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Originally posted by Gdemami Love my quote. ;) A recap from MSNBC about this issue... http://www.msnbc.msn.com/id/42919262/ns/technology_and_science-games/ Sony said its video game network was hacked into at the same time it was defending itself against a major denial-of-service attack by Anonymous. A denial-of-service attack makes a server or system unavailable by overwhelming its network with Internet traffic. The attack that stole the personal data of millions of Sony customers was launched separately, right when the company was distracted protecting itself against the denial-of-service campaign, Sony said. |
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Originally posted by Rekindle Before the forum went down Smokejumper mentioned that they'll be getting new hardware (the long awaited new hardware to update the remaining servers). There's a silver lining anywhere. It's good that those hackers didn't know they actually helped EQ2 players in the long run. :) Playing Rift in the meantime. Enough EQ2 former devs are there, so it feels more like "home" than WoW. |
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Originally posted by jpnz To catch thieves, and to study their actions, they must have data. When this happened, you can be assured they were on the phones trying to get security specialists on this matter (this is Sony not some mom and pop that has to wait until the next day for help, if any). What we won't find out is what they were really doing during the breach and why, and for good reasons. All I do know is game wise, EQ2 is going to get new hardware. Happy, happy. :) |
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Originally posted by Pyrostasis It's called: an observation. Consumers are indeed responsible for their own security, too. It's called...responsibility. Security 101. |
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Originally posted by Pyrostasis And you're playing Rift and trying to give a lesson about webserver security? Sadest thing about all this is the players who suffer for some renegades. No, we don't talk about the renegades and their clear illegal activities, just the publisher. It's no wonder why the world can't distinguish right or wrong anymore, they can't even seem to understand the real enemy here. |
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Special Edition Podcast: Todd Howard The Elder Scrolls- Skyrim Q&A
General Gaming « General Discussion 2/08/11 9:07:11 AM
I'm dying...d-y-i-n-g...for this game, as I'm burning out on MMOs and want so much to customize another RPG game. MMOs have it's perks of constantly updated content, but players can't customize the game as fully as SP RPGs. Play WoW longer than 3 months, you'd sure miss not looking like everything else in the game...and in godawful mixmatched gear. |
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Originally posted by Arquiteto Hope they fixed the problems with 64man maps that BF2142 had, which forced them to revert to 32man titan maps. Loved BF2142, probably the most fun I had in any game. If it's anything similiar I'd pick it up again (watch out DICE, I'd be coming back for more dogtags, too). :p |
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DDO, hands down. If you like spreadsheets (the notorious AD&D type) this is the game for customization. For the most points to put in skills you'd have at least 2 levels in Rogue (best to start for 2 levels in that class to get the most points). And you can multiclass with upto 3 classes. The dungeons are pretty good, they come in various sizes to match your online play time. And they have a hireling service for those needing to level at inconvienent hours (like 4am in the morning...no need to wait for the weekend to play at normal hours). |
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As much as Cata has ruined healing so far in WoW, I got to say I still like playing a Holy paladin. All the benefits of being a paladin (plate armor included), and having the largest heals in the game. Single target healers who heal the BIG damage. Tested some yesterday, and self-buffed, critted for 45k heals (tanks have around 150k health in Cata). Not bad as I'm not even fully epic geared yet. Broke 25k HPS in a raid last month, too. Serious healing with serious numbers is why I play a Holy paladin. ADDED: Have a DDO healer setup as 12 Cleric/6 Paladin/2 Rogue. It's not a bad healer, and while dungeon crawling in a duo group, you can do some damage not just on undead. The Rogue multiclass is there for the points, to add more into other duo essential skills (like UMD and lockpicking). It's similiar to a Holy paladin build in WoW, too. |
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General: Five Underappreciated MMOs
News & Features Discussion « General Discussion 2/08/11 8:16:41 AM
EQ2. Not advertized. Playerbased revolted multiple times (SoE what do you expect?). Existing on the hardcore players that are left. Most have heard of EQ, and often confuse EQ with EQ2, but they're totally different games. |
