@Ghost said in Telnet Safety:
WHOEVER has access to Player A's device (could be a Player or something black hat) can snoop the telnet transmission unknowingly to either player.
You're still fundamentally just snooping on the traffic between A and the game. You're just doing it in a different way.
You made it sound like like the game connection (which again, isn't "telnet" per se) opened up the rest of the machine to vulnerabilities, and I don't believe it does. If you've already got a Trojan on your PC, that's a separate issue.
@Ghost said in Telnet Safety:
LITERALLY EVERY PERSON IN THE HOBBY CHECKS IT OUT AT LEAST ONCE (because this happens for almost every new live game. Boom. IP addy.),
They literally don't.
request your Ares handle in the app process...
That's not how that works.
But could someone set up a game that's just an elaborate phishing exercise? 100%. Is that particularly likely? Nope. Does that have anything to do with telnet? Nope. It could be done just as easily with a game that runs entirely on SSH/HTTPS.
I don't disagree with your fundamental message to be careful what you share online. That's good advice no matter what, and I echo it in the Ares data privacy guides.
I do disagree with the assertion that connecting to a game with a traditional MU client is opening you up to vulnerabilities beyond someone snooping on the traffic between you and the game.