BackTrak wrote:QUOTE (BackTrak @ Sep 21 2011, 04:42 PM) I think the big difference is that all those other systems can charge for service where Allegiance does not. Therefore Allegiance cannot simply ban a serial number to kick off a player where other products can just kill the serial and force the user to buy another. Also taking credit cards is a good way to tie accounts back to billing addresses, etc. Well, I suppose this was tried with Allegiance back in the PayPal $1 days without success. That's my understanding of the design goals, people who were actually involved feel free to jump in.
We had no clear feedback from The PayPal $1 days, as we have no clear feedback on ASGS fingerprint efficiency.
Why ? Because we have no access to any datamining or statistics from the ASGS database. The reason is always the same but I don't want to derail this thread with it...
IIRC, ACSS basic design was more like 'let's redo what ASGS does' than a new and carefully planned (and discussed!) design. I don't recall any discussion or explanation concerning the use of machine fingerprints in ACSS and what alternatives could be used.
The more I think about it, the more I come to the same conclusion and it's the same thing that is happening in core development or art development. People who decide and do these things have a 'walled' reasoning and never take into account that
code changes could help them. Why ? I think it's a bad habit they got from either the period during which the game source code was not available or because of the dysfunctional Dev ZL/Team...or both (or "I won't talk about this again here"). Well for short, they take for granted that code changes won't happen so they plan and do their stuff without considering them, even if they could save them tons of hours...
So my point is:
If people can cheat or crash the game, than it's better to fix these holes directly in the game code rather than providing a complex security gizmo to ban them.
The sole purpose of ASGS/ACSS should be to provide secure authentication and authorization (who is who and who can do what).nothing more. Once we have that than we can fix the holes directly in the game. it's 100x times better, faster and more secure and the game code will get ironed in the process.
As for banning accounts and enforcing RoC, do like everyone does: Just stick to dealing with 'accounts' (with paypal or not, better with both). The idea is to add 'value' to accounts so that people would care for them and behave appropriately or risk losing their account (value = stats, ranks, medals, achievements, squad membership, etc)
Also for this to work, identity and 'fame' are key elements, so things like hiders should be gone. SSO is a good step in that direction too (IIRC, ACSS will have SSO).
oh well i'm probably losing my time explaining this yet another time. I've been preaching this for almost 5 years now.