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Originally posted by Maxila
When I play the newer games, I spend more time looking at the set design than actually playing the game (like with FPS games, spending time on empty servers literally on my knees looking at joins, and how tricky joins were accomplished without bleeds; learning the various ways ambient lighting is applied, and how it creates a mood for a scene; to even the mundane, like how that plant was placed on a table, and how it gives a room a lived in feel or not). This is also how you can learn from the pros without meeting them (or going to college or workshops to learn the outrageously expensive software to learn how to create it), and will give you invaluable tips -- and some "ah..." moments. Even in MUDs you will have to learn about set design -- with the goal that the environment is a living breathing ecosystem for the exterior; and livable places for the interiors. So in other words, your perception skills will be taxed. It's funny in a way, that in the zest to make the most realistic environment, you'll be experimenting with a ton of mundane things -- like taking hundreds of shots of concrete paving, to match the texture to the lighting (or to find one to use as an example when you create it by hand). When I was making sliding doors with the F.E.A.R. SDK (which has darn good editors), I went to the grocery store to not only look at the bronzed frames, but to copy the stickers on the doors -- and to notice the wear on them (and it's funny how folks look at you while doing it!). The eye can detect flaws on sight, and the goal -- eventually when you get into the graphics side -- is to fool them to believe the environment is real, though it's but pixels. But I digress -- learn from the ground up, and don't take short cuts <-- you'll be frustrated to no end. |
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How do mmorpgs fix the issue of becoming top heavy?
The Pub at MMORPG.COM « General Discussion 12/21/08 1:07:44 PM
Well, alot of us don't come online to make up for not having friends in RL, too. I try to stay away from the social aspects of the game, as frankly talking about drugs and alcohol with 15 years-olds and reformed hippies isn't only tacky, not even my interest. It's enough in life to have RL drama and obligations, last thing I want is to play a game that feels like my last job. But, yes, there needs to be a way that lower level characters can participate in the game along with vets. A solution is a game of projects that is much like La Sagrada Familia (the famous cathedral that folks claim can never be finished). If MMOs have to have a grind to keep folks in the game for months and years, at least make the grind something that's tangible and a true group project. Like on launch, the site is shown as but a patch of land (with trees still standing and rocks and other obstacles all over), and groups or solo players are given the ultimate task of building XYZ. As time goes on, players will visually see the enterprise take shape -- be it the foundation of a house/building/ship, etc. When one project is finished, there is joy and celebrations for a few days, before the launch of the next one. Eventually, whole cities can be created in this fashion. And when a city is made, the players have jobs to fulfill to keep it running -- city guards (who'll also help to protect the city from invaders -- this fulfills the raiding and PvP aspects); the tradeskills; and other tasks. This helps also to keep cities more than just empty ghost towns, as the time spent building them players will take more interest in maintaining them. For soloers and those who come later, there will be more projects (dams/levees/outposts/hamlets/villages -- and maybe even another large city to construct). The whole point is the game is built from the ground up for everyone to contribute, be it the fighter to the crafter; soloer or raider, as each needs somewhere to call home, and home needs a lot of people to upkeep it. Everyone will now have a role, regardless of group affinity, gear, levels and titles. |
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Thanks for the tip on his age, explains things -- And Whitellama, learn Python. It's not a "dumbed down" language and even AAA games today still use it along with C++ (Oblivion used it; as well as BF2142, as sometimes it's better than C++. In programming you use the best language for the job, which means you'll be learning many languages, for specific tasks). No better time to learn it as it's getting a revamp. But as for webpages being art, that kind of died when Flash came along. ;) |
