bin.pol.social

slavistapl, do wolnyinternet w Otwartoźródłowe i prywatnościowe komunikatory

Signal i Matrix. Od momentu wprowadzenia przez Signala wsparcia dla pseudonimów, tak naprawdę nie robi mi teraz różnicy, gdzie dostanę wiadomość.

Sugeruję omijać Telegrama z takich względów, że po prostu oni kłamią. Niby “nie udostępnili niczego identyfikującego służbom”, no ale potem wyszło na jaw, że indyjskiej policji jednak udostępnili numery telefonów podejrzanych. No i do tego wiele jeszcze innych machlojek.

rysiek,
@rysiek@szmer.info avatar

Bezczelny plug własnego tekstu na temat Telegrama: oko.press/komunikator-telegram-bezpieczenstwo

tl;dr Telegram manipuluje informacją o tym, co jest szyfrowane, a co nie, i w jaki sposób. Straszny syf.

dj1936,
!deleted2556 avatar

Czym matrix różni się od signal?

somnuz, (edited )

U podstaw Matrix to protokół tak jak wspominany wcześniej XMPP (Extensible Messaging and Presence Protocol), za to Signal to po prostu aplikacja w wersjach dla klienta i serwera. Plus oczywiście Signal używa swojego protokołu — czyli zestawu specyfikacji kryptograficznych i szyfrowania typu end-to-end.

Signal jest scentralizowany, a Matrix i XMPP są zdecentralizowane — czyli w Signalu nie postawisz swojego serwera, a korzystając z Matrixa lub XMPP każdy sobie taki serwer może deploynąć kulturalnie i elegancko.

Sam korzystam zarówno z Signala jak i Elementa (na Matrixie).

Najbardziej przyszłościowo — warto byłoby iść w kierunku zdecentralizowanych rozwiązań, ale zanim się ludzie nauczą i porezygnują z najłatwiejszych / najpopularniejszych beznadziejnych rozwiązań, trochę czasu jeszcze upłynie…

Jak pojawi się zrozumienie i przekonanie do rozwiązania typu Signal to potem będzie już z górki.

rozwud, do gaming w Thoughts on Space Games, Part 1: Top-5 AAA Games

I got into gaming late and don’t have a ton of time to play, so I’m not a super experienced gamer. I LOVE No Man’s Sky. Any thoughts on which of these I would enjoy most if I feel like branching out?

t3rmit3,

I think that depends on what you love about NMS.

If you’re a fan of the procgen exploration, Avorion, Starbound, or Elite:Dangerous

If you’re a fan of the multiplayer interaction, Eve Online or Star Citizen.

If you’re a fan of the base-building, Space Engineers or X4.

If you’re a fan of the Alien interactions, that’s very tough, but probably X4 or Star Control 2/ The Ur Quan Masters. xD

There aren’t a lot of other single games that have as many systems as NMS does.

I think that I would probably say start to check out X4 if you want 3D, and Starbound if you don’t mind 2D. Be warned, X4 does not fit well with “not much time to play”, though.

rozwud,

Cool, I’ll definitely look into those when I get a chance. Maybe Starbound to start with. Thanks!

HarvesterOfEyes, do gaming w Thoughts on Space Games, Part 2: Top-5 Medium-Sized Games +
@HarvesterOfEyes@lemmy.ml avatar

So many great games mentioned, like Sins of a Solar Empire (will have to get back into it sometime), Homeworld, Freespace, and Galactic Civilizations. Thanks for reminding me of them!

Oh, and since we’re on the topic, here’s a great playthrough by Tom Francis that showcases how great the Galactic Civilizations II AI is.

Although, I have to ask: no Endless Space? Not even 2? I had a great time playing it, to be honest. Probably not as complex as the aforementioned GalCiv but it was a ton of fun for me, nonetheless.

bungle_in_the_jungle, do games w Elden Ring: Shadows of the Erdtree will come with a day 1 patch with various improvements

Sadly for me unless they’re fixing their terrible networking/co op system and adding an option to turn off the insanely annoying invasion system in giving it a pass.

As much as I enjoyed the base game, I don’t think I can put up with that along with having to relearn how to play.

TheOakTree,

The co-op sucks, but I’m pretty certain invasions don’t occur unless you summon somebody.

