Hi, I’m Cleo! (he/they) I talk mostly about games and politics. My DMs are always open to chat! :)
Who wrote this? Like just this paragraph:
This shutdown doesn’t just affect Ryujinx
Nintendo is rumored to be looking at other emulators like Yuzu, eyeing them with the same scrutiny.
How does anyone covering this exact story not know about Yuzu? Did I travel back in time?
I actually didn’t know this but I did play through that recently and I actually have really good things about how that game looks even to this day. I know they did some touching up and I’m assuming updated textures for the enhanced version but it aged a lot better than many other games from that era did
What’s really crazy is to compare Bethesda with CDPR. I’ve been replaying the Witcher 3 and it just struck me how I won’t have to wait 15+ years for the next entry. And to look at how much more efficient they’ve been in the past.
For a timeline, Witcher 2 released in May 2011 and then the Witcher 3 released in May 2015. Took 3.5 years to develop. Cyberpunk released December 2020, only 4.5 years after W3 had its last major DLC. Then in 2023 they released a very large update for Cyberpunk, about 2/3rds the runtime of the main game. And then in 2025 we’ll probably get the next Witcher game. They have like 3 games in active development now.
So what’s the difference with Bethesda? Well Skyrim sold 30 million units and Witcher 2 sold about 8 million. Less than a third the income. Yet if you compare CDPRs staff to Bethesdas at time of their next games, CDPR had doubled Bethesda’s work force. And guess what happened? Witcher 3 sold 40 million while fallout 4 sold 25 million. Thats despite Witcher 3 costing an estimated $81 million while Fallout 4 sits closer to 1.5x that at $125 million.
Then you talk about engines and it gets even worse. CDPR arguably started with a worse engine and I shouldn’t need to explain how much they’ve destroyed BS in that regard as well. Witcher 2 looks worse than Skyrim by a lot imo. But by the time their next game rolled around, it was an industry leader in graphics. And cyberpunk 2077 is like the next Crysis now while starfield is… oh boy. And guess what? After all that work on their engine, they abandoned it. Why? Because their resources are better spent making games and systems in an engine someone else updates for them. Bethesda meanwhile not only can’t juggle the ball of updating an engine and game dev, but they’re not even smart enough to swap engines.
Bethesda has all the signs of a dying studio and Microsoft is the sucker for buying them. And it’s a waste of talent more than anything. Talented people exist at Bethesda whose resources and career development would be far better off being applied on UE4.
Not if they keep on their BS. Let’s look at Fallout 4. The engine is absolutely the weakest part of the game. Can’t even keep 60fps in the city on any settings or on consoles. Frame times are all over the place. And the game isn’t even that pretty, it’s very ugly and textures are real bad. The story was pretty awful and boring, the writing in every way was forgettable.
So that’s why ES6 is screwed. It’s been downhill since Skyrim and even releasing a better looking Skyrim in 2028 on the PS6 isn’t going to cut it. It’ll be the most expensive budget title out there.
They use a hybrid system now and only use peer to peer when dedicated servers aren’t enough, so they could just swap to purely dedicated servers.
However ignoring that, even a peer to peer system can do similar tricks if you don’t isolate the host peer to just one machine. That can even be done by spot checking with a company owned server. You use the server as a verification peer and have it as a backup host to the assigned peer. If your verification peer gets different ram values or what not, you shut the server down at the very least and place that peer on a suspicion list.
But even if they went the cheap route, just distribute the peer network. Let’s say that you have a game of 12 people. You could make it so that each peer is only assigned a certain part of the simulation and players (with overlap on assignments) and cannot track the entire simulation. It’s more complicated than a single server hiding info from you, but they could at least make it to where you’d need multiple infected peers to take over a lobby.
I don’t mean individual servers. What I more meant was let’s say a game uses a standardized anti-cheat. Like EasyAntiCheat or Battleye or similar. And whoever runs your game service (Steam, PSN, Xbox) can vet these anti cheat programs and allow them to create a record on your account of cheating.
