Accounts on DDNet?
- Cellegen
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Re: Accounts on DDNet?
I like the idea of the accounts... a good or bad idea for teeworlds too. Aoe, this is a very big question of the *Teeworlds* community because of your *DDnet account* idea.
RestInHell. - Team Leader
- Konsti
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Re: Accounts on DDNet?
Its just a Bad idea, much work and not very effective, it bring more problems then positive things, its an endless discussion.
-
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Re: Accounts on DDNet?
yes make accounts so someone cant fake me and ban all with rcon it ruined my reputation
- Konsti
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Re: Accounts on DDNet?
True Story, its really not fair To destroy his good reputationSPSomeone wrote:yes make accounts so someone cant fake me and ban all with rcon it ruined my reputation
Re: Accounts on DDNet?
I know three mods with an account system exist:
1. Teerace
2. City
3. Special client for the gCTF tournaments
Personally, I like Teerace's account system the best and it's the most comprehensive. You bind an rcon API token to a key (because for City, you enter account creds in chat, which can accidentally be pressed sometimes and in some servers, you can see them). I personally think that everything should be integrated into Teerace account system instead of making more account systems. This allows the client to just play other mods that doesn't require logins.
Faking with account system shouldn't be a problem. Just let it be like any other account system; let people register. If needed, there can be account deletions. I don't think this should be a problem. If there are smurfs, so what?
1. Teerace
2. City
3. Special client for the gCTF tournaments
Personally, I like Teerace's account system the best and it's the most comprehensive. You bind an rcon API token to a key (because for City, you enter account creds in chat, which can accidentally be pressed sometimes and in some servers, you can see them). I personally think that everything should be integrated into Teerace account system instead of making more account systems. This allows the client to just play other mods that doesn't require logins.
You're crazy. We should take a vote. Maybe I'll start a vote thread. I'm quite sure that it's much more than the majority, but I'd like to confirm it. I honestly don't think it's even needed.The problem is that we (ddnet) don't want such a thing.
Faking with account system shouldn't be a problem. Just let it be like any other account system; let people register. If needed, there can be account deletions. I don't think this should be a problem. If there are smurfs, so what?
Not a bad idea, but I don't think this is necessary. If this does get implemented, maybe a requirement of the forum account being at least 3 days old or something.Could also generate accounts for every forum & in-game name that match, which aren't activated until the player first logs in with details sent in an automated pm.
- Konsti
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Re: Accounts on DDNet?
Oh Yes, sure. This is the most bad idea i have ever SeenPathos wrote:I know three mods with an account system exist:
1. Teerace
2. City
3. Special client for the gCTF tournaments
Personally, I like Teerace's account system the best and it's the most comprehensive. You bind an rcon API token to a key (because for City, you enter account creds in chat, which can accidentally be pressed sometimes and in some servers, you can see them). I personally think that everything should be integrated into Teerace account system instead of making more account systems. This allows the client to just play other mods that doesn't require logins.
You're crazy. We should take a vote. Maybe I'll start a vote thread. I'm quite sure that it's much more than the majority, but I'd like to confirm it. I honestly don't think it's even needed.The problem is that we (ddnet) don't want such a thing.
Faking with account system shouldn't be a problem. Just let it be like any other account system; let people register. If needed, there can be account deletions. I don't think this should be a problem. If there are smurfs, so what?
Not a bad idea, but I don't think this is necessary. If this does get implemented, maybe a requirement of the forum account being at least 3 days old or something.Could also generate accounts for every forum & in-game name that match, which aren't activated until the player first logs in with details sent in an automated pm.
Account deletions, who will do it? Trolls will make Accounts for every Name and hack accounts.
You cant imagine that tons of people will cry everyday because there name is locked?
Why the fuck we Need an account system? Its so god damn unnecessary, i dont know more then 3 people that want shit like this. Useless discussion, it wont come because no one wants To code useless shit and thats good
- mokuz
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Re: Accounts on DDNet?
+9000 best idea ever!
SpoilerShow
Nothing to see here uwu
mods banned my previous sig :( this is censorship freedom of speech is dead xoxox
mods banned my previous sig :( this is censorship freedom of speech is dead xoxox
-
- Posts: 27
- Joined: Mon May 02, 2016 4:45 pm
- Location: South Africa
- Player profile: https://ddnet.tw/players/SPYRES/
Re: Accounts on DDNet?
A system like this was created in 2012 by a South African coder, specifically for South African community. The mod was called oMod (https://www.teeworlds.com/forum/viewtopic.php?id=9902) however since South Africa's largest community which was support by an Internet Service Provider faded away... the development and idea was lost.
Furthermore with the system that we had back then, in order to vote kick, the people had to achieve 3 days worth of playing time on the server so infact it wasnt that easy. Also people who were guests had [G] prefix's before their names and a nice feature in oMod was that they were able to restrict certain clan tags associated with certain accounts. So only admins were able to apply the clan tag [WAGE], so that you knew it was a real, legit admin. It also had a call admin which would notify and admin via email or on the website.
so yeah pretty much...
Furthermore with the system that we had back then, in order to vote kick, the people had to achieve 3 days worth of playing time on the server so infact it wasnt that easy. Also people who were guests had [G] prefix's before their names and a nice feature in oMod was that they were able to restrict certain clan tags associated with certain accounts. So only admins were able to apply the clan tag [WAGE], so that you knew it was a real, legit admin. It also had a call admin which would notify and admin via email or on the website.
so yeah pretty much...
Re: Accounts on DDNet?
I saw this thread but had no idea how to contact the coder. Please PM me if there is a way to contact the coder.SPYRES wrote:A system like this was created in 2012 by a South African coder, specifically for South African community. The mod was called oMod (https://www.teeworlds.com/forum/viewtopic.php?id=9902)
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