Stupid. As people will just change protocol, so.. what will you do? repeat your strategy? then enter on a tecnological battle where you ban thinks that "look" like suspicious "bad" traffic. How much time will this war need to result on a almost totally broken internet where all applications that need reliable latency fail for not apparent reason?
Do not start trowing rocks, if you live in a cristal house, concast.
Have good documentations, screenshots, maybe a video. A good website (cms + nice theme, maybe). Then, wen you do big releases, poke the bloggers or news posters about it. People like to read news. You can even poke the news-guys if you have something interesting, fun, amazing, to show.
And wen you give articles to news-guys, make these article very good. avoid spell errors, use your better english, etc.. your text must be perfect. This really help these people, and your opportunities, everyone.
If you want a platform where a single entity controls everything, even the right to run a game, so you can't play game A, because you have the creator of the platform to authorize it. There are consoles.
If you want freedom, you have the PC.
And withouth options, freedom is meaningless. I use Steam, because is the best (read: more convenient, run smooth) system. But there are other options, so If I don't like Steam because whatever reason, I can switch to any other digital shop, like Impulse, or D2D.
FREEDOOM!. If you don't like FREEDOOM, you will not like the proliferation of systems. If you hate freedom, you buy a console.
RPG and pro-Gamming or e-Sport can work togueter. There are lots of examples, from DoTA, WoW Arena (and games with "WoW Arenas" design, maybe not wow itself because is a RPG design for PVE).
Adding RPG to a FPS don't ruin pro-gamming. MW2: P2P networking and the un-ability to manage a game to be fair does.
People has to build gadgets on his normal lifes. Everyone sould be allowed. If some guy mistake it for a bomb, is his mistake, not the creator of the artifact. The kid sould not be in any way demoralized by this.
It used to score well in Yahoo too. It seems these primitive search engine ( Bing, Yahoo, ) are more confident on meta data like title, than in the actual data of the website. AND/OR these search engines are easy cheated because use %, so if the 100% of your webpage is relevant, your page is awesome, so your page made of only the search term will be the best page.
The algorithm of Bing is poor.
The algorithm of Google started as rather good, and Is getting better and better, because is good, and because is need to fight spam. Any other search engine is way behing.
We need to end the serie of "WoW clones", if SWTOR is anything like a WoW clone (and in some ways It will probably be) we don't need it, nor in 2011, or 2014. If it is different and really may change the scene, we need it now.. but you can have nice things always wen you need it, so maybe It will pay to wait (note that the concept of 'wait for a mmo' is broken. You just forget about it, till is released).
If we have learned one thing from 2009 is to ignore all mmos (NO EXCEPTIONS) till 4 months after release. There are too much hype on these games before release and the first months, to really tell if a game is pure garbage (and almost all are really boring games) or something that really could be interesting to play.
"That's the crux of the matter now a days. In WoW I can get the Recount plug-in and Omen to figure out if one build works better than another. They built their interface, from day one, to be as configurable as possible. But in STO? They spent months telling use "The interface is the last to get developed" Really? Most of WoW's innovations came FROM the community of plug-in's. I cannot imaging playing wow without a raid grid let alone without recount. With the current interface STO has, I can't see managing more than 10 players reliably. As it is now, most "group" missions are free for all's anyway."
Here you are not playing a RPG, but a Hack and Slash game. I see some value on a Hack and Slash game for agrometer and the like, Hack and Slash games are "gamey", the mechanics of the game are simple and visible. But on a RPG, these gamey elements break the inmersion, you sould be a dude in a medieval/future settings, not a dude on the front of the computer playing a videogame.
Games like Dune 2 and Warcraft and almost all other RTS games play like each other. Most FPS games play like each other.
What is working here is that:
Features are viral, and once a game invent a way to build games that seems fun, others clone that. Even the games that create a whole new way to play, clone everything else, from menus, filesystems, way to store a bitmap in a disk. The creation of a videogames is a community effort, where all minds work togueter. No game can claim to be 100% original, with no influence from other games. Almost all games can be draw into a "family tree" of incluences.
The filesize is very small for nowdays standards, but has nowdays features. Flash games, true, use much less space, but because most are optimized to get downloaded from the net, so 26+ megs will not do it.
The features that these 36 megs provide are way beyond what you can get with a simple Flash game.
Re:How to play MULE, for newbies.
on
M.U.L.E. Is Back
·
· Score: 1
on the auction phase = buy food to the other players or the shop
How to play MULE, for newbies.
on
M.U.L.E. Is Back
·
· Score: 4, Informative
MULE is a strategic economic simulator for 4 players. A long game (12 turns) take about 90 minutes.
