[MUD-Dev] strong encryption for authentication
Caliban Tiresias Darklock
caliban at darklock.com
Wed Jul 11 20:37:05 New Zealand Standard Time 2001
On Wed, 11 Jul 2001 09:59:21 -0700, "Sean Kelly" <sean at ffwd.cx> wrote:
> You've mentioned authentication.
But that's a far cry from continuous stream encryption. Encrypt
what's necessary, and ONLY what's necessary.
> Besides that, some game designers like the idea encrypting their
> communication stream to make it more difficult for motivated
> players to sniff the protocol, either for cheating or other
If they're *sufficiently* motivated, it won't matter. ;)
> Another might just to be to address privacy concerns. Just
> because personal communications occur in a game doesn't make them
> any less personal.
Then have them in a private location. There's a lot of those
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