It wouldn't be wise for the music industry to poke the tech beast... but I really hope a massive lawsuit arises out of this, and that the tech beast wins. That would set some delicious legal precedent and knock the music industry down a couple notches.
Is it exposing CC data? If not I really don't see what the big whoop is as it isn't like Hulu is offering porn, right? Who cares if someone else knew you watched NCIS or some dumb reality show?
A data breach is a data breach. A data breach means there was a vulnerability through which data could be breached. Who knows what other data could possibly have been obtained via those methods? One thing we know for sure is that their security auditing processes before going live with new code are not up to snuff. It doesn't matter if credit card information WAS leaked... but if there was a data breach of any sort, credit card information could potentially leak out eventually. Either way, trust in the security of their service declines, and rightfully so.
Who in their right mind would use a random string as the sole means of session validation without even checking to make sure that string isn't already in use after its generated?
Of course, aside from the fact that it shouldn't be your sole means of session validation regardless of collision checks, but still.
No kidding? Thems some pretty short runways. Perhaps they're only flying small planes in and out of there nowadays because "Who the hell would want to fly to Sioux Falls?"
Domestic airports in relatively-major cities (relative to their surrounding area... think Bakersfield, Billings, etc) don't usually have big enough runways to support large jets, so they use regional jets and turboprops. The big airlines usually don't run their own small planes. Rather, they use a different banner (United Express, Ted, Delta Connections, etc) for their regional services and usually contract that out to smaller airlines. I used to fly from California to South Dakota for a hunting trip every year, and usually United would put me in a 737 from SFO to Denver, and I'd get in a United Express EMB120 operated by SkyWest. That is one tiny freaking plane. 30 passengers. It's a fun ride as you're descending through the bumpy South Dakotan air.
No, there aren't any 737-sized turboprops, but there are plenty of commercial planes with propellers.
You appear to be oblivious to the fact that even though the parts to build the cables may be readily available, it still takes R&D time and money to create new cables and devices that support Thunderbolt. Since Apple was a major player in the development of the interface itself, they were able to develop their own products that supported it while also keeping up to date on the latest modifications to spec and also having major input on the specs to better suit their own needs. By the time the Thunderbolt specifications were finalized, Apple likely already had plenty of different working prototypes (and perhaps even finished products ready for market) of existing products modified to use Thunderbolt. Those who weren't part of the development process weren't privy to the specifications unless they were released to the public, so they didn't have any way to come up with prototypes before then.
Apple helped develop it, which is why they happen to have the first cables and devices on the market.
I doubt that's the reason, given that Apple's cables are using third-party chips. It's more likely that Apple is selling cables for the same reason that Apple is selling mini DisplayPort adaptors: they're selling the first machines with the port and so they need the cables to be on the market quickly, and the best way of guaranteeing that is to make them themselves (and get a nice profit from them).
And they wouldn't be able to have anything in production yet without having been involved in the development process, and they wouldn't be involved in the development process if they weren't planning on using the interface in their products very soon, so you're basically saying the same thing. Also, Mini DisplayPort was a proprietary plug used only by Apple before it was adopted into the DisplayPort standard. They were the ONLY ones selling the machines with their proprietary port so they could be the ONLY ones selling cables that worked with their proprietary port.
Not without some competition they won't. And Apple's patents will ensure there's very little competition
Intel owns the rights to Thunderbolt technology and trademarks. Apple helped develop it, which is why they happen to have the first cables and devices on the market.
Yep, not knowing about firewire's use in a niche market certainly makes someone a retard and a moron.
When you make the bold claim that FireWire is obsolete, you had better check your sources. The A/V industry is hardly a niche market seeing how it produces nearly everything that today's public uses for entertainment. Sure, FireWire didn't make it in the consumer market, but that's because USB was already around and USB 2.0 came out at about the same time as FireWire and boasted better speed (even though it is rarely capable of reaching that speed in actual use). Most PCs came with FireWire ports for a few years, but consumer video devices started more and more to use flash storage rather than tape and realtime video capture (which is what FireWire is primarily used for) became unnecessary.
FireWire is still used in professional video production, which still primarily uses tape for primary video storage before being captured to a PC... and for those that do use digital storage methods, FireWire 800 can transfer 1080p video files ridiculously fast. USB 3.0 is apparently capable of 5Gb/s, though, so we'll see if the tide turns that way in the next couple years.
I can't believe I read that entire summary only to be lead into a link to a Dvorak column. It's like the slashdot version of being rick rolled. And I fell for it. Bravo samzenpus, bravo.
