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Would a GUID approved server ever be possible?

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DISCLAIMER: A GUID is your unique client number, and not a GUILD.

As ridiculous as this sounds, would it ever be possible to have a server that only permits pre-approved GUIDs to play on that particular server or on a cluster of servers?

Passwords are not very effective, as they can be shared - and names can be spoofed.

I know the concept of pre-approved players is detrimental to the game, as you would want anybody and everybody to have access to it - and thats still possible by leaving "open" servers available, but to ensure the quality of gameplay and gamers, it might be a feasible alternative in the future, to permit paying administrators to accept only registered GUIDS. While this may not prevent idiocity, and cheating completely, I'm sure the interval they would appear would be far and few.

How the GUIDS would be registered remains something for another discussion. Means such as having to play on an open server for a set period of time, or a registration process, perhaps agreeing to a consent to permit an application which would ease linking your hardware ID to your GUID (or any other sort of ID sustainability system) which would greatly inconvenience griefers or cheaters along with the usual system checks and bans in place - perhaps this might be a feasible way of weeding out the bad apples?

I realize the setbacks to this, but I also realize the benefits. The world is regulated by laws and such; in all modern socities, you're not permitted to just buy a vehicle, and drive it as you please without proper regulations and checks in place to ensure you're stable enough to comply with a standard of behavior. While playing a video game isn't equatable to driving, the same principles could apply.

Whats you think?

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All I see is another way of trying to get this cute private server to gather unendless numbers of gear...

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Yeeeeeah, no.

At least, it goes against the vision as I interpret it for the game.

I think if private servers are implemented, or something like this is done, then it should be something that's cut off from the database that syncs everything. People will just manipulate their 'private' server to get great stuff, then connect to a normal server and mow everyone down with their sniper rifles, machine guns and helicopters.

Heck, even with all of the restrictions, I think some of this is creeping in!

L

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(removed when I realized the OP was talking about something different)

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I think Im being misunderstood, but I dont blame you. I've had a long day.

What Im speaking about is not a private server, but would be a global server-wide invite for all servers under this particular cluster. While another cluster might be "open" and not require any authorization. This cluster, however, would likely be an easier target for the degenerates. While the pre-authorized cluster, for those who would be willing to contribute that little extra effort, have a more sane, and cheat-free experience. This in no way would be used to horde resources, disallow pvp, or the like. It would be, in essence, knowing you're playing with more honest, cheatfree players - for it would require just that much more work to be authorized to get on it.

A GUID is not a guild. A GUID is the unique number your game client operates under.

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Well I see what your talking about now I thought you were talking about guiLd only servers... My bad... Still to me an "invite only" server seems like it would just turn in to a private server for people who want a certain type of experience.

Keeping out cheaters in this game is actually easier than your making it out to be. RCON tracks users by a sort of GUID, (basically by your game cd key). It's easy enough to keep out cheaters with an active admin using the proper tools. Making pre-authorized servers like your suggesting seems like it'll just lead to a bunch of survivors and/or bandits getting together to farm stuff to take from this server to another.

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Wasn't there JUST an announcement from Rocket that there will never be any kind of private servers? At least not for a very long time? I thought he made it quite clear. Fair access to the game for everyone. There isn't enough room for everyone, and you want to create some kind of private server instead?

This also seems to go completely against the whole persistence thing. On your private server that only hand-picked individuals can get access too, who knows what's going on there? People can exploit or game the system to their heart's content without any risk. Then they got to any other public server, and because of the persistence, they have evertyhing from the private server.

Just imagine, if someone can host a private server that only specific players can get into, and this being done through their GUID... someone can host a private server, and charge people to have access to it through donations. They give him money and their GUID and he gives them access to the server. Then they log in, and there's spawned end-game loot everywhere. They load up, then they go to a public server.

@OP - I do not mean that you ever intend to do anything like that, but your idea makes this possible for those that WILL do this. So no, this just cannot happen. Once this mod goes into proper production servers need to be kept internal, to prevent any kind of hacking and exploiting. Only reason why servers are being given to the community now, I think, is a means to cope with the demand.

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Well I see what your talking about now I thought you were talking about guiLd only servers... My bad... Still to me an "invite only" server seems like it would just turn in to a private server for people who want a certain type of experience.

