could create characters 
without accounts. Newer clients could create account and link characters to 
it (create account 'Nicolas', and tell the server the 'Warrior' character is 
linked to this account). Then remove players without account. Client could 
make some shortcut and propose to create account + player at the same time 
for lazy players.


I see the account as a better way to count players - best case all players use 
an account, so we know how many there are ; worse case, one account per 
character, same situation as now.


Yes, server will always check what client sends - basics of our protocol 
anyway.

Concerning Mark's last point: obviously, player will choose 'login' or 'new 
char' on client which will send the right command - wrong password implies 
failure to log, not new char creation.


I hope I addressed all points :)

Nicolas
-- 
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l'aléatoire !]


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Re: [crossfire] Player accounts, new player creation mechanism

2008-02-04 Thread David Delbecq
En l'instant précis du 04/02/08 08:44, Kevin R. Bulgrien s'exprimait en 
ces termes:
 When connecting to a server, a player can create or log in to an account.
 This account is linked to characters, and the player can manage (add,
 delete, maybe other things) them.
   
   this is a step that is not there right now - I'd like a little more
 information on why to add an account that is linked to characters instead
 of just having the current method.
 

 I think you partly answer your own question below, however, you might note
 comments about password management in my other reply, but I'll restate and
 reword the thoughts here in case it clarifies the point.

 I have many times thought how unfortunate that it is easy to use duplicate 
 passwords from one server to another because each character needs a
 password... so, it is easy out of habit from typing a password on one
 server, to accidentally use it on another one.  I don't know about you, but
 I don't trust admins on other people's servers.  Consider especially cases

Sorry to ask, but what in current state of accounts handling prevents 
your from using different passwords on different servers? Nothing forces 
you to use same password on different server, and you can use same 
password for all your accounts on a given server...


Now, a really interresting point in having a notion of accounts, is that 
it opens a wide range of new possibilities :)

1) Get an idea of how much actual player there is, instead of how much 
characters
2) Exchange of items between characters of same player? (Some commercial 
MMorpg allow this). Not that it would be impossible now ;)
3) A common interface to manage all your characters (delete them, get 
their stats, whatever)
4) Retrieve password interface (send token by email?)

On the other end, there are more important things to do for players than 
an account, it will be better for players to have a simple interface 
to fully design their new character prior to any acocunt management 
interface. There is already a wiki brainstorming page for this.


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Re: [crossfire] Player accounts, new player creation mechanism

2008-02-04 Thread Robert Brockway
On Sun, 3 Feb 2008, Nicolas Weeger wrote:

 Character creation mechanism is mostly moved to client, where the player can
 select race and statistics.

Hi Nicholas.  Presumably the info generated in the client is checked 
somehow on the server to prevent hacked clients becoming a problem?  Eg, a 
completely point based statistic system would be easily checked by the 
server before the character was allowed to login.

I gather all info on a character would still be stored server-side.

 I'd keep class to be chosen ingame for now, as it depends on maps and such.

 Characters can possibly be transferred between accounts. Account survives
 until removal by player, characters disappear on death on permadeath servers.

Dead characters on permadeath servers can still return from the dead via 
resurrection so they shouldn't be deleted.

Cheers,

Rob

-- 
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-- RFC 1925 The Twelve Networking Truths

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Re: [crossfire] Player accounts, new player creation mechanism

2008-02-04 Thread Kevin R. Bulgrien
 Sorry to ask, but what in current state of accounts handling prevents
 your from using different passwords on different servers? Nothing forces
 you to use same password on different server, and you can use same
 password for all your accounts on a given server...

Obviously nothing prevents it, and that was not the point at all was it?

 Now, a really interresting point in having a notion of accounts, is that
 it opens a wide range of new possibilities :)

 1) Get an idea of how much actual player there is, instead of how much
 characters
 2) Exchange of items between characters of same player? (Some commercial
 MMorpg allow this). Not that it would be impossible now ;)
 3) A common interface to manage all your characters (delete them, get
 their stats, whatever)
 4) Retrieve password interface (send token by email?)

 On the other end, there are more important things to do for players than
 an account, it will be better for players to have a simple interface
 to fully design their new character prior to any acocunt management
 interface. There is already a wiki brainstorming page for this.

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Re: [crossfire] Player accounts, new player creation mechanism

2008-02-04 Thread Mark Wedel
Robert Brockway wrote:
 On Sun, 3 Feb 2008, Nicolas Weeger wrote:
 
 Character creation mechanism is mostly moved to client, where the player can
 select race and statistics.
 
 Hi Nicholas.  Presumably the info generated in the client is checked 
 somehow on the server to prevent hacked clients becoming a problem?  Eg, a 
 completely point based statistic system would be easily checked by the 
 server before the character was allowed to login.
 
 I gather all info on a character would still be stored server-side.

Yes on both counts - not addressed in that particular e-mail, but was discussed 
extensively in the past.