A column that essentially complained about Amazon's 1,000 most helpful reviewers (as rated by the public) getting free things to review... which is absolutely no different from gaming critics getting free consoles, games, and previews, movie critics getting free pre-screen passes, and Slashdot editors getting free nerd poon.
You represent 1% of the nation? I just checked my area and the MAX(FIOS) is 150d/35u which is STILL 6 times slower then what they claim they want for 4G wireless. And I can't even get FIOS, only Comcast which only offers 105d/10u which by a weird coincidence is about 10 times less then the 4G standard... so it seems maybe more likely that your just blowing smoke...
Yeah umm they're not going to OFFER actual speeds of 1000/150Mbps, that's just what they want the technologies to be capable of. The highest speed I can get on Comcast around here is 50down/15up (or thereabouts) but that doesn't mean that's the highest speed DOCSIS supports.
No, not everything is made by other players. Don't forget:
1) The pre-seeded stuff (with fixed prices).
2) Item dropped by NPCs (including the most expensive ones).
Pre-seeded stuff is skillbooks and low-level BPOs, which act as an ISK sink to counter the many ISK faucets that exist in the game. I forgot about item drops, but even still they contribute to the economy because they must be bought from other players who, in order to obtain such things, had to purchase ships, modules, and ammunition created by other players.
Asteroids create ore which need to be traded for existing ISK. They do not contribute to inflation. Bounties and mission rewards are balanced by ISK sinks including NPC market orders, insurance, sales taxes, and null-sec sovereignty costs, and that balance is quite delicate. A primary reason for the necessity of Dominion's changes to the way sovereignty works is because the faucet:sink ratio was thrown out of balance by an increase in players without an increase in sinks. Now null-sec sinks tens of billions out of the economy daily, and prices really haven't changed much in the last year and a half.
I would consider RuneScape to be, for all intents and purposes, a pay-to-play game. It follows a different tactic, but to open up most of the world you have to pay a subscription. It's like the 14-day trials that most pay-to-play games have except that you're significantly limited by play area rather than time. I can't imagine the money they make from ads even compares to what they make from subscriptions.
While you are doing essentially the same thing as buying a plex for cash and selling it for credits, both have one major flaw:
Inflation. Both cause runaway inflation since there is no other way to take money out of the economy.
Wrong. PLEX don't cause inflation because they don't create more money. When you buy a PLEX and then sell it on the market, the person who buys it from you already has the money that they're giving you for it. That amount of money is transferred to you and you're able to use it as you wish.
I enter the number I want to buy and then get to choose between "buy with ISK" and "buy with credit card". If I do the latter, the database gives me the item from the market, credits the producer/seller with ISK and also credits CCP's bank account with real $.
So you're saying it's a good idea to create ISK out of nowhere when somebody wants to buy something? Are you fucking insane? That's even worse than just creating the item and circumventing the market, because at least that won't cause rapid inflation. Go take an economics class and come back so we can discuss this with some sanity.
However, they're not delivering that. They're delivering "pay Aurum, receive Ishukone Scorpion".
That's not ACTUALLY available yet, is it? I heard they were discussing it with the CSM as being a possibility but everybody was all "no fuck you that's stupid" and they decided to at least postpone it. So for now, it's just vanity items... unless I'm missing something.
CCP has claimed that the Ishukone Scorpion (the first of the for-pay ships) is identical to the standard player-built Scorpion, and will require a player-built Scorpion as part of the exchange.
Care to link that? That is something I could accept... essentially buying a fancy paint job for your ship. But it must be identical stat-wise and must require an existing Scorpion.
The rage stems from the fact that CCP, which has historically been one of the most open and honest game developers on the planet, has been caught in what looks like a boldfaced lie. It started with the Aurum store opening with Incarna's release, then the last volume of Fearless, their internal newsletter, was leaked, then they did a crappy job at putting out that fire by making an empty apology and then making a long-awaited announcement that essentially told the playerbase nothing, and then Hilmar's email surfaced and we have yet to hear anything. CCP has stated that the Aurum store will be kept to vanity items only, but these leaked documents seem to directly contradict that. CCP has told us that Fearless was looking at the argument from an exaggerated point of view and didn't detail any actual specific plans, but they have yet since its leak actually definitively stated that the Aurum store will be kept to vanity items only.
There are three general models for reasonably-profitable MMO's out there: pay-to-play, pay-to-win, and pay-to-accessorize. Pay-to-play (P2P) means the players must explicitly give money to the game developer every month in order to maintain active account status, and is employed by most successful MMO's including World of Warcraft and EVE. Pay-to-win (P2W) means the players have the option to give the game developer extra money in exchange for in-game items that offer an advantage over other players, or at the very least they cause it to be a fast track to the same items that everybody can gain by playing the game themselves, and is employed by most free-to-play games such as Battlefield Heroes and APB. Pay-to-accessorize (P2A) means the players have the option to give the game developer extra money in exchange for in-game accessories and vanity items that don't actually offer an advantage in gameplay.