If you’re adamant about playing co-op without invasions, you have to mod the game, unfortunately.

Jakeroxs,

Seamless co-op is pretty great, dev said he has some fixes and qol stuff planned for the DLC update version

Shadowedcross,

+1 for seamless co-op. Since I first tried it, I swore off the native co-op, it’s honestly in a league of its own.

Jakeroxs,

Same, I’m having a hard time deciding how to play the upcoming dlc, do I just wait till seamless updates? That could take like a month+ or do I bite the bullet and make a vanilla char again to prep…

DmMacniel, do gaming w Thoughts on Space Games, Part 2: Top-5 Medium-Sized Games +

No love for the old classic Alpha Centauri? The drones need you …

t3rmit3,

I do love Alpha Centauri! I’d probably add that under “space-adjacent” games.

snekmuffin, do gaming w Thoughts on Space Games, Part 2: Top-5 Medium-Sized Games +

There is also the lesser known, but quintessential space game: Space Rangers (GOG). It takes a little figuring out, since it’s a Russian game from 2003 (and a successor of the 1999 game) and they kind of tend to be obtuse like that; but, its genuinely the coolest space sandbox I’ve played. It’s kind of a space Mount and Blade: you can fight aliems, you can trade, you can be a mercenary, or a pirate, and the game accomodates for all of that. At whim, it switches between the core X4-esque gameplay to an RTS, or to a text quest, some of which are basically an entire game of their own. The English translation is a little spotty, but it’s good enough.

Mandalore made a video about it some time ago.

It’s also got a ton of mods! Though not all of them have translations.

Dymonika, do gaming w Thoughts on Space Games, Part 2: Top-5 Medium-Sized Games +

Dude, Endless Sky.

t3rmit3,

That is actually #5 on my Small Games list. It sort of straddles the line in terms of size and complexity, but in the end I think it really falls under being a small, Indie game, being as it’s FOSS and community-developed and all.

Lem453, do gaming w Thoughts on Space Games, Part 2: Top-5 Medium-Sized Games +

Thanks for this list!

Petros, do zapytajszmer w Czy polecacie jakiś case, żeby telefon pożył jak najdłużej?
@Petros@szmer.info avatar

Od kilku lat sprawdza mi się porządna obudowa żelowa i szybka - ważne, żeby nie oszczędzać na obu. Nie używam telefonu do walki wręcz, ale kilka upadków z ręki na posadzkę (również z uderzeniem narożnikiem) przeżył.

theangriestbird, do gaming w Thoughts on Space Games, Part 1: Top-5 AAA Games

Great write up, thank you for sharing and I can’t wait for Part 2! I’ve never heard of X4, but now you’ve got me curious to check it out. I appreciated your thoughts on Stellaris. I played Stellaris after Crusader Kings and found myself wishing it had a little more of Crusader Kings in it, so it’s interesting to hear you describe it as having “a high focus on randomized events, narrative events, and overarching story lines.” Maybe I need to give that another chance, too.

t3rmit3,

They’ve really added a lot with the DLCs, but as usual with Paradox it’s crazy expensive to get everything at once.

Zozano, do gaming w Thoughts on Space Games, Part 1: Top-5 AAA Games

I just finished playing X3: Terrain Conflict, and I’ll never play another X game.

As an achievement hunter, I normally play past the point of normal enjoyment, but this game told me, more or less, to go fuck myself.

The first kick in the nuts was completing “Dead Is Dead” mode.

You don’t get to save (with the exception of shutting the game down, but the save will delete upon starting it back up).

The game is prone to crashes, meaning you can have your entire save wiped in an instant because the game decides it doesn’t like it when you use the fast forward function within 10 seconds of a cut scene.

On top of that, one of the campaigns requires you to set up a massive complex of microchips and silicon, which also has a chance of triggering a crash each time you place a factory down.

The final 2 achievements are basically “grind until we say stop”. Which functionally resulted in me leaving my computer on overnight, four nights in a row.

The fact that the devs left the game in this state is inconsiderate at best, and disrespectful at worst.

Besides, the game is basically just an excel sheet simulator, it really isn’t very engaging.

PrinzKasper, do games w Elden Ring: Shadows of the Erdtree will come with a day 1 patch with various improvements

Sad that they aren’t adding support for ultra wide and more than 60fps. Armored Core supports those things, why not Elden Ring?

