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SilentW posted:Browsers don't violate privacy regulations
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# ? Oct 13, 2018 00:14 |
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# ? Apr 20, 2024 03:03 |
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God, I loving hate the excuse that "hackers will use this to do nefarious poo poo!". Like I know y'all roll your eyes at this too, but when Phil Spencer said that the reason mods don't exist for windows store games is because of keyloggers stealing your chrome passwords it's like gently caress off????????? I hate matchmaking and it's the reason why I haven't played a multiplayer game other then Battlefield since 2011
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# ? Oct 13, 2018 16:28 |
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Chev posted:Browsers don't, but the private servers they link to might. And they might do a ton of other things they aren't supposed to. The problem with browsers isn't browsers in the first place, it's private servers. Any guarantee you may have from the publisher or devs isn't guaranteed anymore. You might say as long as it's private servers it's none of their business but they're still the ones who are gonna have to explain to the press why it's fine that their game's the one with private servers full of pictures of giant sausages, or servers that collect IPs for hacker use or whatever. Stick100 posted:Having a server browser lets people see how many (or few) players are online. Above that point is a couple servers being heavily queued, and the rest empty. OneEightHundred fucked around with this message at 18:23 on Oct 13, 2018 |
# ? Oct 13, 2018 16:38 |
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Splatoon really nailed the solution to a lot of these problems imo. Global map rotation keeps the matchmaking queue well populated and the lack of voice chat should be copied far and wide.
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# ? Oct 13, 2018 16:54 |
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SilentW posted:Of these, the only plausible one for me is the third. I was phone posting before bed and didn't check the thread again. Browers don't what you browse to would. Now most of my TCR knowledge is 360/PS3 days and may be out of date now, but at the time TCR12 for the 360 prevented you from having any kind of server browser. (Games must use only approved XDK title library functions to access console hardware components. Games must not use undocumented CPU or GPU registers or undocumented microcode instructions. The XDK library insulates game developers from minor hardware changes over the life of the console. Games must not directly access the Ethernet controller, system ROM, USB controllers, video camera, video encoder, storage, network, or other console hardware.) Heck at the time I worked on shooters we didn't even want you to know if you were the host for fear you'd introduce latency to pwn everyone else. And forget about a ranked title allowing anything like that. Sony was a lot more open and you could do things like play on GameSpy but at that point it wasn't worth a bunch of extra code/UI work for just one platform, and the minor of the two at the time.
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# ? Oct 13, 2018 19:34 |
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what in the gently caress
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# ? Oct 13, 2018 19:39 |
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ETPC posted:God, I loving hate the excuse that "hackers will use this to do nefarious poo poo!". Like I know y'all roll your eyes at this too, but when Phil Spencer said that the reason mods don't exist for windows store games is because of keyloggers stealing your chrome passwords it's like
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# ? Oct 13, 2018 20:03 |
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god i miss the 90's and early 2000's
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# ? Oct 13, 2018 20:29 |
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https://twitter.com/ChimpyEvans/status/963310851934556160
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# ? Oct 13, 2018 20:47 |
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tag yourself im wacky/normal
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# ? Oct 13, 2018 20:54 |
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I'm papering over virulent abuse as "trash talk" to explain why people get reported.
Discendo Vox fucked around with this message at 21:20 on Oct 13, 2018 |
# ? Oct 13, 2018 21:17 |
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I'm making Overwatch my example when Overwatch had modes for all of those groups even before adding custom servers and a game browser.
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# ? Oct 13, 2018 22:24 |
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yeah, call of duty would be a better selection imo.