Free-to-play (F2P) usually comes about when a game does not have the appeal or simply isn't good enough to sustain enough monthly subscriptions to be profitable. APB was a good example of that. Their developer went out of business and the game was sold to a company that owns and maintains several F2P online games, and it is now sustained by a P2W model. Team Fortress 2, on the other hand, has been wildly successful in the P2P market. So successful, in fact, that it had probably tapped out the market and sales were dwindling because everybody owned it already, and it was a one-time purchase with no monthly fees. It has been converted to F2P and follows the P2A model with a microtransaction store that sells hats and other crap like that, and now Valve is making ridiculous amounts of money off it again.
The F2P model works for many games as there's not much difference between playing the game to earn items or paying real money to gain them more quickly. Don't write me off as some stupid fanboy when I say this, but EVE is different. Half of what makes EVE such an intriguing game is the market which is almost entirely player-driven. Every item you buy on the market -- be it a ship, a gun, ammunition, drones, whatever -- was built by a player from blueprints that were obtained by a player and minerals that were refined by a player from ore that was mined by a player. And that's not including the countless possibilities for traders to make money at every point along the way as they play the market and buy and sell these things before they actually become a final product, and even after. It's also not including the fact that most mining and production is done by groups of people with their own specializations that all help work towards the final product: miners mine in groups and drop their ore to a pilot in an industrial ship who transports it to a station and transfers it to a person with maxed refinery skills who then refines it and transfers them to people with good production skill who own copies of a blueprint owned by somebody with good blueprint research skills who then transfer the finally-finished product back to the industrial pilots to transfer them to a market where
Well, he got a response, so who's the creepy loser now?
You heard it here first, folks; Dr. Bob the chiropractic quack practices "aggressive manipulation" on 9 year old boys.
Oh man, stop it, you're getting me all hot and bothered.
It wouldn't be wise for the music industry to poke the tech beast... but I really hope a massive lawsuit arises out of this, and that the tech beast wins. That would set some delicious legal precedent and knock the music industry down a couple notches.
Yes, but all your friends who go to the same school have an edu address just like you.
Is it exposing CC data? If not I really don't see what the big whoop is as it isn't like Hulu is offering porn, right? Who cares if someone else knew you watched NCIS or some dumb reality show?
A data breach is a data breach. A data breach means there was a vulnerability through which data could be breached. Who knows what other data could possibly have been obtained via those methods? One thing we know for sure is that their security auditing processes before going live with new code are not up to snuff. It doesn't matter if credit card information WAS leaked... but if there was a data breach of any sort, credit card information could potentially leak out eventually. Either way, trust in the security of their service declines, and rightfully so.
Who in their right mind would use a random string as the sole means of session validation without even checking to make sure that string isn't already in use after its generated?
Of course, aside from the fact that it shouldn't be your sole means of session validation regardless of collision checks, but still.
Good PR: the cure to shitty coding.
You seem to be implying that Hulu is dancing around the fact that they fucked up when they clearly admitted that they fucked up.
No kidding? Thems some pretty short runways. Perhaps they're only flying small planes in and out of there nowadays because "Who the hell would want to fly to Sioux Falls?"
this entire thing stinks of stupid
You stink of stupid.
Domestic airports in relatively-major cities (relative to their surrounding area... think Bakersfield, Billings, etc) don't usually have big enough runways to support large jets, so they use regional jets and turboprops. The big airlines usually don't run their own small planes. Rather, they use a different banner (United Express, Ted, Delta Connections, etc) for their regional services and usually contract that out to smaller airlines. I used to fly from California to South Dakota for a hunting trip every year, and usually United would put me in a 737 from SFO to Denver, and I'd get in a United Express EMB120 operated by SkyWest. That is one tiny freaking plane. 30 passengers. It's a fun ride as you're descending through the bumpy South Dakotan air.
No, there aren't any 737-sized turboprops, but there are plenty of commercial planes with propellers.
You appear to be oblivious to the fact that even though the parts to build the cables may be readily available, it still takes R&D time and money to create new cables and devices that support Thunderbolt. Since Apple was a major player in the development of the interface itself, they were able to develop their own products that supported it while also keeping up to date on the latest modifications to spec and also having major input on the specs to better suit their own needs. By the time the Thunderbolt specifications were finalized, Apple likely already had plenty of different working prototypes (and perhaps even finished products ready for market) of existing products modified to use Thunderbolt. Those who weren't part of the development process weren't privy to the specifications unless they were released to the public, so they didn't have any way to come up with prototypes before then.
