It’s the same weapon, and some armor. It’s actually lead to quite a bit of amusing cheese, where you can duplicate evos using this one simple trick!
Lifeline’s still pretty good if you play aggressively with a team though- she’s great for kind of immediately picking everyone back up for any incoming third parties. I suspect she’ll see more usage again if the new legend isn’t too overpowering a support.
During HisWattson’s 14 hour stream on the first day of competitive, he and his team were duplicating armors a lot at the start. By beating a team, killing the dogs and spiders nearby, and then crafting the evo once or twice, they could guarantee a red evo that would then get duped.
You dive off the map, teammate grabs that evo and then dives off map, then both of you get respawned with red evos and even duplicate items (sans attachments, of course).
They actually got dove by a pred team from last season doing this, but since everyone on the team had red evos, HisWattson’s squad beat them. It was actually pretty funny, if a little bonkers.
And since this season incentivizes placing over kills by a significant margin, this isn’t a braindead strategy, though it requires your teammates cooperating and your squad’s speediness in getting that higher level EVO.
I haven’t had a chance to play it yet but I really like the sound of still having your weapon (even if it is naked) and armour even when you’re down. Feels like it would make respawning in the final rings a lot more viable.
Yeah. It’s sad to say but I’ve kind of given up on playing the game on Linux at this point. “Fortunately”, I have to use Windows for WFH so it’s not a huge deal if I want to get some Apex in.
The only reason people will continue using Unity is because they’ve already made )or are in the process of making) a game using it and switching to something else would waste massive amounts of time and effort. Unity is depending on this - this is basically them squeezing everything out of existing customers without regard for long term growth.
Remember, the whole idea here is that Unity is demanding payments for already existing games. They clearly don’t care about whether people keep using Unity for new games in the future; the executives who made this decision will have cashed out and will be long gone by the time all the existing Unity games in the pipeline are done and things dry up.
They will try to sell based on future payments owed, or projected earnings. Then they will be sued by a big guy for breach of contract, having changed the terms without consent.
Then the money will disappear. Already, the engine will be abandoned. Unity is dead now.
Foss is available and with the programming community now incentivised to use it, it should do well. That might be their play. They knew the end was nigh.
I love their response to (paraphrasing) “Are you going to do another Darth Vader and alter the deal on us in the future?” - “Oh yes, potentially every year.”
To me it sounds a lot like “We don’t really want to answer that question, so here’s a bit of technobabble to ease your mind.”
I mean, writing your own linked list in C and then summing its values could be considered as having “a proprietary data model that calculates”, but it has basically nothing to do with the question on how they track such things, just hints that they’re not using an existing - and proven - tracking method.
To clarify; they took the question “How are you tracking installs” to mean “With your tracking data, how are you counting installs”, and then basically answered “We add the numbers together”
This is a complete non-answer, and it seems to suggest that their actual tracking method is likely unreliable.
What do you bet they have an actually figured that part out yet and were just hoping no one would ask, and then that they’d magically be able to come up with something.
On the contrary, I think the incentive would be for Unity to let the pirated install keep existing because that would mean more money they can extort from developers/publishers.
Red flags are always free. Upfront anyway. You pay for them at an unexpected time in unpleasant ways later. So feel free to have as many as Unity is providing. 😊
This needs to be adapted into a three part movie (think Creepshow) where a seemingly innocuous vendor selling flags rather than balloons is the “host” and the people who buy red ones get them free…but “You pay for them at an unexpected time in unpleasant ways later.” And all the parts are just FULL of red flags the characters don’t see but the audience does (as per usual in most horror films).
Is there a tracker that gets most switch games? I used to use nsw2u, but lately most games area direct DL and not torrent. IPThads some of the games, but many of the ones I’m looking for are missing.
