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Is the 'multi-account' banning going to resolve the problem?
OK, as I understand it, one of the main points of multi-account banning is to prevent a single person from creating many accounts and using them together. For example, you could create 10 accounts and eventually get to the point where you have 90 cities under the control of one individual.
However, if you are going to go to these lengths to cheat in the game then you quite probably have knowledge and skills to use IP tunneling and port redirection to disguise your game traffic and present you accounts as coming from many different IP's.
Now there will be a small percentage who try and gain this sort of advantage without using these techniques but what does it really gain you if you only do it in a small way. In fact, I have mostly seen multi-accounting used as a technique for getting spies into enemy alliances.
The other point of multi-account banning is, I believe, to prevent account sharing and protection of offline players by other members of their alliance etc.
Is this right or wrong - this is, I believe, a debatable point.
The whole purpose of alliances is to engender team play and the game itself is supposed to, in some way, simulate 'real life'. In 'real life' you would normally suppose that if one of your allies was 'unavailable', then you would 'take control' of their armies to assist them.
However, is this fair to the attacking player? Maybe, maybe not - it makes it harder but war isn't fair and, to a great extent, is it fair to attack a player you know to be offline in the first place. No it's not!
Personally, I believe that the only valid reason for multi-account banning is to prevent my first scenario - which would be difficult to do in any case. In fact, it would only be through analysis of game play that you could detect this.
So, the 'multi-account ban' would seem to be anti-family and anti-group play for insufficent reason.
Comments please...
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