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January 26th, 2004, 09:04 AM
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First Lieutenant
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Join Date: Sep 2003
Location: Bordeaux, France
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Re: Urgent. Host Cheating: Problem and Solution.
Quote:
Originally posted by Saber Cherry:
Having a way for a host to be beyond suspicion is, IMO, necessary.
-Cherry
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Well, aren't you getting a little overboard here?
Sure, it would be nice. But it's not "necessary" until the Grand Dominions Pro Tour opening, which isn't scheduled until a few months from now.
Seriously - securing PBEM games without severely crippling the option to deal with dropping players, seems a bit hard, and would require the Illwinter crew to probably search deeper in cryptology books than they wish to. There are techniques for "secret sharing", where a secret information (say, a master password) is shared among several participants, and at least X of them (any X) are required to cooperate to obtain such information.
With such a setup, a master password would be generated at game creation, and "shared" among players so that, say, all but 2 would be required to recreate it. The game would, of course, disable forced hosting. Then, when one or two players drop (if 3 drop at the same time, you have to give up), all players are contacted so that they let the dropping players be turned to AI (this could be included in the .2h files, and should be, IMHO).
Still, more trouble than it is worth, IMHO. I'd say this is less important than, say, the inconsistent battle replays.
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January 26th, 2004, 10:32 AM
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Sergeant
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Join Date: Oct 2003
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Re: Urgent. Host Cheating: Problem and Solution.
If you are worried about a game being seen to be fair I think the most practical solution suggested is shared hosting. Offer to host a game as long as one of the players in it hosts a pair game run along similar lines (ie line you want to play). In this context the sort of person who will generally take up the host position is some-one who has a responsible inclination.
Does it matter? I wish I could say it doesn't but after years of PBEM and having hosted many games sadly it has - though not often in my experiance. The Last open to the public game I hosted was a highly themetic Stars games where I had put significant time into prep work and got a third party player to do the setup. The game had rrstrictions on diplomacy both pre game and for the first 10 or so turns. An overly competitive player pushed the boundries, then broke them and was dobbed in by other players. He bawled like a stuck pig when caught out and he had a friend playing to back him up . . .  If I had not been playing as well as hosting I think I would have been able to deal with it easier/better. As it was it was very unpleasant. Alot of time, work, and creativity was wasted in the end. I wish I had tried the shared hosting idea.
Hosting can be alot of work - and quite a bit of stress when players are not getting in turns repeatidly or getting overly competitive. Remember this and be nice to your host. Thanking them at the end of the game is a minimum. Accusing them of cheating because you "feel certain" they must have is out - if you are not prepared to trust them don't play with them.
Cheers
Keir
[ January 26, 2004, 08:42: Message edited by: Keir Maxwell ]
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January 26th, 2004, 11:29 AM
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Major
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Join Date: Sep 2003
Location: Oregon
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Re: Urgent. Host Cheating: Problem and Solution.
Quote:
Originally posted by Norfleet:
So find a third-party host. If you can think of a method to secure a host locally, I can think of a suspicion.
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Sure, security is never perfect. However, finding a _host_ who can't figure out how to copy and _host_ a game is worlds harder than find someone either not able|willing to decompile C.
Honestly, this isn't that hard! The real problem is getting it to work without making hosting a pain in the ***... That, and I'm not sure the demand really warrants it, considering there is only one developer for Dominions.
After some reflection, I see a better way than what I described earlier, based upon notifying players of hosting rather than asking for permision to host. You could have a central server for arranging games and verifying hosting, while still leaving game processing to players' machines. Plus, there's alot of synergy with generating turn info/history XML for sharing or making web pages, collecting game mechanic and AI statistics, bug reporting, etc. Damn, this would really kick ***!
But I digress, and this is probably not the forum for such discussion...
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January 26th, 2004, 08:02 PM
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Major General
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Join Date: Jan 2004
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Re: Urgent. Host Cheating: Problem and Solution.
Quote:
Originally posted by Jasper:
Sure, security is never perfect. However, finding a _host_ who can't figure out how to copy and _host_ a game is worlds harder than find someone either not able|willing to decompile C.
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Okay, maybe I'm somewhat biased on this point, since I have no difficulty finding someone who's able and willing to decompile C, namely, me.
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