Valve Corporation, tired of paying arbitration fees, has removed a mandatory arbitration clause from Steam’s subscriber agreement. Valve told gamers in yesterday’s update that they must sue the company in order to resolve disputes....
TL;DR: Any recommendations for a game like Overwatch that actually functions? XDefiant was promising, but it doesn’t have “roles” that don’t require shooting, so my friend got frustrated....
"I want to make a movie so painfully obvious in its satire that everyone who understands it lives in perpetual psychological torment inflicted on them by all the people who don’t."
Paul Verhoeven, director of Starship Troopers
The movie makes it clear that:
The bugs were responding to human colonization
Humans fired the first shots
The government is lying to everyone claiming the bugs are mindless. They overjoyed shouts of the soldiers when they learn the opposite is true - is only because they learn that the bugs are terrified.
The endless over the top propaganda is supposed to be a pretty fuckin heavy clue that it’s a fascist state.
You constantly have to render people in when they can’t be seen but will soon be seen. Which also means instead of keeping track of just locations the server needs to render the scene in sufficient detail as to determine sightlines.
Usually games just do this by sending info to clients of where everyone is and letting the clients render people in when the client determines that the sightline isn’t interrupted.
Some games will just not send the positions until they’re within a certain range of each other, but I’m a realistic game like tark you’d need several kilometers of info in case someone scoped in.
If you don’t do this correctly it leads to characters popping into existence from thin air
You need to account for every gap in the wall, nook and cranny and peephole for these sightlines. You’d have to bake so much detail into every calculation server side that it would effectively be rendering the entire map to host a single game.
Your suggesting the server maintain a real time render for every single player and somehow manage to get the data back to them in less than 17ms so that they don’t have empty frames that suddenly become people?
Because that’s a ludicrous requirement in terms of latency (ping is totally reasonable at any value under 100ms) and server capacity.
Because your solution sounds like it would cause popping constantly and be a major burden on the server, which is already the largest overhead on a released game.
You want a server to determine if a player should be visible (ie render each player’s perspective) and then get that back to them right before someone walks around the corner? With latency you’d need to render people in at least 200ms before they appear… Which is still plenty of time for a hacker to flick to them and kill them.
You do see why that’s a serious issue right? Before the Server did nothing more than maintain a list of x,y,z coordinates of player positions. Now it’s rendering the entire game space and doing 3d calculations.
That’s several orders of magnitude more complex and costly.
You cannot break the speed of light with computational effort.
You’re saying that you want to have a round trip from client to server and back happen in-between frames.
You cannot do that. Period. You will not ever have latencies that low.
Even if you frame lock it at 60fps that means you’re calculating views, sending the data up the tube, checking it on the server, responding back with all the data about the new character that should appear and then rendering the new guy within 17ms.
So you’re going to take all the places a character could be in the next 200ms, do Ray casting on all of them and send that data to the server to check every 17ms?
While the server also does that for 15 other players at the same time.
Do you know what algorithmic complexity is? Big O notation? If so - that’s a n³ * 15m³ problem space that you’re expanding out across 200ms every 17ms, where n is player locations possible in x/y/z and m is the other players locations. Physics collisions are usually the biggest drain on a computer’s cycles in game and in the worst case that’s n² complexity.
Based on reviews I’ve read there are some issues but it’s a small dev team (1 man shop iirc) and it’s the best medieval city builder since Banished according to reviews.
The fact that DMCA requests don’t have to be signed with an asymmetric key that lets you validate the company that sent it was actually behind the request is some of the dumbest shit.
We’ve known how to use certs online forever. Certainly well before the DMCA. Why the fuck wasn’t that a provision?
Oh right because our politicians are tech illiterate apes.
Rogue was the start of the genre - games that came after we’re always measured against it.
Rogue was a dungeon crawler - a type of game that had been done plenty of times before. Starting over on death had also been done.
But it became genre defining by being the best at both.
Spire I’d say is similar. It is genre defining because the combination of gameplay elements was so perfectly executed that it will become the measuring stick against which all roguelike deck builders will be measured. So Spirelike fits, I think.
Slay the Spire 2 is amazing news and the best possible outcome for the original.
They’ve gone off unity. STS is one of the more popular indie games and now it has full Godot implementation. It’s huge for the foss community. It’s huge for MegaCrit, the fully indie studio with no investors to answer to.
Anyone do online co-op as opposed to couch? I’m looking into grabbing it for online co-op but it sounds like there are some co-op pain points. Are they split screen only?
Steam doesn’t want to pay arbitration fees, tells gamers to sue instead | Ars Technica (arstechnica.com)
Valve Corporation, tired of paying arbitration fees, has removed a mandatory arbitration clause from Steam’s subscriber agreement. Valve told gamers in yesterday’s update that they must sue the company in order to resolve disputes....
Ubisofts stock tanked this morning ahead of the markets opening angielski
What games popularized certain mechanics? angielski
I was trying to think of which games created certain mechanics that became popular and copied by future games in the industry....
Looking for Overwatch alternatives angielski
TL;DR: Any recommendations for a game like Overwatch that actually functions? XDefiant was promising, but it doesn’t have “roles” that don’t require shooting, so my friend got frustrated....
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This meme was apparently from 2022, but it’s still true.
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