Protected Clan tags

McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
<div class="IPBDescription">No one like imposters or fraud</div>Myself and several other community members have formed an NS2 clan. Yes, I realize it is rather early to form a clan, but we're all damned enthusiastic about NS2! Recently, we've been seeing people impersonating our members on several servers. When considering future clan play, ladders, etc. this is disconcerting to me. A clan's reputation counts for a lot and affects what kind of people look for membership in it. It will also impact how other clans view your own.

So, with the premise set, I'd like to pitch a NS2 feature: Protected Clan Tags. The way I see this being possible is the fact NS2 is already tied into Steamworks. Using Steam, you could take a user's Steam ID and check they are a member of an invite only Steam Group. The only "gotchya" I see right now is a central repository of valid clan tags would be required in order for this to work. Also, how would a new tag get validated? Just so there isn't a mistake, I'm not suggesting UWE take time out from developing the actual game to implement something like this.

I'll freely admit it is very early to be discussing a feature like this, but I wanted to throw it out there and get peoples opinion on the idea and the reasoning behind it. I'm probably going to post this to Get Satisfaction regardless.


Thoughts?

Comments

  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    You can add spaces or even invisible characters (Unicode) to your tag. It won't be the same, but it'll look like it is. I don't think it is possible to prevent that and don't feel it is necessary either.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    edited February 2011
    I think the primary issue here is that derivates of tags will have to be recognized as such. For example, suppose a hypothetical tag: [Clan-Tag]. People can just as well go about using [ClanTag] or Clan-Tag, to circumvent any protection on the original tag. The only proper way to do this, would be to have a column on the scoreboard, before the player-name, to include clan-tags. The player's SteamID would be checked against known SteamIDs, and their confirmed tags would be visible on the scoreboard.

    This requires a modified scoreboard, a mod that looks up player's tags, and a remote location for an inclusive-taglist (SteamIDs and tags).

    All in all, quite an endeavor for what could be considered malicious behaviour that ought to be corrected by server-administrators (via bans) ideally.

    EDIT:
    Raza, I don't believe Spark's Lua implementation supports Unicode at this point. They are all byte-length characters. Lua's default support for unicode is dodgy at best.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1829558:date=Feb 3 2011, 10:21 PM:name=player)--><div class='quotetop'>QUOTE (player @ Feb 3 2011, 10:21 PM) <a href="index.php?act=findpost&pid=1829558"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The only proper way to do this, would be to have a column on the scoreboard, before the player-name, to include clan-tags. The player's SteamID would be checked against known SteamIDs, and their confirmed tags would be visible on the scoreboard.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's what I was thinking also. It would be a lot of work, but it would a cool feature that sets NS2 apart from other competitive games. I could even see this being used to create non-competitive match statistics, like Clan A members have killed Clan B members X times, like a clan-level HlstatsX system. I think this is something UWE should seriously consider after they release NS2.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    edited February 2011
    I think that the idea of looking up name to find a database of tags, then look up steamids groups is a very bad implementation.
    First you need to have a database that someone keeps up to date, which is filled with strings of clan tags.
    Then the server must check this list (which likely will end up being very big), and search the name for all of those tags, which actually can be made safe from this system (adding a letter which is hardly visible, or if spark will handle strings in a certain way, add chars which is not visible at all (the option is having a default symbol all those chars use).
    If any of those tags appear in the name, there has to be some sort of code happening, such as removing the tag, or banning/kicking the player, which no matter how it ends up, some people will not like the system and fight to get rid of it, while others will fight for keeping it instead of some of the other systems (flame wars).

    The second idea is better, as it skips looking up steam stuff (which would probably take some time to implement right), and this system also removes the issue of false alarm when a player use a name which happens to contain the same letters as a 3 char tag (as is the usuall tag length), as the players name would be hardcoded into a list by some guy who prolly is paid to handle this list 24/7 to make sure players can rename easily mid-game (and that is very feasible right?).
    The tags a player get in the tag area using this system, is almost certain to be valid, and that makes it possible for this system to actually skip caring about name (making system use steamid in list instead), and instead let players use whatever name they want, including any tags they want in the name.


    Myself I dislike the whole idea though, as many clans/communitys/ranks/stuff happens to have the same tags, making the issue still be there, by people thinking one tag might mean another.
    The whole database idea is also bad, as someone (probably paid) would have to be sole person to update it to make it have atleast some security, otherwise the impostors could just aswell edit themself in it making it all useless. And even with such a worker, they could just create a clan with same tag, making them have that tag in the list.
    The worker would also have to work 24/7 with a very repetitive dull job, as clans is so dynamic. people will want clans added and removed, they will want tags added/removed from certain people/themself, and they all will want it instant. So even if this person might have alot of free time when nothing happens, it have to be ready to do its work when needed