  Basic idea is server would send relevant information to client (this is how 
many stat points you get, these are the different classes  races and what the 
stat adjustments are, other benefits, etc).

  Player then plays around with them (let me see how setting this class affects 
character, etc), and when satisfied, hits something like done.

  Client then sends data back to server - basically the stats, race, and class. 
  Server then verifies data is correct (if a player doesn't use all their 
points, that would be fine, but a player can't use more than allowed).

  This basically follows the design philosophy of don't trust anything from the 
client.


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Re: [crossfire] Player accounts, new player creation mechanism

2008-02-04 Thread Mark Wedel

  There are certainly some advantages to an account based system, including 
potentially easier banning of players.  But several points need 
addressing/clarification:

1) How are accounts created?  If a player can create an account at any time, 
and 
thus have a 1:1 account:character mapping, knowing number of unique players, 
etc, may be difficult.  To make this happen, may want some greater benefit for 
the characters in such a system (item trading, maybe apartments/houses are 
account based, not character based, etc).

2) Need to handle player files without accounts.  If a player logs in with one 
of those characters, are they forced to create an account?  Is account name 
space different than character namespace?  For example, if I use the name 
'Mark' 
for my account, does that now prohibit characters from using that name?

3) In terms of security, one could argue accounts may make things worse.  Right 
now if I play on a 'suspect' server and that server admin looks at my character 
and gets my password, that may only let him log into 1 character on another 
server (or at least he only has information on that one character on that 
server 
- he would need other mechanisms to find out all the character names I play on 
the other servers).

  However, if he gets access to my account, he now has access to all my 
characters.

  And I think the point tchize raised using different password on different 
servers is valid - is it really any more likely I'll use different passwords 
for 
different accounts on different servers?  If I know my account on ailesse has 
password foobar, and account on metalforge is kumquat, it would seem I could 
remember that for individual player files just as easily.

  If security is a concern, other things should be investigated - right now, 
password from client to server are plaintext (allowing easy snooping) - it was 
decided long ago that character files are not critical enough to warrant the 
complexity of doing something like ssl.

  That said, I'm not against the idea of accounts - it could be useful.  But 
like fair number, I'd need to see some compelling reasons of how it would be 
useful and why it is more important than many other things (but like 
everything, 
if some developer is gung ho on doing it, who am I to stop them).  But at the 
same time, I think some of the points about account creation and legacy 
character files need to be answered.


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[crossfire] Player accounts, new player creation mechanism

2008-02-03 Thread Nicolas Weeger
Hello.

Here is a proposition for new player account mechanism and character 
management.

To be clear:
* player = human playing on Crossfire
* character = ingame character

When connecting to a server, a player can create or log in to an account. This 
account is linked to characters, and the player can manage (add, delete, 
maybe other things) them.

Character creation mechanism is mostly moved to client, where the player can 
select race and statistics.
I'd keep class to be chosen ingame for now, as it depends on maps and such.

Characters can possibly be transferred between accounts. Account survives 
until removal by player, characters disappear on death on permadeath servers.


Opinions? Suggestions?


Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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Re: [crossfire] Player accounts, new player creation mechanism

2008-02-03 Thread Mark Wedel
Nicolas Weeger wrote:
 Hello.
 
 Here is a proposition for new player account mechanism and character 
 management.

  Note that this has been discussed a lot before on mailing list on wiki - 
probably good to look there for some starting points on this.

 
 To be clear:
 * player = human playing on Crossfire
 * character = ingame character
 
 When connecting to a server, a player can create or log in to an account. 
 This 
 account is linked to characters, and the player can manage (add, delete, 
 maybe other things) them.

  this is a step that is not there right now - I'd like a little more 
information on why to add an account that is linked to characters instead of 
just having the current method.

 
 Character creation mechanism is mostly moved to client, where the player can 
 select race and statistics.
 I'd keep class to be chosen ingame for now, as it depends on maps and such.

  disagree on that - having half the character creation in the client and have 
still done on maps really isn't the right answer.  A new player only has half 
the necessary information to create a character - race and stats.  He chooses 
those, and then finds out that based on class, maybe he didn't choose good 
stats 
and race, and has to start over.

  Also, there really isn't much on the map related to classes - yes, there is a 
selection mechanism in the hall of selection, but all of those just use the 
generic archetype for the different classes.

  Just as we can send race information to the client, it should be easy enough 
to send class information to client.  Give all those classes some unique type 
(if they don't have one already) so that the server can easily find all the 
classes and send relevant information.  The data sent is really going to be in 
the same form as race data (stat adjustment, special notes, etc), so if we're 
sending one, sending the other wouldn't be much more work.

  If some server wants to add or remove classes, it is just a matter of 
changing 
the archetypes.  Right now, if you want to change a class, you have to change 
the archetype and change the hall of selection, so just making it an archetype 
ability should make it easier to change classes.

 
 Characters can possibly be transferred between accounts. Account survives 
 until removal by player, characters disappear on death on permadeath servers.