Setting 1.1.1.1 as the DNS server on a router will simply use the Cloudflare DNS server instead of your ISP DNS server. It improves speed and makes it harder to the ISP to track your activity, or block sites for you. But still they still see to which IP addreses you are connecting to. And anybody with your IP can see what files you are torrenting (this can be checked at iknowwhatyoudownload.com)
WARP will route all your traffic through the Cloudflare servers (like any other VPN). So your IP is hidden from the public when torrenting, and from the sites you visit. And your ISP doesn’t know what sites you are visiting
I just checked the page for my own ip, my past seedbox IP and my current seedbox IP
My current (dynamic) ISP IP: No downloads. Makes sense, as I do not have torrenting.
My historic seedbox IP: No downloads. Strange but the website claims it tracks the DHT protocol and I am pretty sure I rarely used DHT for my torrents back then
My current seedbox IP: Multiple downloads from today about me supposedly downloading XXX stuff amd various kinds of games and movies.
The site doesn’t know all shit or at least not maps it to the correct IP. I am not interested in torrenting porn anyway and if, I would probably not download it from DHT and more likely be around private trackers
I don’t torrent games ever. The only pieces of software I did are photoshop and illustrator and switch games.
Is my seedbox hacked? Not impossible. I found an open seedbox FTP connection on shodan and have the power to connect to the FTP share. Is kind of interesting to see what others download.
Your seedbox probably shares the same IP address with other people. So those xxx downloads are from them.
the DHT is just a decentralised torrent index that lists all torrents in public trackers, plus the ones seeded by people with DHT enabled in their client, iirc
You are incorrect. If you pay for a seedbox, it is almost guaranteed to be a shared box. Unless your seedbox costs you over $100/mo, you don't have exclusive control over it or the IP it uses.
Private trackers know how seedbox companies operate, therefore don't really give a shit that you're sharing an IP to seed.
There is no way they'll just make up a bunch of invoices for small developers. That would be too time consuming, plus they'd need to show reasonable effort in determining the invoice. It's best to just let the devs do all the work with the fear that an audit can cost them so much more money than they'd save if they lied.
They have telemetry. They probably know when a game is downloaded. They probably don’t know if it’s legitimate. They just auto bill based on telemetry and leave devs to dispute or suck the big one. Only effort needs to go into disputes. Big clients will obviously get quicker resolution.
No company would trust devs to be honest about downloads and it would be too expensive to verify.
They don’t need to audit much, just need a steam, epic, and itch total downloads figures.
They'd have to do best effort against charging devs for pirated copies.
Telemetry is also easily blocked. As a business, I'd trust that a lot less. It's why many enterprise licenses are simply self reported. The punishment isn't worth lying enough to make a difference.
Most companies would trust devs as the devs are not big enough to survive a legal fight they'd certainly lose with prejudice, meaning they'd pay court costs as well.
Cloudflares blog posts say so so I assume this is true but I would still recommend everyone to verify this for themselves before receiving letters from law firms.
When you visit a site that using Cloudflare, the site receives your IP address in a header. Sites not using Cloudflare do not. When torrenting, it’s possible that one of the trackers uses Cloudflare and gets your IP in that header, but it’s not a concern as other peers only receive the VPN IP.
But right now, according to this, they deny it specically: “WARP replaces your original IP address with a Cloudflare IP […]. This happens regardless of whether the site is on the Cloudflare network or not.”
I don’t know of a checker to individually verify this quickly, but I assume they say the truth.
Anyway, I think you are right in that it wouldn’t be a concern for torrenting, if it was true for the present.
Edit: I found a tool to verify this now: this http header checker is using Cloudflare according to the urlvoid scan. And I can’t see my real IP in the X-Forwarded-For and CF-Connecting-IP HTTP headers
Websites and third party services often infer geolocation from your IP address, and now, 1.1.1.1 + WARP replaces your original IP address with one that consistently and accurately represents your approximate location.
no thanks I don’t want to reveal my approximate location
rofl seriously? Not only will they charge for the installs, but they won’t even use the actual number of installs - they’ll guess? This is the most hilariously stupid business model I’ve ever heard of
All this makes a lot more sense with the lens of mobile gaming. Effort required is little, and margins are huge. If players don’t partake in microtransactions, you just bombard them with ads.