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# ? Oct 13, 2018 22:45 |
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One for the more longtime devs among you and more job-related. What kind of support can a newly hired dev expect in terms of moving support from major studios if you were moving internationally? I've only had to move from one end of the country to another so far and therefore had not much to worry about in terms of Visas, paperwork, sponsoring, finding accommodation for someone entirely new to the country, do they put you up somewhere? A stipend for temp accomodation? I imagine if you're senior and headhunted it would be a lot more than a regular application too. GeeCee fucked around with this message at 01:27 on Oct 14, 2018 |
# ? Oct 14, 2018 01:25 |
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When I moved from the UK to Canada I got a cash bonus for relocation, they hired layers to do all my visa stuff for me (as well as later renewals and PR applications), and they put me up in an apartment for a month while I found a permanent place. They also paid to ship all my stuff, and for consultation with accountants for the first tax year. I wasn't headhunted, but I was referred by a friend at the studio. Other people I know here got similar arrangements give or take, e.g. they might have had to actually tally up relocation expenses and submit them, rather than just get a cash bonus. A friend of mine also got access to a consultant-type person who helped them find an apartment, I just got left to my own devices.
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# ? Oct 14, 2018 01:43 |
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I work for an International game company and have had people from Europe come to the states for 6-18 months as well as full relocation permanently. As well as US employees going to Europe for 6 months to forever. The difficulty is all were internal moves. That said they have a contracting firm that acts as your coordinator. Sub contract out to lawyers to get the Visa. If temp housing is fully provided and furnished. If full time subcontract to international real estate specialists. And I think 4 months housing till that happens. Full time moves had a half shipping container to fill (I think. ThAt sounds big but I know one person seriously considered bringing a car in addition to a family of 4 worth of goods). Part time they handle all taxes as it’s under the home company. Full time they give you a year time of an accountant. The larger locations also have expat functions and paid time to go to school to learn the local language.
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# ? Oct 14, 2018 04:07 |
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Private game servers were sacrificed on the altar of algorithms
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# ? Oct 14, 2018 22:03 |
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ETPC posted:God, I loving hate the excuse that "hackers will use this to do nefarious poo poo!". Like I know y'all roll your eyes at this too, but when Phil Spencer said that the reason mods don't exist for windows store games is because of keyloggers stealing your chrome passwords it's like Have you tried playing GTA Online on PC lately?
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# ? Oct 15, 2018 07:13 |
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I more realistic answer to the whole server browser question; first of all, as others have said, what's been going away is not server browsers but privately hosted servers. And there are a couple of reasons for that. I'd say the primary one is a desire to present customers with a single, cohesive multiplayer experience that demands as little as possible from the user in terms of wrestling with the system just to get into a game experience that suits them. This necessitates features like ranked matchmaking, one-click "find quick game" options, guaranteeing a certain minimum threshold for performance and bandwidth, preventing cheaters and hackers, and streamlining the user interface so players don't have to browse through potentially confusing lists of servers just to play the game. This is especially the case as console gaming expands to include more markets, including younger players and less technologically savvy and less patient players who just want to play the drat game. And guaranteeing features like that is somewhere between hard and impossible if 99% of servers are run by Unreliable Joe Schmo from his basement. Add to this some platform owners being very restrictive about who you're allowed to let players play with, a general desire to offload these kinds of things to the facilities provided by the platform owners, and a few tangential issues like preventing Joe from naming his server something virulently racist and catching flak from media that can't tell the difference between Joe and DeveloperName, and you get a general reluctance to allow third parties to host servers. The value proposition just isn't really there anymore for most companies.
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# ? Oct 16, 2018 16:31 |
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im whacky stoner.
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# ? Oct 17, 2018 03:57 |
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i'd be happy with matchmaking if it at least surfaced more options like so i can pick what map i want to play. i just wish i had more control like the old days.
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# ? Oct 17, 2018 07:22 |
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you can do that in siege, only reason I play it.
