MyEmail {l Wrote}:For the sake of bettering the said idea: Would people pay a monthly fee for something that is already free just to get banned easier? And without a custom non-FOSS license you technically wouldn't have grounds to ban them for hacking anyway--you would need some form of license that restricted modifying the game.
Julius {l Wrote}:To answer the first question, precisely because it offers an option to ban other players when they cheat.
Julius {l Wrote}:Concerning the other question... I see no problem there at all... even if the license permits and even encourages modifications I am free to ban from my server who ever I like.
Hacking. Including but not limited too modifying [GAME NAME] in order to gain unfair advantages over other players, sabotage of [GAME NAME] servers and other users' game clients, [other examples go here] and other forms of "hacking" as is interpreted by [COMPANY NAME] is strictly prohibited. Users caught hacking will receive a 1 month ban with no refund and an additional charge of $25 dollars for each incident at a max of 3. On the 3rd incident user will be permanently banned and receive a fee of $100 dollars with no refund.
Julius {l Wrote}:However, I guess we have really totally different ideas here (with only a small overlap)... it seems to me that you are rather looking for a way to "sell" your subscription based service, which is also fine with me, but really a different idea than a non-profit meta organization to promote and support FOSS games in general.
MyEmail {l Wrote}:In fact, I think it would work out better if there was no "donation" at all--that the accounts where totally free (actually, 99¢ to signup so you have a method of payment on record). But, upon signing up for an account the user agrees that each time they are caught hacking they receive a fee of $25 or even $50 dollars--which would be more than enough to stop hacking, and puts less stress on the non-hacking users (only 99¢ one-time fee to get the account).
MyEmail {l Wrote}:No, actually. Its just you need the donation large enough that people won't dare hack. $10 dollars/year is small, and with a large number of players it would be hard to regulate hackers (aka I wouldn't get re-banned to often), so forking out $50+ dollars/year to create new accounts wouldn't even sway some people not to hack.
FreakNigh {l Wrote}:I'm speaking strictly from real life experience so hold your tongue and don't even respond directly to me if that is what you have to do, and Julius forgive me I promise not to respond no matter what he says.
oln {l Wrote}:I would imagine that enforcing someone to pay a fee(fine?) would be a lot harder than cancelling a subscription.
Julius {l Wrote}:Besides that... actually proving that someone hacked can be a bit more difficult than it sounds at first... especially in court to which a lot of people would take you if you fined them with 50$ or more.
Julius {l Wrote}:And I don't think there are a lot of people willing to spend 50$/yr just to play with some hacks and also go though the payment and re-registration hassle.
MyEmail {l Wrote}:Blizzard did this against a handful of Starcraft 2 hackers, and took it even further with lawsuits against each of the hackers. Needless to say, nobody hacks anymore .
charlie {l Wrote}:It is probably not wise to use one of the most popular games in the world and one of the biggest/best game production companies as a case study for how to tackle problems for FOSS gaming.
FreakNigh {l Wrote}:Shouldn't the money made go directly to the games since the players are creating an account to play them?
FreakNigh {l Wrote}:Also if the game is open source, then someone can code out the login system right?
FreakNigh {l Wrote}:This mainly only applies for online games right?
FreakNigh {l Wrote}:Why would people laboring for free subject their player base to a decent charge going to someone else?
FreakNigh {l Wrote}:You should expand this so that you also manage the server listing for online games. This way banned users don't have access to the server listing. After login to the system the system gives the user a unique id to give to the game server it connects to. Then when the game server gets an uid from the user, it can ask the system who this id belongs to then the system can give the game server that user's details or say no such user.
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