LaserTurboShark69,

Yeah this makes me salty. Biggest game of the 2020s and it doesn’t have proper PC settings

Muscar,

Feels very on brand for the AAA game market right now, even though From Software aren’t generally shitty like that.

tomalley8342,

From Software aren’t generally shitty like that.

Dark Souls 1 and 2 had notoriously horrible PC ports, and Elden Ring was one of the only games that Valve stepped in to fix themselves through Proton due to its horrible stuttering. Regardless of their intentions, their familiarity with PC hardware is still definitely a “work in progress”.

lorty,
@lorty@lemmy.ml avatar

Actually From Software is pretty crappy when it comes to this sort of thing.

fushuan,

Because elden ring lags and struggles to keep fps at 60 sometimes with a 3080, why even try to go higher. I’d also saybthay playing ultra wide gives a vision advantage and PvP and invaders being a thing I’d prefer not.

SpacetimeMachine,

I play on a 3080 ultra wide 1440p and I never drop below 70. Unless I turn raytracing on which honestly is not worth it at all.

Kolanaki,
!deleted6508 avatar

How do you not drop below 70 in a game with a 60fps cap?

SpacetimeMachine,

Flawless widescreen has an fps uncap option as well as letting the game fully support ultra wide. (The game is fucking stupid and renders in ultra wide anyway and then just puts black bars to force 16:9) You of course have to play without online features because you can’t use anti cheat at the same time.

Kolanaki,
!deleted6508 avatar

It doesn’t fuck with the mechanics or anything does it? I tried unlocking Katamari Damacy when I got it on Steam and it worked but also became unplayable 😮‍💨

SpacetimeMachine,

So far I haven’t noticed any mechanics changing, but I might be missing something? It miiiiight mess up stuff like parry timing, but I don’t think it does.

audaxdreik,

This kind of infuriates me. On rare occasions loading into the game (unmodified) it’ll glitch out and forget to render the borders for a good 5 minutes or until first teleport. Like come on! I can see it! I know you’re doing it!

Another game, Code Vein (shut up, I love it, just embrace some trash from time to time) did the same thing. I could tell because the layering was messed up and your partner’s nameplate would render over the black borders by mistake …

Kolanaki,
!deleted6508 avatar

Aren’t the animations tied to the frame rate?

Sickday, do gaming w Thoughts on Space Games, Part 1: Top-5 AAA Games
@Sickday@kbin.earth avatar

Sort of surprised Elite Dangerous never made your list. It seems like it would be right up your alley! I've invested thousands of hours in Elite Dangerous and several thousands hours across the entire Elite franchise.

I've had lots of fun with more recent space games, but to this day Star Citizen's Squadron 42 is the closest I've seen any game come to Elite's level of flight control and maneuvering. I would say it's currently held down by how they try to manage additional content and flushing out existing content. Endgame content isn't as exhilarating as I'd hoped, but there's still plenty to do in the game to keep you busy for hundreds if not thousands of hours.

Elite certainly isn't without it's faults and I'd be pleased to see more contenders in this space (ha!), but I also recognize that space sandbox games are very difficult to get right.

t3rmit3,

I will probably add E:D to the list, but under protest. ;P

I kickstarted it, and I just honestly didn’t find it that much fun. Once Frontier started doing lots of “balance” changes that nerfed money accrual, I really bounced off. I’m not someone who plays any single game exclusively, but it felt like it was going to take 60+ hours just to move up each ship level, and I wasn’t gonna wait 6+ months realtime, or however long it would’ve taken, to buy an Anaconda (and not be able to afford insurance, and lose it anyways).

MentalEdge,
@MentalEdge@sopuli.xyz avatar

There has always been ways to make stupid money in the game.

My favorite has been to cozy up to a local faction so I can get assassination assignments that pay the big bucks, and void opal mining was still super lucrative last I checked.

Bounty hunting is a bit slow, but taking on a a mercenary contract with a faction to fight for them in conflict zones pays well IIRC.

The real grind is engineering your ships and weapons, though that was also improved significantly by making it so re-rolling your mods can only make them better, never worse.