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# ? Oct 17, 2018 07:25 |
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siege fuckin owns, this is true. but why can't i in other games? i hate being forced to play nuketown forever. especially when games loving harass me to give them more money after the $80 cdn i spent on them, only to find out the map packs are loving useless because no one plays them and i feel like i got ripped off hardcore
ETPC fucked around with this message at 07:45 on Oct 17, 2018 |
# ? Oct 17, 2018 07:41 |
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also when are y'all unionizing
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# ? Oct 17, 2018 20:39 |
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ETPC posted:also when are y'all unionizing a lack of respect for experience among management at many companies + large pool of young, inexperienced people desparately wanting jobs + precarity + general suspicion of unions in the US means that it's an extremely uphill battle. imo, engineers are the real linchpin of any unionization effort. they are the hardest and slowest to replace and have the best opportunity to find work outside of the game industry. but unionizing designers and artists will be extremely challenging because companies have done a lot to try to make individual contributors as replaceable as possible. obviously this depends on the specific company but in general it's going to take a LOT to get game workers organized.
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# ? Oct 17, 2018 21:54 |
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ETPC posted:also when are y'all unionizing We're working on it.
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# ? Oct 17, 2018 23:03 |
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Why are video game prices standardized? Theres $60 crappy games like sports games that are nearly identical to previous versions while outstanding games like Witcher 3 and GTA 5 cost the same. They really should be priced based on how much they cost to make and how much people are willing to pay.
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# ? Oct 18, 2018 01:06 |
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✊
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# ? Oct 18, 2018 02:47 |
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ChocNitty posted:Why are video game prices standardized? Theres $60 crappy games like sports games that are nearly identical to previous versions while outstanding games like Witcher 3 and GTA 5 cost the same. They really should be priced based on how much they cost to make and how much people are willing to pay. They sell at $60, ergo that's what they charge. Indie games generally cost a lot less. If you want to see an alternative pricing model, ease take a look at Star Citizen... Next to that standardized pricing is alright
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# ? Oct 18, 2018 05:20 |
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ChocNitty posted:Why are video game prices standardized? Theres $60 crappy games like sports games that are nearly identical to previous versions while outstanding games like Witcher 3 and GTA 5 cost the same. They really should be priced based on how much they cost to make and how much people are willing to pay. GTA 5 doesn't cost $60. It costs $60 minus whatever steam discount, plus whatever number you feel like spending on funbux.
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# ? Oct 18, 2018 14:10 |
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ChocNitty posted:They really should be priced based on how much they cost to make and how much people are willing to pay. They are though? Some people want to pay $60, and buy day one. Some people want to pay $40, and buy a month or two in. Some people want to pay $10, and wait for a steam sale or buy used. It's hard to raise the price on a big-budget game sold in stores, so publishers tend to set prices that have worked for other games in the past.
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# ? Oct 18, 2018 20:20 |
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Cocoa Crispies posted:It's hard to raise the price on a big-budget game sold in stores, so publishers tend to set prices that have worked for other games in the past. Complaints would get awful spicy and sales would drop off a cliff if those prices adjusted properly to like 90-100USD for a game for inflation alone let alone the adding the hugely increased cost of development nowadays. GeeCee fucked around with this message at 22:31 on Oct 20, 2018 |
# ? Oct 20, 2018 22:26 |
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GC_ChrisReeves posted:To add to this they've roughly stayed that way since the 80s/90s, inflation be damned. Yes, because market size is still the same as the NES days. There are forces that work in the other direction, too. Last I checked, the big publishers aren’t hurting for profitability. In 2010, ATVI was trading at $10/share, now it’s sitting around $70. EA was around $15 and now over $100. The large players can clearly play in the current market. I doubt any massive upward change in revenue would help the non-executive staff at any reasonably sized org.
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# ? Oct 21, 2018 00:32 |
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leper khan posted:Yes, because market size is still the same as the NES days. There are forces that work in the other direction, too. How’s your movie ticket now vs NES era? How’s your paperback book price now vs era? And keep looking at ERTS that 100 price is just about what it was in 2000 when I was there.