    tl;dr
    This idea is bad, would cost uwe resources and wont affect the issue.
  • Alpha.Alpha. Join Date: 2011-01-04 Member: 76186Members
    <!--quoteo(post=1829579:date=Feb 4 2011, 11:54 AM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Feb 4 2011, 11:54 AM) <a href="index.php?act=findpost&pid=1829579"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Then the server must check this list (which likely will end up being very big), and search the name for all of those tags<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's a matter of implementation. I believe it can be made easier way - with a single (or more) clan tag matched with single steam-id, then the server checks if certain steam-id
    has the clan tag 'allowed' (added to its db); if no changes name to same name w/o clan tag. Simple, easy, fast - I believe steam authentication on server works same way. So now we have actual authentication when we want to connect clan tag and steam id. I believe it can be made automatic, moderation or overlooking by 1 person will be enough, no need for 'dull, repetitive job'. Definitely no need for adding it all manually (!!!).

    <!--quoteo(post=1829567:date=Feb 4 2011, 09:37 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Feb 4 2011, 09:37 AM) <a href="index.php?act=findpost&pid=1829567"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's what I was thinking also. It would be a lot of work, but it would a cool feature that sets NS2 apart from other competitive games. I could even see this being used to create non-competitive match statistics, like Clan A members have killed Clan B members X times, like a clan-level HlstatsX system. I think this is something UWE should seriously consider after they release NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1. I love the idea of registering clan tags.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited February 2011
    The first day this feature goes live, a lot known tags will be reserved forever by some... nice guys. Even if you would need playercount requirements to create a clan tag...

    Just to prove the point, i can tell my friends lets ninja* #156 (the clan alpha is in, right?), and exploite flame whatever... the ###### out of ppl on different servers. (I wouldnt really do it ofc, but still - if ppl want to do such things under fake clantags they ll find a way... with or without such a system.)

    And even if these ppl were too slow... they could just make #156|Nickname or [#156] Nickname... whatever...


    *the first day this system goes live... may the faster guy win ;P
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    edited February 2011
    <!--quoteo(post=1829609:date=Feb 4 2011, 03:20 PM:name=Alpha.)--><div class='quotetop'>QUOTE (Alpha. @ Feb 4 2011, 03:20 PM) <a href="index.php?act=findpost&pid=1829609"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's a matter of implementation. I believe it can be made easier way - with a single (or more) clan tag matched with single steam-id, then the server checks if certain steam-id
    has the clan tag 'allowed' (added to its db); if no changes name to same name w/o clan tag. Simple, easy, fast - I believe steam authentication on server works same way. So now we have actual authentication when we want to connect clan tag and steam id. I believe it can be made automatic, moderation or overlooking by 1 person will be enough, no need for 'dull, repetitive job'. Definitely no need for adding it all manually (!!!).<!--QuoteEnd--></div><!--QuoteEEnd-->


    Sure, a real person is not rly needed, if there is a system (or similar) where it checks a list of groups this client gives it, then compares the steamid to the steam groups memberlists.
    But the second idea was (if I understood it correctly) that there should be some sort of a more official database, where the system finds the tags added to a steamid (like, tagTable = idTable[steamid]). With such a database someone needs to add players and their tags to it, and unless its some official person who do it, the ppl themself would be the ones (completely destroying the purpose :P).

    But as I said, those ideas wont affect the problem, cause even with a system ike this, all someone need to do is make a group using same tag, and then they can say ingame that they is part of that other bigger clan.

    What I do not understand however is why people would want to say they are part of a clan they are not part of. If people believe them they will not care, if they dont, only some will care. The only benefit the impostors would gain is being able to grief to destroy one clans reputation in order to make their own clan more popular. And that would likely just end up with that other clan doing the same back.


    EDIT:
    <!--quoteo(post=1829624:date=Feb 4 2011, 05:08 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Feb 4 2011, 05:08 PM) <a href="index.php?act=findpost&pid=1829624"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The first day this feature goes live, a lot known tags will be reserved forever by some... nice guys. Even if you would need playercount requirements to create a clan tag...

    Just to prove the point, i can tell my friends lets ninja* #156 (the clan alpha is in, right?), and exploite flame whatever... the ###### out of ppl on different servers. (I wouldnt really do it ofc, but still - if ppl want to do such things under fake clantags they ll find a way... with or without such a system.)

    And even if you were to slow... i could just make it #156|Nickname or [#156] Nickname... whatever...

    *the first day this system goes live... may the faster guy win ;P<!--QuoteEnd--></div><!--QuoteEEnd-->

    Except such a system obviously would not reserve tags for one group, seeing as a shítload of groups use the same tags (and why would only one be allowed to exist in a certain game?).
    I think I actually once saw 2 clans having almost identical names, but not even knowing about eachothers (2 different games, named something like "stargate clan" or similar bound-to-be-common name).
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited February 2011
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Except such a system obviously would not reserve tags for one group, seeing as a shítload of groups use the same tags (and why would only one be allowed to exist in a certain game?).
    I think I actually once saw 2 clans having almost identical names, but not even knowing about eachothers (2 different games, named something like "stargate clan" or similar bound-to-be-common name).<!--QuoteEnd--></div><!--QuoteEEnd-->

    True, but OT wanted "Protected Clan Tags"

    To have any use of this system, you need individual statistics of ppl + maybe a option to register them as clan... so you can not only sort by name but also by clan...