This is the future of Unity. They are counting on devs not even bothering with the whole monetization model and instead expect them to turn on IronSource ads.
Nah, unity is/was a good engine. The reason why it has a bad reputation is for the same reason that Game maker used to have a bad reputation. Almost everyone who’s learning how to make games uses Unity because it’s easy to use, is extremely well documented, and has a massive store full of add-on scripts, programs, model sets, etc. As such, all the poorly optimized games and 0-effort asset flips end up being made in unity (though I’ve seen some unreal games that make even the most poorly optimized Unity game look good). The result? Even though there are a number of high-quality, highly-regarded games that use unity, it has a reputation for being a shitty engine.
Don’t believe me? Keep an eye on Godot or Unreal. If unity sticks to their new license, then it’s highly likely that one of those engines will become the new “newbie engine” and gain a reputation for being shitty.
I disagree. I’ve been/am working on several pretty large projects in Unity (some of them sold hundreds of thousands copies), and especially once you start porting to consoles, the experience goes to shit. Their support is vague, documentation is plainly wrong in some places - I’ve once spent few days figuring out how to use a documented and explained feature, only to find out later that there’s a closed few years old bug on their issue tracker that it’s actually not supported, and the documentation only does not explains it very well. (The feature was multiple hits per single Raycast in jobs, here are the docs. According to the bug resolution, only one hit per ray is supported, and the docs only don’t explain it very well. The docs are still the same.)
You also inevitably run into issues that you simply don’t have in other engines - it’s closed source. You have no idea how is something implemented, or whether something isn’t working because you are doing it wrong, or if it’s Unity bug/fault. In Unreal, if something doesn’t work, you can always just check the engine code, and either fix it yourself, or better understand why it’s not working. If you need to slightly modify some engine behavior, you’re out of luck with Unity - you have to resort to ugly hacks that sometimes work, but usually at a cost. In Unreal, you just modify the engine code and be done with it.
Trusting Unity with any feature is also a gamble. Have you started developing a multiplayer game on Unet? Tough, we don’t want to support that anymore. But, we will create a better multiplayer system, just wait for it! Then they removed Unet, and the new networking relacement is widely regarded as pretty much unusable - or at lest it was last time I checked. Thankfully, there are a few amazing open source networking addons.
In general, while Unity is an ok-ish game engine for smaller hobby projects (but for that, Godot is better), it’s really an awful and frustrating experience once your project size grows and you need to build bigger games, or if you start porting your games to consoles.
And it’s also really apparent from the way they communicate and threat you company that they don’t give a fuck and only want your money.
According to what Unity reps said elsewhere, they have no way of knowing what’s a bought install, what’s a demo, what’s a charity bundle, what’s a pirated install, and what is someone loading a webpage with a WebGL program integrated (every page view = 1 install).
Instead, they want to estimate how much people owe them. Using secret methods with no accountability.
Exactly. To me, this explanation sounds like they’ll just magically estimate the numbers without really being able to prove it. And that sucks.
However, we can be sure that developers will have their own analytics, that are probably way more accurate and they know exactly how many people have played or installed their game. And I’m betting that this number will be a lot smaller than the Unity “estimation”, and people will get even more angry.
Doesn’t matter. Regardless of what Unity said their “Enterprise” plan was, it doesn’t matter.
B2B deals just work differently since both companies have more at stake. If a company like EA used Unity, there is no way Unity would want to lose that contract and EA couldn’t afford to drop Unity. Large companies will likely go through a few short renegotiation meetings, if that.
Plus, lawyers. If Unity even tries to force this on its larger customers, they are going to be hauled into court and most likely lose. When they lose, Unity will likely be liable for court costs as well.
lemmy.dbzer0.com
Aktywne