Rinna, do gaming w Thoughts on Space Games, Part 1: Top-5 AAA Games
@Rinna@lemm.ee avatar

EVE always fascinated me, but at the same time how beginner unfriendly I’ve heard it is + feeling like I’ll probably not last long before I get killed off makes me wary of trying it.

If Outer Wilds counts as AA, then I’ll nominate that next (even if I still need to finish it)

Glide, do gaming w Thoughts on Space Games, Part 1: Top-5 AAA Games

As a “space games guy” is there anything out there that is as satisfying to simply fly around in as Elite Dangerous is without the absolute shit fuck of ass-backwards, tedious and boring mechanics?

I fucking love flying ships in that game with my HOTAS and VR headset, but I will be damned if I am going to roll around on a moon praying I trip over some precious metals just so I can play logistics hot potatoes trying to figure out how I am going to get my module to the relevant station, upgraded, and then placed into the ship I designed it for. Elite is such an incredible space cockpit sim, and they’ve gone to great lengths to prevent me from wanting to actually play it. I just want a good cockpit sim with HOTAS support that doesn’t make me want to scoop out my own eyeballs whenever I think about loading it up again.

Sickday,
@Sickday@kbin.earth avatar

You should give Squadron 42 a shot on one of their Free Weekends. It's pretty close to Elite as far as flight mechanics and maneuvering goes and a lot more forgiving about getting the parts you want in your ship. It's pretty jank on foot though. Not sure if that's a dealbreaker.

t3rmit3,

Just to clarify, Star Citizen is the game that is currently playable. Squadron 42 is still under closed development.

tal, (edited )
@tal@lemmy.today avatar

I just want a good cockpit sim with HOTAS support that doesn’t make me want to scoop out my own eyeballs whenever I think about loading it up again.

Atmospheric flight combat sims, and I haven’t played either much, but maybe Il-2: Sturmovik: Great Battles or DCS? Those kind of fit the “slap a lot of money on the counter, and we give you a hard sim with a lot of levers” bill.

I fucking love flying ships in that game with my HOTAS

I have a HOTAS setup too, along with pedals. And I’m kinda with you on wishing that there were good space flight combat HOTAS games. But…I’m skeptical that it’s gonna happen.

You need to have enough people running around with a dedicated throttle and flightstick to get sales up enough to make it worthwhile to focus a game on it.

I feel like the decline in flightsticks may have been a factor in moving away from the combat flight genre (both space and air-breathing), that the late '90s/early 2000s may be permanently the heyday.

My guess is that there are a number of factors:

  • Gamepads got analog thumbsticks and analog triggers. They aren’t ideal for flight sims, but that’s enough analog inputs that most people who aren’t absolutely devoted to the genre are going to just live with a gamepad rather than buying a bunch of extra input hardware that can only be used with that game.

    en.wikipedia.org/wiki/Joystick

    During the 1990s, joysticks such as the CH Products Flightstick, Gravis Phoenix, Microsoft SideWinder, Logitech WingMan, and Thrustmaster FCS were in demand with PC gamers. They were considered a prerequisite for flight simulators such as F-16 Fighting Falcon and LHX Attack Chopper. Joysticks became especially popular with the mainstream success of space flight simulator games like X-Wing and Wing Commander, as well as the “Six degrees of freedom” 3D shooter Descent.[27][28][29][30][31] VirPil Controls’ MongoosT-50 joystick was designed to mimic the style of Russian aircraft (including the Sukhoi Su-35 and Sukhoi Su-57), unlike most flight joysticks.[32]

    However, since the beginning of the 21st century, these types of games have waned in popularity and are now considered a “dead” genre, and with that, gaming joysticks have been reduced to niche products.[27][28][29][30][31]

  • The XBox gamepad became very common as a convention on the PC, whereas up until that point, it was more-common to have all kinds of oddball inputs, and it was expected that a player would set up the controls on a per-game basis. I think that not having to do input configuration made gamepad-on-the-PC more approachable, but it also made it harder to sell people on games that require actual input. HOTASes are still in the “setup required” family (and it’s good that they have the flexibility, as you can’t have a one-size-fits-all HOTAS setup). Maybe you could have Internet-distributed profiles for different hardware, choose something reasonable out of box, kinda like how Steam Input works.