And obviously these things get false flags so you can account for that, give people strikes and allow appeals. And games would have the option of banning you for: having too many strikes total, violating only a specific anti-cheat X times, or ignoring this system except to place extra suspicion and resources on those already having strikes.
Also having an account tied to hardware is a no brainer and I’m surprised that this doesn’t get employed often. I know IDs can be spoofed but that’s another barrier potentially.
Consumers don’t relate low inflation to bad inflation but as you can see the fed wasn’t able to hit its target all of 2020. That’s a really bad sign by itself, the US is very lucky that it never got a true recession/depression.
At a quick glance they break it down into carbon dioxide at about a 50% consumption rate. The rest is excreted as biomass and degraded fragments (which I gather means shorter polymer chains and oxidation). Sounds really good if it’s true.
I think the best thing I’ve heard for long term solutions is to fix a lot of the cheating using server side solutions. In a game like CoD, that means the server doesn’t send you player positions unless you absolutely need to know them.
The other thing honestly is just increasing the investment required to cheat. That could mean that in order to play competitive game modes, you need to have signed in at least once for 4 weeks straight and played the game. Or you need to be a certain level. Issue hardware bans and IP bans to people. Require phone number verification.
What those things do as barriers is actually increase the potency of current detection methods. This should also carry over to accounts. I’m not sure why steams VAC ban system isn’t more popular. As in accounts need to be flagged as a whole when cheating in just one game is found.
There are many solutions but it’s just not a big deal for companies as the prior person said. Plenty could be done to at least make cheating harder and cost more time/money. But that won’t happen
What’s funny about that part is I don’t disagree with the fundamentals of the mission. It’s an interactive cutscene which is fine. With better writing it could’ve been interesting but at the very least it should have an option to skip sections of it.
That’s what makes it so great lol
Sly cooper 1, crash twinsanity, Witcher 3, Banjo-Kazooie, Hi-Fi Rush, Nier Automata
Looks like they use Easy Anti Cheat services which run at the kernel level on windows but not on Linux, that leaves a huge loophole available for Linux which I actually believe will increase cheating dramatically.
As for the software development, that’s on EAC to fix. And in fairness it doesn’t make sense for them financially to do so. Cheating already costs these companies a ton of money to fix as is.
If they fail to elect a speaker, we’re screwed. This causes a constitutional crisis.
That’s basically what was being said and it’s not functionally different because the vast majority of the public does not work in elections or their verification. In essence if 99% of the population does not have access to data or cannot interpret said data, trust is needed.
You say that but Arcane didn’t deserve this fate. I’d be rooting for a Bethesda game to fail but BioWare and Arcane? That’s just sad. They were both amazing studios ruined by BS. And the AAA space is large enough these days that actual big budget games can indeed innovate.
Like say though, I won’t exactly shed a tear for failing studios like Ubisoft or Bethesda that have been churning out the same crap for awhile now.
Also not every game needs to innovate and it’s not like you lose a lot by having average selling games come out. But even in games packed with AAA bangers, indies still sell incredibly well. It isn’t a zero sum game.
You say that but how do you unite extremist and moderate views? You don’t, it’s unsustainable. So no the party won’t fail to exist but if it fractures enough, it will take time to reform. A pretty long time.
Not to mention that some of the cracks are incredibly lightweight in the first place so even disabling a small amount of their code would improve things. Removing the encryption mechanisms alone works wonders.
The idea with cross posts should be that large and general communities like the “Gaming” community or whatever is where cross posts from niche communities go. And if you browse there, expect duplicates.
What that does is allow everyone to browse the larger communities, especially when they join, and see it as a sort of hub for their topic of interest.
And it works out because if I can go to the main topic community and see content from retro gaming communities, patient gamers, gaming news, and maybe gaming hardware releases then we have a more cohesive community instead of fractured ones. It’s easier to engage that way and also prevents the large communities from becoming just spam with no OC in it. But I do agree, a way to eliminate multiple notifications or placements of my posts would be great to make it a topic instead.
People can always change and the one thing the internet never seems able to do is forgive. To the point where they’ll wish death on people before they’ll allow them to grow