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# ? Oct 21, 2018 00:47 |
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Likely 60$ in whatever year that was established in dollars was too high a price. It's not necessarily true that a higher price would bring in more revenue, and the impact on sales is likely to be substantial (at least for the first game to do it) unless it's guaranteed to be hugely successful regardless. I know in the indie world price sensitivity is something that a lot of people have talked about, but an environment of lower prices isn't necessarily better for anyone - look at the mobile game wasteland as an example.
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# ? Oct 21, 2018 06:07 |
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I paid around $90 for SimTower boxed here in Norway back when it was new, so I for one am glad that prices haven't kept following inflation. Also, it's not exclusive to games, a lot of consumer electronics for example have gotten cheaper. The PS2 was more expensive when it was new than the PS4 was.
AG3 fucked around with this message at 10:45 on Oct 21, 2018 |
# ? Oct 21, 2018 10:43 |
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leper khan posted:Yes, because market size is still the same as the NES days. There are forces that work in the other direction, too. Well yeah, volume of sales have increased dramatically, in fact as dev budgets have skyrocketed that increased volume has been absolutely necessary for big titles to make money. Which is one reason you're seeing other monetisation methods nowadays, higher dev budgets, the rise of gaming as a continuous service, the margins from the box price alone are getting ever smaller.
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# ? Oct 21, 2018 11:57 |
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GC_ChrisReeves posted:Well yeah, volume of sales have increased dramatically, in fact as dev budgets have skyrocketed that increased volume has been absolutely necessary for big titles to make money. My understanding is that margins are improving dramatically with the move away from boxes. And the timing on cashflow has also almost certainly gotten better as well.
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# ? Oct 21, 2018 15:34 |
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leper khan posted:My understanding is that margins are improving dramatically with the move away from boxes. And the timing on cashflow has also almost certainly gotten better as well. The "other factors" like this are the most likely cause of sticky prices. I can't vouch for the sensitivity of demand in the industry, but if you can make more money without changing the prices your customers see, that is a great way to avoid upsetting the apple cart. Speculating using what I know about economics (and specifically the economics that I'm sure the people setting the prices studied), "price goes up, demand goes down." Buuuut if overhead costs fall as demand rises (more consumers entering the market), the supply curve slides rightward instead, capturing the new sales without moving the price. Seems as good of an explanation as any.
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# ? Oct 21, 2018 16:32 |
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# ? Apr 20, 2024 03:03 |
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GC_ChrisReeves posted:One for the more longtime devs among you and more job-related. Every company I worked for in my career did this in one form or another. Usually its a combination of a signing bonus [don't forget taxes!] , relocation expenses, some form of corporate housing, plus a rental car and flights. Any company that would just "pay airfare" was an automatic no for me. Moving is a pain, compensate me for it. My corporate housing was generally a small furnished studio/hotel for one month. In LA, it was at some place like Oakwood apartments. In the Bay Area and BC, Canada it was a Air Bnb studio rental. My average signing bonus/relocation was around $10,000, which isn't much if you are moving a household, but its enough money if you are a single professional who doesn't have much stuff to consider selling off most of their items and just rebuy in the new city with the new cash. The problem with the bonus structure is that it counts as taxable income. However, if you have the option to expense items for relocation and get reimbursed, then you won't get taxed on that if you keep track of all your moving paperwork. My last move from California to Texas ran about $9000 from my townhouse to a house, and that included airfare and 2 cars, plus packing/unpacking box disposal, truck/equipment rentals/moving labor, I kept all receipts and the new job reimbursed me 100% for everything. My employer also flew me out in advance and put me up in a hotel and rental car to allow for a housing search before the move and job start. If its an international move, I'd negotiate that you want Permanent Resident status which shouldn't be an issue if you are a long-term planned full time hire. Trust me, you don't want to be the guy who shows up on a 3 year visa, and after 10-15 years of 3 year visa renewals is stuck in a position where they have to get O1 sponsorship or green card sponsorship at the last minute. Big K of Justice fucked around with this message at 18:39 on Oct 21, 2018 |
# ? Oct 21, 2018 18:35 |