  • Ubiquitous Internet access has made multiplayer more common than it was around 2000. If a game supports competitive multiplayer, then having configurable input (and macros and such) may be undesirable, because you want a level playing field. Game developers may not want to permit for a variety of inputs if it doesn’t make for a level playing ground and they’re doing multiplayer. There’s some game that I recall (Star Citizen?) where I remember players being extremely unhappy about changes being made that favored mouse-and-keyboard players over flightstick players.

  • Newer combat aircraft are fly-by-wire. There’s no mechanism to let one “feel” resistance, and so not much reason for flight sim games to do so either. For a while, there were force-feedback joysticks (we typically use “force feedback” today to refer to rumble motors, but strictly-speaking, it should refer to joysticks that push back against you). That was never a huge chunk of the market, but it was a reason to get dedicated hardware.

  • I assume that modern aircraft don’t need trim adjustment; having trim controls is another thing that you can add inputs for on-controller.

  • For space combat games, manipulating the throttle doesn’t have the significance that it does with an air-based combat flight sim. Like, you aren’t constantly storing and releasing kinetic energy as you ascend and descend. You don’t have much to crash into. Stalling isn’t a problem. Exceeding aircraft speed maximums isn’t a problem. A lot of space combat flight sims aren’t “hard sims”, so you don’t need to worry about things like engine overheating the way you might in Il-2 Sturmovik: 1946 (though I suppose that one could introduce dynamics for that; Starfield has a “peak maneuverability” speed, so there’s an incentive to reduce speed to do a turn before speeding back up).

  • Many space combat sims aren’t simulating existing hardware; developers are only going to introduce mechanics if it significantly adds to the gameplay. In Il-2 Sturmovik: 1946, I have a ton of controls that are there because they reflect real-world mechanical systems. Armored cowlings over air intakesthat can be set to variable levels of openness. Prop pitch. Fuel mixture. The only real analog I can think of in space flight combat sims are maybe “system energy levels”.

  • HOTAS is really limited to PC gaming. It’s not incredibly friendly to other video game hardware. With a console, you need to have the input hardware mounted somewhere, something that a living room couch isn’t as amenable to as a desk. With a mobile phone, you want to have the hardware with you, and so size is at a premium; I think that few people are going to want to lug around a throttle and flightstick with their phone, even if the hardware can technically handle it.

  • Some games are doing VR (e.g. Elite Dangerous) and in VR, I think that if the world does go heavily down the VR route – which it has not yet – that it’ll be likely that there will just be virtual controls using VR controllers rather than dedicated HOTAS input devices. The concept of only seeing the ship kinda isn’t an ideal match for the physical controls. Yeah, you don’t get tactile feedback, but it gives you a lot of flexibility in ship control layout. Now, yes, there’s a VR+HOTAS crowd like you; going all the way with inputs and outputs. But I don’t know how many people are willing to put the money down for a top-of-the-light flight sim rig, and video games have fixed costs and variable revenue, so they benefit from scale, getting a lot of people pitching in money. You really don’t want to target just a small market if you can avoid it.

I think that the best bet for broader HOTAS support down the line is one of the two:

  • Go low-budget. Yeah, a lot of flight sims are AAA…but I’m not sold that they absolutely need to be. I’ve played some untextured polygon games that are pretty good (like Carrier Command 2). I understand that BattleBit Remastered is considered pretty highly too. That’s a big whopping chunk of assets that just don’t exist. And if you do that, you can target a much smaller audience and still make a reasonable return. Just focus on flight mechanics or something. Maybe down the line, if there’s enough uptake, sell some kind of DLC with fancy assets.
  • Push HOTAS support out to some kind of game-agnostic software package. Like, say there were enough people who really wanted to play HOTAS games. Have an open-source “HOTAS app” that provides most of the functionality: distributing input profiles, linking together collections of devices, setting indicator LEDs, etc. The game just links up with that app, and doesn’t attempt to handle every device out there. It exposes a bunch of input values that can be twiddled, and some outputs. There’s some precedent for that kind of software; Steam Input, or (not input-specific) VoIP apps with game integration, like Teamspeak. Buttplug.io basically fills that “third-party open-source middleware” role for outputs for adult video games and sex toys.

Either way – push HOTAS out to a separate cross-input-device, cross-game software package, or going lower-budget, reduces the need to be mass-market, which – in 2024 – HOTAS isn’t.

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