    Clanstats are not needed since there is no system like esl gather or official clan tournaments... and if i wouldnt play it without extended anti cheat mesurements by uwe (VAC or PB is not enough.) and some official spectators/admins or a good save replay system with moderators that watch them if needed etc...


    PS: If statistics have any real use is another question... why should i care? You cant even tell if its legit or haxxed stats (bots etc. - and no you wouldnt see 100% accuracy etc)
    The last few popular games with a global statistics + ranking system i played, only got haxx0rs on the first few pages...
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    maybe people impersonate 156 cuz they wanna join? imitation is the highest form of flattery, unless there's money involved, then its just plain rude.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited February 2011
    Nobody impersonates them!(?)

    Since i dont know any other ns2 clan i just took their name for my example...
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    I don't think duplicate-tag clans is going to be much of an issue. Personally, I've never seen that happen within one single game. Such an inclusive-list (SteamID and the tag tied to it) would be semi-administrated. A login\register-system of sorts could be devised to automate the process, with only the need of an admin to sort out issues such as malicious behaviour (spam-registering tags, registering tags that aren't in fact 'yours'), and in the very unlikely case, tag-duplication.

    In order for this to really solve your problem of players giving a tag a bad name, this would have to be reasonably widespread, which I don't consider very likely. The idea of a tag-system in and of itself though, we will probably see in Leagues\Ladders. For that reason it would certainly be a good idea to ask UWE to include a (clan)tag-column on the scoreboard, so that such a system can be put in place server-side (otherwise you'd have to get every client to download a mod for the scoreboard).
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    yeah i don't think it's that big a deal. i went to the 156 website and saw your names there. as for who's official, it really depends on the clan server, you aren't recognized unless u have a website and a clan server, and the modders have been doing a killer job on the server admin code last time i checked, so if someone plays on your server and wears your tag, your clan admins can just kick him or set him on fire (god if there's one thing we need, it's creative admin punishment ie ticking time bombs, blindness, chop slaps, etc. cuz the spark engine has sooo much potential for that)
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited February 2011
    edit: Too much offtopic
  • TidomannTidomann Join Date: 2011-01-18 Member: 78041Members
    There have been a few people who have been impersonating other clans. There's really not much we can do other than inform the other players on the server that they are not an actual member. Unless it's our server we can just continue playing as normal.

    Realistically, griefers will always find a way around it. I know that when clan tags were open once APB retail was released, someone stole my clan's name. We just changed it and continued on without a problem- but still having an invite system, or authentication still greatly helped keep most people at bay.

    I realize that splitting the MMO and FPS clan distinction is tough, and this could always be a problem with any clan on any FPS server based game but I still think something like this could easily help clan's maintain their reputation. If it's possible, either be UWE, or even Valve, I'd support it.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    For protected tags to get into NS2, some fan will have to design and build their own lua mod. If it become popular enough, then UW might add it. Until then, it would have to be installed on each server that wants it.

    Even then, you would need:
    1. Trustworthy gatekeeper(s). UW doesn't have time to be vetting potential clans and disputes. One or more groups would have to take on the responsibility.
    2. A host for the clan info. UW doesn't have the time to manage the data or set up the servers. Someone would have to host a server that contains the clan/member details. Eventually, UW might host it if it becomes popular enough.

    I recommend some get the ball rolling. Create a web page to host the mod and get started on finding a server.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Well I've had a look at the scoreboard-script, and it looks like it is client-side entirely, so installing a mod on a server still wouldn't get you there (I'm assuming we're still on the scoreboard-idea here).

    As for the remote data-storage, it could be as crude as a comma-seperated .txt-file hosted on a www-server (privacy issues notwithstanding). A quick calculation gives a database of 20.000 people which amounts to no more than 700KBytes, something that servers can easely download upon map-change\server-startup. A mod doing this is very easely created.

    What is really required is that the client-scoreboard allows for displaying a tag-column, containing a tiny string sent from the server. So, Raza, if you wouldn't mind making one more addition to the scoreboard... (I was thinking of a Server.SendNetworkMessage to send tag-data, and a Client.HookNetworkMessage in Scoreboard.lua to catch this data and store it 'local', this way none of the other lua-files will have to be changed).
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Typically too much effort, but might be nice.

    I know HoN prevent you from reserving a clan name + tag unless you have a certain number of players involved. And typically people are creative and there haven't been issues of people stealing names. I'm part of a "clan" except it's just some friends.

    It's still hilarious when we get curbstomped and people taunt us about being a ###### clan.
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