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We go about it a bit differently just to reduce additional hits to the database. We have an IP ban table but that is only checked during login / account creation.
Seriously, though, the best way to prevent multi-accounting is to design the game and/or system so that having multiple accounts confers no benefit to a player.
you've just added a little aggrivation.
I used to think that so. But my believes are starting to get shattered. I have a game with really low incentive for multis (no transfer of goods, no trade), still... players find reasons to make these stupid additional accounts I think they will find a reason no matter what, like adding one more memebr to their clan so it looks more cool
Aggraviation does not work too well. If there is a gain, they will do it. You underestimate craziness of a typical player
However please note that if they are already causing trouble and creating multi's an IP ban might not be all that effective as with most ISP's all it takes is to reboot the router to get a new IP address.
This quote was taken out of context. I had meant that "just adding aggrivation" is not an effective means of combating multi-accounts.
Indeed. Although I don't look at it so much as a matter of "if I design this way, then people won't multi" as of "if I design this way, then it won't matter if people multi, so I have no reason to care if they do".
In theory, yes. In practice you can do it only one way, by limiting players' interaction. To get truly non multi incentive game you have to turn the game into a singleplayer game (maybe with just added ranking, like in flash games).
There's a few questions that might be of help then:What is the point of the "donate to structure" feature?Is the feature heavily used?Are the majority of users using this feature as intended, or as an exploit for getting around trading?
Chess is not a multiplayer game (wish I could find the article) it's considered a dueling game where their are only ever two opponents.
Same holds true for checkers and various card games that only allow one on one play styles. Now if chess allowed three players then two players could join a temporary alliance to make sure the third party does not win and then Chess would have the same problems as other multiplayer games.
With multiplayer games (games that allow more then two people) you run into a lot of issues. Issues that even the big box companies can't figure out. Try as they will (like us) to take out incentives via design there are always going to be those that find creative ways to create an edge. Box companies (meaning Lord of the Rings Online, World of Warcraft, Everquest) were able to shun a lot of the problems simply because they charge $50 for the box so creating multiple accounts gets expensive but people still did it. Or better yet they have a different can of worms called farming I've never had to deal with that issue but I certainly wouldn't presume to tell the developers how they could simply design away from farming.
Chris is absolutely correct once you start designing away from multiplayer participation in the game you start to basically create a single player game that shows a ranking score for the community.
Take a very classic example: Chess.
only allowing randomly matched games to count towards the official record
Ok we'll call chess a specific classification of "multiplayer game", which still doesn't address the situation at all. Chess was designed as 1v1 and the problems with designing a multiplayer game like the ones we are discussing here do not come close to an accurate comparison.
The ideas you had about trading I already tried and they still are not effective and something of that nature throws off game balance immensely as those with more can trade more and those with less cannot so you get a king of the hill situation. These are things you learn when you design a game that people actually play and start to get competitive with.
No system is perfect as you pointed out. However when you start to lessen the impact what you are essentially doing is lessening the importance of the said item in the game to the point that you circle around to the beginning statement. You might as well make a single player game that keeps a high score.
Finally the original question was how do I ban an IP, the question was answered. He didn't ask if it was a good idea, he didn't ask the merits of IP banning he asked how. No IP banning isn't the best way to go about things but sometimes it's exactly what is needed.
When posting on a public forum, the basic assumption when posting should be: "Hey, I've got an idea. Any help with the idea? Pros? Cons?" A forum is a means of facilitating a discussion. If it was meant to be a simple Q&A, then there would be a function for the OP to lock the thread after their question was answered. But, that's definitely off-topic and it's your forum so I mean that only in a general sense.