  I'd still need to see more information on what benefit/meaning accounts have 
here.

  The first that come to mind are for servers that want to be private or pay 
for 
play - they can then have some alternative mechanism to create the initial 
account (once I get the money, I'll create an account type of thing).  Thats 
fine, but I'd almost say folks that want to run those servers should write and 
maintain that code.

  Second point is that it may make character management easier - I log in as 
mark, and I can see all the characters with my account.  I say may make 
character management easier - this really depends on how many servers I play 
on, 
if I can get the same account name on all of them, etc.  If I end up having 
different account names on the different servers, doesn't really make things 
much easier (OTOH, I suppose the client could remember different account names 
on different servers).


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Re: [crossfire] Player accounts, new player creation mechanism

2008-02-03 Thread Kevin R. Bulgrien
  When connecting to a server, a player can create or log in to an account.
  This account is linked to characters, and the player can manage (add,
  delete, maybe other things) them.

   this is a step that is not there right now - I'd like a little more
 information on why to add an account that is linked to characters instead
 of just having the current method.

I think you partly answer your own question below, however, you might note
comments about password management in my other reply, but I'll restate and
reword the thoughts here in case it clarifies the point.

I have many times thought how unfortunate that it is easy to use duplicate 
passwords from one server to another because each character needs a
password... so, it is easy out of habit from typing a password on one
server, to accidentally use it on another one.  I don't know about you, but
I don't trust admins on other people's servers.  Consider especially cases
where a server admin might be hostile for whatever reason.  An admin should
not be easily able to discern what someones password might be on another
server.  Naturally, you cannot protect a player from their own stupidity
regarding intentional re-use of passwords, but I do think that lowering the
risk of accidental re-use of a password is responsible design and indeed
worth considering on that merit alone.

  Characters can possibly be transferred between accounts. Account
  survives until removal by player, characters disappear on death on
  permadeath servers.

   I'd still need to see more information on what benefit/meaning accounts
 have here.

   The first that come to mind are for servers that want to be private or
 pay for play - they can then have some alternative mechanism to create the
 initial account (once I get the money, I'll create an account type of
 thing).  Thats fine, but I'd almost say folks that want to run those
 servers should write and maintain that code.

   Second point is that it may make character management easier - I log in
 as mark, and I can see all the characters with my account.  I say may make
 character management easier - this really depends on how many servers I
 play on, if I can get the same account name on all of them, etc.  If I end
 up having different account names on the different servers, doesn't really
 make things much easier (OTOH, I suppose the client could remember
 different account names on different servers).

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Re: [crossfire] Player accounts, new player creation mechanism

2008-02-03 Thread Kevin R. Bulgrien
 Here is a proposition for new player account mechanism and character
 management.
 
 To be clear:
 * player = human playing on Crossfire
 * character = ingame character
 
 When connecting to a server, a player can create or log in to an account.
 This account is linked to characters, and the player can manage (add,
 delete, maybe other things) them.

See below.

 Character creation mechanism is mostly moved to client, where the player
 can select race and statistics.
 I'd keep class to be chosen ingame for now, as it depends on maps and
 such.

Actually, I think this is the most difficult aspect of character creation at
the moment.  Without class selection in the same place as race and stats, it
requires external resources to adequately design a character.  If we're going
to improve character creation, I'd say rolling in class to the creation
process is far more important than the suggestion to have accounts on the
server as it would be a major improvement for the player.

Also, even if creation is pushed off to the client for execution, I think it
wise to consider that the information needs to be supplied by the server to
get away from some very clunky issues regarding information handling that
has to do with character creation.  At the moment, there are about 4 copies
of the Hall of Selection with identical information about each class.  This
is a pain to manage, and, furthermore, if character creation is pushed to the
client, then we don't want to have to maintain this information separately
for each client.

I was somewhat stymied by the great volume of technical nitpicks on Yann's
idea about a login server as expressed on IRC.  The implementation effort
need not be that great, as can be determined by more carefully considering
what actual work would be needed.  It could centralize character creation
in a way that provides both immediate and long term advantage.  I saw no
compelling reason to so thoroughly reject the suggestion and actually prefer
that the idea of the server-side login server module be reconsidered, and
integrated with this suggestion for client-side character generation.

 Characters can possibly be transferred between accounts. Account
 survives until removal by player, characters disappear on death on
 permadeath servers.

I rather do like the use of a single password per server... that's always a
pain in that I try not to reuse passwords from one server to the next in case
they were to be breakable.  I do not make a habit of trusting administrators
on systems. Even if the same password is reused per server, it is still common
for me to make the mistake of re-using a password from a different server out
of typing habit.  By making a login account, the password is created only
once.

I do see this as somewhat nice, but still it strikes me as not as much of a
priority in that the value add seems somewhat low.  The main reason to include
it may be that if the design for a new character creation subsystem makes it
easy to do, or drives development of a cleaner design, then it might be done.

Kevin

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