Forboding Angel wrote:It worked beautifully 10 years ago when we had 300 people playing AA and scads of games going on at once.
AutoHosts gave trolls a crack in the door.
Also not implementing email verification because it's too hard for newbies is idiotic. Literally almost every account on the internet requires verification.
If you wanna make it really secure, only accept Google/Facebook/GitHub logins. Creating a new Google/Facebook/GitHub account takes time.
Like Dansan said, if he can make it so that it takes you some time to backstop a new account but an admin only 5 SE a to ban you, you will lose motivation quickly.
You aren't accomplishing anything if you are easily swatted away.
And if you make a new account and ruin another game, you have to spend a bunch more time to make an account.
At some point you are spending more time making accounts than actually playing.
+1 (with at least 1min delay for email sending)
And only email verification looks like a realistic thing to do from what I read here.
Adding the ability to actually register email when SL or other lobby start to avoid that newbies get stuck at the door looks like mandatory though.
But there is another solution. It is maybe a bit easier to implement...at least it is different. Also it is a bit shaky on the tuning and would also require some work (ofc !). It is linked to the SLDB. Let me expand on that:
While true skill system is the commonly admitted system to assess the skill level of a player (and is currently in use now), there have been debates over how to rank more accurately the skills of a player at a shorter time period. I am thinking to things such as the time integrated inverted rank where you are good at something, e.g. most damage. Put it mathematically:
value = int(1/rankAtMostDamageDeal (t) , t, 0, T)
You can also think like metal Worth (unit+building coast (M +60*E)) of someone, etc...
That is ofc mainly relevant in large game. If you want to make it accurate for small game, you need to feed your algo from data gathered from other game on the same map with the same number of player, idieally same mods_version/engine, which requires call to SLDB/replay_website and it begins to look far to complicated, but let me come back to the point.
Let assume this is implemented in a widget and computed real time. It give you an indication of how good a player is. At the same time you have access to SLDB to cross-check with real Data. In other word, checking who is new and who is not according the SLDB! So you can pinpoint who is trying to fake like he is a noob but is not. At this point, you have different things you could do:
1) flag the suspicious player: You can decide to auto-kick them or to simply make a visual warning in the advanced player list telling it is a smurf. Then they can be kicked by admin of vote.
2) When they get auto-kick or kick, you make sure that the person kicked get a message that the reason you were auto-kick or admin kick them was a suspicion of smurfing/trolling. And you give them a way to ask permission to be taken out of the autokick list. There are valuable reasons such as change of ISP, moving to other town, playing with a friend with other account, etc. Eventually people will get aware of that and will be able to add themselves to the list before action is taken (based on talk with admins or after a delay if automation is needed, but automation does not look like the right think to do). At the end you will get a combination of trusted IP+accountID (not IP alone to avoid spoofing ?). I am not aware of the details but I am pretty sure that is already available in the SLDB (with CPU and other info) anyway.
The consequence of that are:
a) The troll will actually have to play like a noob and have shit game until he reveals itself. Of course, it wont prevent them to act, they probably don't mind to suffer.
b) We finally get player to stop smurfing even they are not trolls. And this is very important. If you start behaving like shit, you cannot start fresh again, then you will start paying very slight more attention on how you behave.
There is a flaw in that: the admins judgment that are allowed to wave player from the auto-kick list. The only way to solve that is to help them giving them access to a special filter to cross check from the replay DB all the game where the supposedly in fraud player played and identify the player he played the most with in order that the admin can talk to them and cross check what he said (e.g. PM conversion or random fact for a replay). Then the admin can ask a question to the supposedly in fraud player and he needs to answer right away to get the auto-kick waved. Or he need first to watch all the replays the player he tries to fake the ID played...
This very last part looks the email verification looks more simple, but if auto-kick is not enable, does it really needs to be taken care of ? Maybe you guys have solutions for that part.