Forums » Suggestions

to stop spam

Jul 12, 2003 randomize link
right now there is "Testing something crazy" logged on as blue spamming the hell out of the game. It is so bad for modem users that it took about 2 minutes to get into the station (after selecting player) and purchase ship never finished.

Suggestion number 1.
Make an abuse report web page where you can report a name of player who have been spamming/abusing players. People who have been found of abuse should have their account disabled.

Suggestion number 2.
Disallow messages be sent globally in chat mode.

Suggestion number 3.
Limit number of messages person can send.

Suggestion number 4.
Limit number of messages player receives from server.

My favourite would be to find out who the hell is abusing the system and ban their IP forever. This is beyond the joke, hardly amusing and just plain disastrous for testing.
Jul 12, 2003 stone99 link
durring the spamming test i was attempting to dock, was unable to (Activate didnt work), bounced around in the dock bay and somehow ended up far away from station with over -7000%
damage. When I finaly got into the station "repair" took a very long time. Also it seemed like there was about a 1 min lag in chat (even after /ignoring the spammer.)
Jul 13, 2003 paedric link
Modem user? It took me, on a cable modem no less, almost 10 minutes sitting at the gate from s12 to s2 to warp, another 15 minutes to dock. It didn't help that many other people started to join in this "server stress test". I nearly issued twice trying to dock. Ignoring does not stop the lag. It just stops you from seeing the cause of the lag.
Jul 13, 2003 stone99 link
cable modem, win2000
Jul 13, 2003 Obliterous link
Definately need some sort of flood kill. Maybe a time delay between messages?
on a T-1, and spent 6 minutes trying to dock, unable to pick up loose cargo, warp, ANYTHING.
Jul 13, 2003 vx link
Stopping similar messages from being sent within a given time interval would help with most (but certainly not all) things.

Until the alias system gets more complex, this could be as easy as counting equal messages client-side. Later on, you might want to go for something that measures similarity against number and time interval. Generally do all the calculations for this client side, to avoid hurting the server badly with all the calculations. For each client, the work shouldn't be that bad, and old messages can be dropped if the client's been connected a long time.

Also put a flood limiter on. It's probably a good idea to have multiple layers for this. For example, if someone sends more than 10 messages over the course of 5 seconds, that would be spam, and if a player sends more than 30 messages in the last 30 seconds that would be as well, so keep a running average for players over the last 30 seconds and 5 seconds, say, and limit them both. Players that were over the limit would get a friendly message telling them to slow down, and their message wouldn't get sent. :)

*edit*

Perhaps each channel of communication should be measured separately, or looser restrictions should get put on communication that's happening over multiple channels. Otherwise, /msg'ing a group of teammates with the same message would get called spam/flooding, when it isn't, or player-run bots if these become possible in the future might be "co-spammed" as they attempt to respond similarly to multiple people giving them requests.
Jul 13, 2003 X0563511 link
/me has a good spam killer. You cannot send the same message again untill about 30 seconds later. if it was important, however,let you send it again if you add a space to the end. would work well, the only spam that shows up is when too many people are talking at once... and thats not really spam. Or if someone was typing random stuff really fast, at wich point they need to get a life.
Jul 14, 2003 Demonen link
How about a "Vote to disconnect"?
If the vote passes (60% or 75%) then the player is dumped.
It works in Tribes 2, so why shouldn't it work in vendetta?
Jul 14, 2003 randomize link
1. in final version of vendetta there will be around 100 players playing at any given time. do you want to annoy 60 to 75 people with voting yes?
2. when number of simultaneous players goes above 30 it is very hard to keep track of what is going on in chat, messages scroll up faster than you can read them. Therefore your "Vote to disconnect" won't be seen by enough people to be effictive.

It is clear to me now that global chat has to _COST_ player money or game time, otherwise it will be abused. Think about it, when we have 40 people online, speaking once every 5 seconds... Will you be able to see message directed to you in this mess?
Jul 14, 2003 roguelazer link
A) There will be FAR more than 100 players on at a time, more like 1000+

B) There won't be public chat for the whole universe.

So spam like that is a temporary problem only
Jul 14, 2003 Urza link
but you see, spam will always be a problem, a group of assholes can spam several sectors, which has been proven to prevent people from leaving the sectors or anything.

My suggestion: you can only send 1 message a second. I did a test on spam a while ago to prove a spam filter was needed. near 20-30 messages a second. do we really need all that? how often will you type and send 2 messages a second?
Jul 14, 2003 Urza link
and as for this "disastrous for testing" i find that compleat and total bull****. Somebody tried to "break" the game, and in my mind, that is exactly what we're supposed to do. It was no different than when Sili decided to see just how far into space he could go. he "broke" sector 3. This guy just tried to break the game. From the looks of it, he did pretty damn well.