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This is a discussion on "Beyond Telnet" in the Top Mud Sites Advanced MUD Concepts forum : Originally Posted by (Fern @ Aug. 28 2006,04:56) Regarding blocking telnet... are there not enough barriers to entry already in place? Is throwing another roadblock into the process really going to enhance gameplay? Its also meaningless. I created a proxy to echo info back and forth to the client, for testing. We don't need it anymore, since there is now a "simulate" script command, but all I did was impliment a listener for TCP/IP, which when it recieved the packet, simply echoed it back the other way. Telnet is almost "pure" TCP/IP. ... |
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#31 | |
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Senior Member
Join Date: Oct 2002
Posts: 310
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Basically, the only question is, "How complicated would the new protocol be to duplicate?", not, "can it be duplicated." The client can be forced to act as though its entire Telnet protocol doesn't even exist, funneling all the data, going both directions, through scripting instead. Remember, we are not dealing with a client that is using TinTin++/zMud scripting or some lame Microsoft script engine that they intentially hamstrung to keep people from doing things in. If you can code a client in Java, which uses a different protocol, for this mud, then you "can" code the same thing in Mushclient using Python or Lua (most likely Lua, since its the *default* language, which comes with the client, now). All blocking telnet does is make things more complicated for your coders, more complex for the players and make someone like me spend 30 minutes to figure it out, instead of 5. Wish I knew what some of the other buttons on the bottom of the snapshot you linked did though.. Makes it rather hard to guess what I need to design a plugin to duplicate the interface. |
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#32 | ||
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#33 | |
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Join Date: Oct 2002
Posts: 310
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#34 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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#35 | |
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Join Date: May 2005
Posts: 208
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There was a big discussion on the zMUD forum a few years ago about adding support to zMUD so that MUDs could disable triggers. A lot of people mentioned different ways to bypass the system which caused the feature to be dropped. |
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#36 |
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New Member
Join Date: Nov 2005
Posts: 11
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If you want to prevent botting then you need ways to detect bots not force a client. Having a custom client available is nice, but I know personally if I'm bored enough I might find it quite fun to hack a proprietary mud client/protocol just because I can. And of course being able to do so without the insane legal measures a large scale commercial operation would hit you with.
Even if you think its unhackable and claim that it is unhackable that will just encourage more people to try. |
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#37 | |
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
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It is a *****load* of work for us to code the server to support any telnet client. |
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#38 |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
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Well I think there's a big difference between actively blocking other clients, and simply not supporting them. But if you're going to take the latter route, I'd personally suggest supporting raw telnet, as that would allow everyone to play without downloading a client.
If I have to download a client in order to play, it's unlikely I'll ever give the mud a chance. But if I can play with telnet, and like the mud, sooner or later I'm going to be tempted to download the proper client. |
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#39 | |
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
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#40 |
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New Member
Join Date: May 2006
Posts: 7
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So develop your own Telnet Option, and the extra info is only sent if the client supports the option. Then people can code their own plugins to support your telnet option and get the extra info if they want.
You won't stop botting/scripting just by having a custom protocol or client, it really is just a red rag to a bull. |
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#41 | |
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Senior Member
Join Date: Feb 2003
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WAY easier to add a system to prevent other clients. I'm confident we'll catch almost everyone trying to play the game using another software than our own. Then if some few persons manage to play with their own software without getting detected, we still have prevented 99% of our users from botting and scripting. I'm sure we'll catch every single abuser however, sooner or later. |
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#42 |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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You don't have to support all of the features with raw telnet - and there's good reason not to, if you want to encourage people to use your client.
But actively blocking many players' favourite clients, and forcing people to download your client in order to play, will take away one of the biggest drawing factors of muds; accessability. You won't be able to stop people creating their own clients - if your game is worth playing, they'll find ways around your security measures. All you'll do is discourage people from trying your mud in the first place. |
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#43 | |
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Join Date: May 2006
Posts: 7
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#44 | ||
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
Posts: 359
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But when we are already writing our custom protocol for a graphical interface, spending extra amount of time to implement backward compability for telnet is too much work. Our game will not work with only a telnet client. To get the game working you will NEED components from our existing client or you will not be able to play the game fully. The only way someone could use mushclient to play our game for example is if they extract data from our client and implement in their own code. For example. When the player moves to x,y on the map in our game ONLY the coordinate is sent to the client which takes care of the rest. You need all the map data in your client to display it. |
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#45 | ||||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
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#46 | |
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
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We have not built our server and client with the intention of making it hard for people with telnet to use the game. We haven't even decided wether or not we're going to allow people to use other clients (if they code their own) or ban them. But when building the game we have not put in the enormous amount of extra work it would take to make separate code for a dinosaur telnet client and our own. Instead we have built it optimized on resources, bandwidth and other things to make our own custom client faster and better. Adding support for telnet in a semi-graphical mud is just ridiculous if you ask me. |
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#47 | |
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Senior Member
Join Date: Oct 2002
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I think you are involved with a lot of wishful thinking in this plan. |
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#48 |
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Senior Member
Join Date: Feb 2003
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Yeah.. I guess one solution to make it possible to use other clients is writing a specification and providing all material needed to run another client for download would be one way to approach it.
I guess that wouldn't be much work. A zip file with data, and just publish our networking protocols javadocs would be enough. We'll see which way we're going to approach it |
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#49 | |
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Moderator
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--matt |
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#50 | |
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I think that the point is that AeonFalls uses a more graphical interface than your typical MUD, and therefor loses a lot of what it offers if it allows a standard MUD client. They will lose some traffic of people who cannot do without their zMUD, yes, but it can be a design choice to want all players on a level and quality playing field. Whether or not it succeeds will come down to market strategies, and whether or not they are sufficient to make up for the slight loss they will take when attracting hardcore MUDers. |
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#51 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
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#52 | |
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An example of what I refer to is the combat dev concept of scripting and howmuch it should be allowed to effect PVP combat(or discouraged from effecting combat). There are certainly precautions you can take that will reduce scripting's effectiveness, and those precautions may turn players who are very script reliant away from your game - however, there will still be some hardcore, talented players who find ways around your precautions. I believe the same could be looked at here - it's a dev choice, just like anything else, and they have decided that their target does not include people unwilling to try their MUD without running zMUD/etc. This could definitely bite them in the ass, as you predict - and as long as they are aware of that and aim their marketting well, then perhaps they will not suffer more than they are willing to for that decision. It'd be my personal suggestion that they keep it open to a a possible future change. If it seems that they could be doing much better if they go back in and make the interface zMUD/etc compatible, then they could have that option at a future time. |
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#53 |
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Senior Member
Join Date: Feb 2003
Location: Sweden
Home MUD: www.sharune.com
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I have to add that we have not really decided yet which strategy to use.
1. Make !ao clients illegal to use. 2. Put up a specification and data files for download for those who wish to code their own. Possibly writing a proxy server that simply strips off every extra protocol info we have and send simply raw text to the player. |
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