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How old are you, seriously? You don't goto the library to "learn" C++. C++ takes on average 20 years to master, and not something you learn from reading books, but actual practice -- and learning most while on the job. You also don't just jump into C++, but start it after learning other languages to get the gist of OOP programming and schemetics (which is why Python is widely recommended to learn first, as it's a language that's easier to read). For gaming, you also will have to learn higher maths (especially if you want to specialize in the graphics area -- particularly linear algebra -- as working with vectors is a mind numbing experience, even if your favorite past time is logic puzzles). You need to know the realities so you won't get burned out from the start. If you want to learn how to make a MMO, the best way is to learn how to design a MUD, as it eliminated the need to get bogged down with graphics production -- and will teach you the value of game play and mechanics (let alone server/client optimizations). Plus, you can do it while working with Python. From there, with some years of programming experience and learning the meat and potatoes, can graduate to making a MMO. |
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You need to hear it, as anyone else very young and thinking this is but a mod project with friends. Unless your buddies are programming professionals (to ensure quality control and work flow), and the graphic lead at least holds a BFA specializing in illustration and 3D animation (who will be your most expensive employee, more so than a lead programmer), this is a pipe dream. Unlike even modding, a MMO requires script writers for quests and dialogue; a barn full of graphic artists and animators (plus the time to fill out a whole new world with concept art -- a very tedious and long thing to do, even for the pros); and programmers divided into divisions who are paid and not working in the open source manner -- as the project would take to 2050 to finish. And let's not even go on about licensing requirements and their upfront costs for your team -- and acquiring the funds. If it only could be done so easily, there would be hundreds of thousands of MMOs online right now, and done by teams of modders who are fans of a franchise or idea. |
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Cost of mmorpg's and future of PC gaming.
The Pub at MMORPG.COM « General Discussion 12/21/08 11:43:36 AM
It still levels out. Each platform requires upgrading. I'd rather upgrade something that has more use to it than playing games. |
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How do mmorpgs fix the issue of becoming top heavy?
The Pub at MMORPG.COM « General Discussion 12/21/08 11:39:24 AM
To cure this problem is do away with levels and gear farming completely. Let players do more than trying to race to the top, get bored and search for another game (which bleeds MMOs, as they race to their next game to wash, rinse and repeat again). Levels itself and the gear isn't what is important, it's the ability to achieve something everyday and feel good about it. From what I'm seeing not many happy people are playing these MMOs, partly because like drugs the initial high can't be repeated; and because anything social brings along the social baggage (e.g., dramas; s/he said, s/he said; the juvenile behaviors -- stuff most people will skirt from, as it's even cleaner to watch it on TV). |
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RMT: Fluff is of no concern to me
The Pub at MMORPG.COM « General Discussion 12/21/08 11:31:15 AM
Originally posted by Consensus
That's the crux. It never just stops at fluff. Went to a competitor's site of a F2P game I played that was promoted as an P2P alternative. It's now F2P, with an item mall game performance enhances as the other game. At this rate, MMOs will be the new gambling game, and with all of the social flak due to it. And judging by the reactions of some if you question RMT it's like denying a junkie his next fix, more than a mere social dysfunction. |
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RMT: Fluff is of no concern to me
The Pub at MMORPG.COM « General Discussion 12/21/08 11:00:32 AM
Originally posted by rturja
Naw, that still requires some work to do all that, and achieving a goal through w-o-r-k to accomplish. Instant types who think RMT isn't anything they're concerned about, would prefer the government passing a law to do it for themselves. Next thing on the agenda, is to have mandated butt wipers, as they're too lazy to even clean up after themselves. |
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Cost of mmorpg's and future of PC gaming.
The Pub at MMORPG.COM « General Discussion 12/21/08 10:52:54 AM
At the increasing costs of having what again? A computer. Which means...there's no shortcut to better game performance. Either fork it over on the latest and greatest console, or putting the money in parts to build the latest and greatest computer. Instead of marketing a console for $99, with $10 games, you now have $500+ consoles with $60 games (which can't be modded like PC games, to extend their life -- which further enforces bad development of throw away games). Keeps coming back full circle, as technology tends to get more complex, not simplier.
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