Just want to jump in here, it’s not female coders, it’s females in the game industry. The tech side of the game industry still has chronic problems.
Just want to jump in here, it’s not female coders, it’s females in the game industry. The tech side of the game industry still has chronic problems.
Even international financial companies are constrained by a complex web of financial laws, so there’s no guarantee you’d be able to. There’s also the long-term problem of your company being used as a bargaining chip in trade negotiations later.
Did you go to school for those mental gymnastics?
Cheaters can anger normal players and cause a decline in interest in a title, thus losing users and contributing to a lower market value of said product. This is increasingly problematic when your game is going to be an ongoing revenue stream due to the cosmetic microtransactions.
It’s too easy to spoof numbers for caller ID to actually work anymore. The whole method was an honour system to begin with.
They would be criticized for being imperialist since Romans did not colonize: they annexed. To that, the answer is yes, they were criticized for being an overbearing imperialist presence.
You realize that Call of Duty has used dedicated servers for years, yes? The games just don’t make it obvious when you’re playing on one immediately.
In theory a lag-switch in For Honor would cause the offending client to screw themselves by causing their simulation to desync from the game, and thus they’d eventually get kicked because the other clients would start ignoring the offender’s input.
This is all fair, and I have watched this video. I’m just trying to explain what the network is (and genuinely expressing my admiration from an engineering perspective at what they’ve done). Whether it plays well or not isn’t really my concern in this post, but there’s absolutely a discussion there.
Can’t really speak to Destiny’s networking architecture. It’s safe to assume that it’s a host-centric model, but I don’t know what role P2P and dedicated server plays into it.
Fair, but when you call something a security flaw, particularly a gigantic one, you paint a picture that this is not something that should be happening. In actuality it happens frequently because it’s an accepted practice. It’s one you disagree with (and to an extent I do as well), but it’s not a flaw.
There’s a session host, who handles the join handshake process. I assume (they didn’t explain the intricacies on this) that all the clients engage in a brief period of negotiation to sync all the game states when the network state changes.
This is a security issue, but lots of games use full-meshed P2P networks to various extents. A lot of games use it for voice chat, so that there’s no middleman to route through, thus increasing the responsiveness of the voice chat.
For Honor is not a host-centric P2P system. According to the Ubisoft folks, it uses a fully-meshed P2P architecture.
If you have to ask a user to not litter in a public park, then they probably won’t care if an app tells them not to.
I made this my mission in the Beta...
Changelists, submits. Essentially the entire “history” of the game in assets and code development.
Games even back then are vastly too large to keep entire versions of for long. There will usually be versions archived (milestone builds, usually), but week-to-week development happens pretty quickly such that if you were to suffer a catastrophic failure in the versioning and backup system, you’d have little recourse.
...”crucial”?
That’s not a bug, that’s a feature.