Different companies. There’s an Avalanche Studios and an Avalanche Software. Infinity and this are the latter.
Different companies. There’s an Avalanche Studios and an Avalanche Software. Infinity and this are the latter.
A game that is intended to not just be extended with DLC in post-release but actively continued with major patches, DLC, and for a seemingly indefinite amount of time.
Oh yes, certainly. One of Ace Combat’s great triumphs was the relationship they maintained with the many manufacturers. Any real aircraft is likely protected under various countries’ copyright mechanisms.
You know that the people that complain haven’t played heals for long. Healers are always underappreciated. It’s a universal constant that keeps everything in balance.
Added option to skip autopilot sequences in the galaxy map
I’m not ready, still have a few hours of Mass Effect left.
I need to pull at least one of these out of the greys.
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.