Keeping out cheaters in this game is actually easier than your making it out to be. RCON tracks users by a sort of GUID' date=' (basically by your game cd key). It's easy enough to keep out cheaters with an active admin using the proper tools. Making pre-authorized servers like your suggesting seems like it'll just lead to a bunch of survivors and/or bandits getting together to farm stuff to take from this server to another.

[/quote']

But that can already be done by a group of determined survivors or bandits on more emptier servers (go emptier server - find weapons, head over to busier server). I'm less concerned about somebody getting themselves a weapon in a legitimate sense, than I am about obtaining weapons in an illegitimate sense - or messing the game up in a more serious manner.

While I realize theres tools to track GUIDs, GUIDs can be obtained and changed fairly effortlessly. Having a stable GUID, and having it approved to play on this particular cluster would substantially decrease the risk as it's time consuming and not generally rewarding to the offending player.

Furthermore, I don't see why this particular cluster would be substantially less populated than any other cluster, allowing people to "farm" weapons. Even if they did, why would then want to then head over to an "open" server and risk losing it to one of the degenerates I speak of?

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People may join under populated servers to farm, but other people can still join at any time and cause considerable damage. As someone who plays with a large group, a well placed sniper who logs in can cause a lot of damage at most premium equipment locations with little risk to themselves. Who would be doing the inviting for these private servers though? How can we guarantee their intentions? It's better to bar any and all closed communities from forming within the game.

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People may join under populated servers to farm' date=' but other people can still join at any time and cause considerable damage. As someone who plays with a large group, a well placed sniper who logs in can cause a lot of damage at most premium equipment locations with little risk to themselves. Who would be doing the inviting for these private servers though? How can we guarantee their intentions? It's better to bar any and all closed communities from forming within the game.

[/quote']

I was hoping the reader kept in mind that these GUID approved servers would be developer maintained. In no way did I insinuate that they should be privately regulated or administered.

What I had in mind, is a form of identification that would lessen the requirement for a server administrator to discipline players, and would allow players to play with an ease of mind knowing the gameplay was simply more fair based on the fact that each player went through a similar process of identification and authorization.

Again, this has nothing to do with private servers, private administration, private enjoyment.

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The only thing i can see happening is something like a REAL quing system and priority acces, as in some guid will have priority over others for joining a server.

even going so far as to kick a player so the "vip" can join.

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The only thing i can see happening is something like a REAL quing system and priority acces' date=' as in some guid will have priority over others for joining a server.

even going so far as to kick a player so the "vip" can join.[/b']

But that's not really what I'm getting at. It also raises the question as to how you determine who has priority over who, and what constitutes more importance over someone else.

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But that's not really what I'm getting at. It also raises the question as to how you determine who has priority over who' date=' and what constitutes more importance over someone else.

[/quote']

ya i know , but this is one way for the servers to get revenue, our Bad Company 2 clan has this for those that donate to the clan. And for clan members.

of course some rules will have to be applied like minimum of 50 player server to avoid someoen making a 1 player server and such

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A better system, rather than kicking people for others who have priority, would be a system where you have a few sets of player slots. Say on a 60 person server you have 35 free public slots that anyone can join under, and then 24 reserved slots for specific GUID's and 1 reserved slot for an Admin. This way groups who host servers can ensure there's room for their members while also preventing the private server issue AND eliminating the need to kick people for space (which I really don't much care for) If more people with approved GUID's join and the reserved slots are full, they get to take their chances at a public slot. If there's no public slots? Too bad, server's full. If more than one admin joins, they get to first try for a reserved slot and then a public slot. If they're all full? Again, too bad, so sad.

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A private server by any other name...

There is no material difference between an 'invite by GUID only' and a private clan server.

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I'm starting to believe that 95% of the people who posted a response in this forum failed to read the original post, or more than likely, failed to understand the basic premise of the concept. It would have been more effective if I just drew sketches of my idea with big, bold, red text stating, "THIS IS NOT A PRIVATE SERVER!"

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When you think "they" all misunderstood... Maybe your explanation was lacking....

EDIT: if you're talking about letting servers only accept globally registered GUIDs, I assumed it already worked this way... Hence a global ban list....

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Yes, it's private servers under a different name.

We already have a master ban list, plus rocket bans hackers on the DB server.

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The bottom line is, it works for games like minecraft - but DayZ is revolutionary and it cant be compared to other games. I think the general consensus here is that having a "GUID" /whitelist would be detremental to the mod.

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