Apple helped develop it, which is why they happen to have the first cables and devices on the market.
I doubt that's the reason, given that Apple's cables are using third-party chips. It's more likely that Apple is selling cables for the same reason that Apple is selling mini DisplayPort adaptors: they're selling the first machines with the port and so they need the cables to be on the market quickly, and the best way of guaranteeing that is to make them themselves (and get a nice profit from them).
And they wouldn't be able to have anything in production yet without having been involved in the development process, and they wouldn't be involved in the development process if they weren't planning on using the interface in their products very soon, so you're basically saying the same thing. Also, Mini DisplayPort was a proprietary plug used only by Apple before it was adopted into the DisplayPort standard. They were the ONLY ones selling the machines with their proprietary port so they could be the ONLY ones selling cables that worked with their proprietary port.
Not without some competition they won't. And Apple's patents will ensure there's very little competition
Intel owns the rights to Thunderbolt technology and trademarks. Apple helped develop it, which is why they happen to have the first cables and devices on the market.
It looks like they're preparing to release the Source SDK for free. What makes you think this is tied to something else?
... the Linux gaming community ...
Go on, do it. The money is waiting.
I present Valve Senior Staff Doing Math: "So $15... from a potential customer base of approximately 20 people......."
Yep, not knowing about firewire's use in a niche market certainly makes someone a retard and a moron.
When you make the bold claim that FireWire is obsolete, you had better check your sources. The A/V industry is hardly a niche market seeing how it produces nearly everything that today's public uses for entertainment. Sure, FireWire didn't make it in the consumer market, but that's because USB was already around and USB 2.0 came out at about the same time as FireWire and boasted better speed (even though it is rarely capable of reaching that speed in actual use). Most PCs came with FireWire ports for a few years, but consumer video devices started more and more to use flash storage rather than tape and realtime video capture (which is what FireWire is primarily used for) became unnecessary.
FireWire is still used in professional video production, which still primarily uses tape for primary video storage before being captured to a PC... and for those that do use digital storage methods, FireWire 800 can transfer 1080p video files ridiculously fast. USB 3.0 is apparently capable of 5Gb/s, though, so we'll see if the tide turns that way in the next couple years.
I can't believe I read that entire summary only to be lead into a link to a Dvorak column. It's like the slashdot version of being rick rolled. And I fell for it. Bravo samzenpus, bravo.
A column that essentially complained about Amazon's 1,000 most helpful reviewers (as rated by the public) getting free things to review... which is absolutely no different from gaming critics getting free consoles, games, and previews, movie critics getting free pre-screen passes, and Slashdot editors getting free nerd poon.
I'm talking about consumers not businesses.
You represent 1% of the nation? I just checked my area and the MAX(FIOS) is 150d/35u which is STILL 6 times slower then what they claim they want for 4G wireless. And I can't even get FIOS, only Comcast which only offers 105d/10u which by a weird coincidence is about 10 times less then the 4G standard... so it seems maybe more likely that your just blowing smoke...
Yeah umm they're not going to OFFER actual speeds of 1000/150Mbps, that's just what they want the technologies to be capable of. The highest speed I can get on Comcast around here is 50down/15up (or thereabouts) but that doesn't mean that's the highest speed DOCSIS supports.
No, not everything is made by other players. Don't forget: 1) The pre-seeded stuff (with fixed prices). 2) Item dropped by NPCs (including the most expensive ones).
Pre-seeded stuff is skillbooks and low-level BPOs, which act as an ISK sink to counter the many ISK faucets that exist in the game. I forgot about item drops, but even still they contribute to the economy because they must be bought from other players who, in order to obtain such things, had to purchase ships, modules, and ammunition created by other players.
Asteroids create ore which need to be traded for existing ISK. They do not contribute to inflation. Bounties and mission rewards are balanced by ISK sinks including NPC market orders, insurance, sales taxes, and null-sec sovereignty costs, and that balance is quite delicate. A primary reason for the necessity of Dominion's changes to the way sovereignty works is because the faucet:sink ratio was thrown out of balance by an increase in players without an increase in sinks. Now null-sec sinks tens of billions out of the economy daily, and prices really haven't changed much in the last year and a half.
I would consider RuneScape to be, for all intents and purposes, a pay-to-play game. It follows a different tactic, but to open up most of the world you have to pay a subscription. It's like the 14-day trials that most pay-to-play games have except that you're significantly limited by play area rather than time. I can't imagine the money they make from ads even compares to what they make from subscriptions.
