Linking callsigns: Difference between revisions
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'''You DO NOT want this to happen to two callsigns which actually belong to two seperate people''', because the [[ASGS]] system thinks both accounts are the same person and will only allow one user to be logged on at any given time. | |||
Revision as of 20:20, 2 May 2008
If two callsigns are logged onto the same machine then both accounts will be linked.
If a callsign is logged onto two seperate machines (or more) both will be tagged as belonging to the callsign (and any linked callsigns).
You DO NOT want this to happen to two callsigns which actually belong to two seperate people, because the ASGS system thinks both accounts are the same person and will only allow one user to be logged on at any given time.
What does this mean for you?
- Don't log onto someone elses computer using your callsign - use one of their Hiders instead.
- Don't let anyone else log on to your computer using their callsign - make them use one of your Hiders.
- Don't give your old machine away to someone if they're going to play Allegiance on it.
- If you've got a 2nd hand computer and aren't sure if it's linked to the original owner's account, make a new Callsign here and log on using that. Once you've successfully logged on, sign into the ASGS website and check if it's been linked. If it hasn't, then you're clear. If it has you need to get unlinked from the other user.
If you do manage to stuff yourself PM Tigereye and explain. Once he has some free time he will unlink your accounts.
Unlinking accounts does NOT mean that they won't become linked again. Don't keep linking your account to your best friends just because you're a moron - it's been known to happen.
How the callsign system works
When you register an ASGS callsign on the ASGS website, that's all it is: a callsign, a password, and an email address. No one else will be able to register that callsign, whether or not you are currently using it. This is all it will be until you log in with it, at this tage ASGS generates a unique, identifying hardware hash and sends it to the ASGS servers - from that moment the callsign and the machine are tied and ASGS assumes nobody other than you will play Allegiance with that machine.
ASGS assumes that all the callsigns with the same hardware hash come from the same machine and therefore that all callsigns belong to the same player. This is very convenient when creating hiders; you just create a new account, log in with it and ASGS does the rest, making sure that your correct rank is displayed and stats from all callsigns are credited towards your overall stats. This is very inconvenient when two seperate players wish to use the same machine - this is possible on rare occasions and if you want it, you should post in the Helpline forum stating what the two callsigns are and why you can't play on seperate machines.
There's more to it than that. If a callsign logs in to a second machine ASGS will link both machines to that callsign (and all of its links). So now only one player can play on either machine. This stops the same person from logging in twice at the same time, to prevent abuse (DoS, doubleteaming, etc.).
Another aspect that needs to be considered is hider limits. While a user is allowed to "own" as many callsign as they desire, they may only have three active callsigns at any one time. If your machine already has three active callsigns, activating (and logging in) with a fourth callsign will not succeed. The callsigns will be linked (verify), but the callsign displayed in-game will be you primary callsign. This helps limiting abuse, and three hiders is more than enough to go around boots and/or to play "stealthily". Hiders are reset occasionally.
This all sounds good and comfy, until two different people try to use the same machine to play. Most of the assumptions ASGS makes will not be true, and the two users will get unexpected results. For example:
- If one player is successfully logged in and playing, and the second player logs in on a seperate machine, the first player will be crashed to desktop with "ASGS Protection Tripped" or similar error message.
- When you view your callsigns on the ASGS webpage you will see callsigns that are not yours.
- When you log in your displayed name is not what you logged in with - this would be because the first player already has 3 active callsigns, and you are trying to log in with a fourth.
Q: But those assumptions are ridiculous! This is a family computer, why can't my family or my friends play here?
A: We're sorry, but those assumptions are required to maintain the system safety and integrity. Too many people tried to kill Allegiance, and ASGS has proved very effective at keeping banned people banned and keeping the gameplay secure. Until a better solution is engineered or a major failure ensues, ASGS and its "ridiculous assumptions" are here to stay. A small sacrifice for the security of the community :)
Q: I don't want to link my callsigns! I want to start with fresh stats so I get a good kills/eject ratio!
A: Callsign links are required for ASGS enforcement; working around it constitutes a non-trivial violation of the Terms of Service. Abuse will thus result in lengthy ASGS bans, sorry.