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Cake day: Jun 30, 2023

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but anything built on top of web engines is going to be a little dogshit on native platforms.

Hard disagree on “little”.

Software designed for “native first” experiences like Flutter aren’t as popular in web dev because they work on that same, but reversed, assumption of a local disk being your source.

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.


It’s not CEF that does most of the impact. It’s the contents web devs make it load and process. And web devs generally not being very competent in optimizing is just a sad reality.



Literaly previous tweet is from October and it’s about how there are no plans to shut down.

If there’s one thing, I hope we can all take away from this experience, it’s the importance of open, honest communication between developers and players.

Yep.


Think of it as a “this game is not yet available for purchase” seal. It may also mean “we know our game is not up to standards (it wouldn’t sell well on Steam), so we chose to let idiots at epic decide if they want to pay for it, and hey it worked so that’s something”.


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.


Hard disagree on denuvo. If it’s no problem for you then you must have tons of experience in re. Which puts you into some 1%-ish group. Depends on the type of mods you do of course.



Steam DRM is nothing like stuff people should be aware of. Ask any modder for confirmation.


Well did it help Epic when they added achievements? Guess not much. Either they never marketed this feature enough or most spending users never cared about achievements on Epic.


If you mean just the percentage of users I might agree. But those people don’t really correlate with the users who provide most of the profit of the platform.


My profile is also not public but it’s visible to friends. Also I can make it public when I want.

There are also achievement statistics.


I see. Still, I can see that for many people achievements with no value are no better than their absence. Platform provides value, and for now only steam provides a lot of it with almost each purchase.


Are you serious? Obviously people don’t care about achievements on a platform that has almost no community-related functionality.


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.


That’s not correct. Toy may call it TLS but it’s a custom protocol. Data is not kept unencrypted on their servers, according to their docs.


I doubt devs meant that side of “woohoo our game is DRM free”. Even if that would be fine by me, you can see they are missing a lot. Cool if the developer got so much money they don’t care about sales. But that could mean they also don’t care much about user satisfaction or feedback.


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.


Correct, it’s impossible. And anticheat will not help with identifying such complex cheats.


You can also mash them without doing much work with your fingers, and no kernel level anticheat will detect that. If you really want, that is.


Just decide that more than X inputs per second equals cheater, and measure that on the server side. No need to riddle users systems with code waste.



No. Majority of all games are not bound by licensing. You should still be able to buy these games in years to come.


I mean people who is not even an audience for now, like children. Or those who is still not born. Or people in Russia.



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.


Good for you I guess. Though it doesn’t invalidate what I’ve said, and I’d have repeated it all again even if I knew you’ve paid for just one product.


And that’s the main point of their business model - imposing artificial limits instead of caring about your experience. Don’t fall for it, don’t give them your money. The faster epic dies as a platform, the faster gaming industry will see improvements.


That’s not the point. If you ask me I’d rather pirate a game like this vs paying for it on a crappy platform. And in case it can’t be pirated I’d play something else. Though it’s also possible to emulate these games I guess.


Cause I would have preferred to buy it on Steam so all my things are in one place.

Maybe shouldn’t have bothered with epic in the first place?


The title seems off. What does it mean to be kept alive for N64 games if you still need assets to play those games in this form, and assets are basically illegal to share the same way roms are?


I found quite a few articles on various sites about the matter. More articles mean more raised awareness.




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.