While you are doing essentially the same thing as buying a plex for cash and selling it for credits, both have one major flaw:
Inflation. Both cause runaway inflation since there is no other way to take money out of the economy.
Wrong. PLEX don't cause inflation because they don't create more money. When you buy a PLEX and then sell it on the market, the person who buys it from you already has the money that they're giving you for it. That amount of money is transferred to you and you're able to use it as you wish.
I enter the number I want to buy and then get to choose between "buy with ISK" and "buy with credit card". If I do the latter, the database gives me the item from the market, credits the producer/seller with ISK and also credits CCP's bank account with real $.
So you're saying it's a good idea to create ISK out of nowhere when somebody wants to buy something? Are you fucking insane? That's even worse than just creating the item and circumventing the market, because at least that won't cause rapid inflation. Go take an economics class and come back so we can discuss this with some sanity.
That claim was by Zinfandel on the ATIX stream.
However, they're not delivering that. They're delivering "pay Aurum, receive Ishukone Scorpion".
That's not ACTUALLY available yet, is it? I heard they were discussing it with the CSM as being a possibility but everybody was all "no fuck you that's stupid" and they decided to at least postpone it. So for now, it's just vanity items... unless I'm missing something.
CCP has claimed that the Ishukone Scorpion (the first of the for-pay ships) is identical to the standard player-built Scorpion, and will require a player-built Scorpion as part of the exchange.
Care to link that? That is something I could accept... essentially buying a fancy paint job for your ship. But it must be identical stat-wise and must require an existing Scorpion.
The rage stems from the fact that CCP, which has historically been one of the most open and honest game developers on the planet, has been caught in what looks like a boldfaced lie. It started with the Aurum store opening with Incarna's release, then the last volume of Fearless, their internal newsletter, was leaked, then they did a crappy job at putting out that fire by making an empty apology and then making a long-awaited announcement that essentially told the playerbase nothing, and then Hilmar's email surfaced and we have yet to hear anything. CCP has stated that the Aurum store will be kept to vanity items only, but these leaked documents seem to directly contradict that. CCP has told us that Fearless was looking at the argument from an exaggerated point of view and didn't detail any actual specific plans, but they have yet since its leak actually definitively stated that the Aurum store will be kept to vanity items only.
There are three general models for reasonably-profitable MMO's out there: pay-to-play, pay-to-win, and pay-to-accessorize. Pay-to-play (P2P) means the players must explicitly give money to the game developer every month in order to maintain active account status, and is employed by most successful MMO's including World of Warcraft and EVE. Pay-to-win (P2W) means the players have the option to give the game developer extra money in exchange for in-game items that offer an advantage over other players, or at the very least they cause it to be a fast track to the same items that everybody can gain by playing the game themselves, and is employed by most free-to-play games such as Battlefield Heroes and APB. Pay-to-accessorize (P2A) means the players have the option to give the game developer extra money in exchange for in-game accessories and vanity items that don't actually offer an advantage in gameplay.
Free-to-play (F2P) usually comes about when a game does not have the appeal or simply isn't good enough to sustain enough monthly subscriptions to be profitable. APB was a good example of that. Their developer went out of business and the game was sold to a company that owns and maintains several F2P online games, and it is now sustained by a P2W model. Team Fortress 2, on the other hand, has been wildly successful in the P2P market. So successful, in fact, that it had probably tapped out the market and sales were dwindling because everybody owned it already, and it was a one-time purchase with no monthly fees. It has been converted to F2P and follows the P2A model with a microtransaction store that sells hats and other crap like that, and now Valve is making ridiculous amounts of money off it again.
The F2P model works for many games as there's not much difference between playing the game to earn items or paying real money to gain them more quickly. Don't write me off as some stupid fanboy when I say this, but EVE is different. Half of what makes EVE such an intriguing game is the market which is almost entirely player-driven. Every item you buy on the market -- be it a ship, a gun, ammunition, drones, whatever -- was built by a player from blueprints that were obtained by a player and minerals that were refined by a player from ore that was mined by a player. And that's not including the countless possibilities for traders to make money at every point along the way as they play the market and buy and sell these things before they actually become a final product, and even after. It's also not including the fact that most mining and production is done by groups of people with their own specializations that all help work towards the final product: miners mine in groups and drop their ore to a pilot in an industrial ship who transports it to a station and transfers it to a person with maxed refinery skills who then refines it and transfers them to people with good production skill who own copies of a blueprint owned by somebody with good blueprint research skills who then transfer the finally-finished product back to the industrial pilots to transfer them to a market where