Developers have full control over servers in most cases. A viable server side anti cheat should be a thing. For every case of “client sending false data to server” we can come up with a solution to verify that to some degree. Finally, it should help a lot to rely on player generated reports and utilize replay recording on server.
But no, developers will continue to rely on 3rd party solutions (made by people who never developed a game), even infect their co-op-only games with it, and complain “uh oh we can’t handle Linux cheaters”.
What’s more interesting is that DRM developers don’t have enough experience with game development. They have no idea how the game code should really work for everyone to not be affected by something that is injected inside (and they are injecting a lot - some executables get inflated by more than 1 gb I think).
Steam getting better isn’t linked to anyone becoming a billionaire. That sentiment sounds like people can’t stop looking for things to blame Valve for.
Is it too difficult to accept that every single company failed in competing with Steam? I’d say they didn’t even try their best (especially Epic). Must’ve assumed that just serving a website with a web app is all they needed to get as rich as Gabe.
It’s barely anonymous, and poorly encrypted. The latter is the reason Durov is in custody
There is no logic here. If it was poor it would be very easy to track anyone including criminals. You can check the news to find the reasons.
There have absolutely been cases where a backdoor/weakness/lack of encryption used to catch criminals before
I meant telegram related cases.
Some are staying safe, others are being caught precisely because of this.
I didn’t see any proofs of that.
Using better encryption schemes is definitely part of that.
Part of what? I don’t get the point here.
is not any different from just having TLS for transport
Yes, in simple terms, all encrypted transfer protocols are similarly protected from mitm attacks.
That just means that they store both your data in some encrypted way and the key. They can still read it trivially.
They can and they said the decryption keys are always kept separately (there are probably more layers than I can describe) from the data to make sure the servers are not used to decrypt the data locally. They can be lying for all I care. The bigger problem is that people somehow assume this a huge threat, while all previous cases didn’t involve anything like that. People are getting into trouble for their public content - protected by some encryption but visible to anyone interested (who then report it to oppressive authorities).
While some go extra mile to explain to you how you should use e2e for your family group chats, real criminals do their stuff everywhere (especially on telegram) for years, staying safe. Problem is not how weak or strong the encryption is, but that once you are under oppression and do opposition activities, you’re going to learn by yourself how to deal with it. Signal will not save you from people in your group chats if they are there to report on you.
There is a downside. The best looking option - the developer website option - comes without regional pricing. This makes it the worst option for many.
People like having stuff on their Steam account because there is a value to that. Other people should stop acting like it doesn’t matter.
Letting Fortnite money fund some developer is only good for that developer (and for some time), not the industry.
In a reality where there are no paid games (I assume Witcher-tier single player games would be free), those wouldn’t necessarily become a cancer. It all depends on what games you must compete with. Also there are many ways how you can implement cosmetics and other DLC. FOMO enforcement is not something that should automatically come with any game. Deep Rock Galactic handles paid dlc, free seasons and cosmetics brilliantly in my opinion, and I don’t see why other games can’t have success if they did it the same way. Maybe it’s a combination of original financial decisions, game quality, players reactions and overall current situation/background.
Also I can’t get rid of the thought that there is an underestimated connection between spending money on a game and desire to spend time on playing it. It seems that if developers of good games would be suitably rewarded according to players satisfaction, there will be no need to pursue financial success by pushing cancer on players.
There should be means that would allow fans and appreciators donate money to creators. And it looks like we already have a lot of those.
Also, culture and art should be promoted by governments. Therefore taxes could go that way too.
Anyway, it’s not like people say it’s fine for everyone to not pay. But at least we know it’s fine for many to pay much less than the rest, see regional pricing and discounts. Creators are totally fine with those. Nothing prevents it from being extended further to people who have a hard time trying to become potential customers.
That is basically verbatim what he has said.
Very far from that.
The reality is that Sony probably didn’t care until Helldivers was a massive success and they’ve suddenly started caring.
We need people to not just state something like that, but hate such decisions by default and act whenever possible. Just like with any other issue involving caring about minorities. Every customer who bought your game deserves the same regardless of where they live and how much the paid you.
Hard disagree on “little”.
Popularity should not be dictated by what web devs prefer. As long as they build for desktop, I won’t pardon excessive resource usage. And I’m not talking about Flutter. Better performance oriented frameworks exist, see sciter.