The first thing you will see wen you join, is the surface of the planet. The surface is divided into "plots", that later can be taken by the players. You will put "mules" (multi use labor element robots) in these plots to craft raw metal (smithore), precious luxuries (cristite), energy or food. Your mules to work need energy, you need food or you will be unable to manage your mules.
First phase, a cursor move trough the planet, simply pressing space take a plot. The "river" plots are specially good for food, the desert for energy, and the mountains for smithore.
Next phase, the players move his character, and have the option to take a mule, and move it to a specialization house (energy, food, smithore...) then move that mule to his plot, and press space again to place the mule.
After all players have placed his mules, theres a "production" phase. You will produce based on your mule type, type of terrain, and some economy of scale bonus.
Next phase is selling/buying. You need to secure energy, if you don't have, and food, if you want to place mules.
The tournamente mode (somewhat like the 'full experience') is 12 complete turns of this. With some random bonus and malus events for the players.
The game is some sort of economic sandbox, most people "play to win", but is possible to "play to make the colony a success".
Confirmation: YES, is as awesome as you remenber.
on
M.U.L.E. Is Back
·
· Score: 3, Informative
I play the planetMule version of MULE, and I can confirm that is still a awesome game. MULE has this ability to make you play crazy in 2 turns, 3 turns... Is a deep game, and you meet different skills and ideas about how to play. The planetMULE version is both tryiing to make a faithfull version (and is a SUCCESS as that), and make tiny improvements that don't change the gameplay.
Reading the article, seems that this crash 64 bits versions of Windows 7/Vista.
It could be a good idea to create folders like that, inside zip files, and send that zip file to people with these OS versions. Or maybe create folders in USB pendrives with that name, to protect these drives from be view in a 64 bits Windows 7. etc.
Everything is consensual. Whe share ideas and needs, and make deals. No, I don't want to buy the idea of books as licenses, I like the idea of ownership of the phisical book, with the strings attached to give it to other people, even make a copy. The idea that I don't like, is to elevate a inventation to the sacred level. We born in a blank slate, almost everything is learned, and everything that we learn was invented or created. Theres nothing superior to us, sacred, where we ower fidelity.
I have to admit that the office of Microsoft is superior to the Open Office one. But has home users don't need Photoshop, home users don't need a better office package than Open Office. Microsoft Office is interface has better usability, what result on more productivity and happy users.
Re: (322 ms: User press "A" to move his car to the
on
OnLive One Step Closer
·
· Score: 1
The "User press A" is because the problem ocurrs on the clientside wen the player overcompensate. A accelerator can have a delay of 1000 ms, and you will not notice, because the engine have a builtin delay, but If your direction have a 1000 ms delay, your car will move like you are drunk. Withouth "User press A", the experiment is somewhat moot point. The end result is that after the player ask the car to move left, the car will move right.
----
} 471 ms: Onlive download the whole 80KB of data. } wtf? what's that 100ms for?
downloading the 80KB of data. is that too much / too lite / wrong?
} 472 ms: Onlive uncompress the 80KB of data has 1024x768x16 bits of video data (??) ( compression: 153.6 % ) } wtf? 1 ms to uncompress?
i assume really fast CPU processing. my log is the "optimistic" log.
0 ms: User see on the screen his car moving left, 200 ms: User press "D" to move his car right. 201 ms: OnLive process the "D" and send the message to the server. The message is on the home router. 251 ms: OnLive server receive the "D" command. 301 ms: OnLive server generate the next frame. 321 ms: OnLive server compress the frame, and send it to the client. The data is on the server router (80KB) (322 ms: User press "A" to move his car to the left.) 371 ms: Home router receive the data. 471 ms: Onlive download the whole 80KB of data. 472 ms: Onlive uncompress the 80KB of data has 1024x768x16 bits of video data (??) ( compression: 153.6 % ) 482 ms: Data is rendered on the screen on the next retrace.
What the user see: User see his car to collide, press D to move right, wait 322 ms and nothing occur, press A to move left. 482 ms after the first keystroke, the car move right.
If ofuscated text is easily readable (anti-captcha spam bots), text with not distortion at all will be perfectly readable, so if you send video, the other side will save that video (either with hardware or software) and use OCR to get back the text.
Anyway, theres much more room for realism. People don't die just because are shot, or get unconscient. I would model a real game with a type of adrenalin simulation, so If you get a wound in combat, in a non letal area, you are crippled (aim, vision, speed.. ) but you can still combat, but If you stop and relax, the crippling become severe.A more real game could use some biometrics sensors on your body, so if you are scared, the character is scared too (and react with different phisical limits ).
FPS are also built on some horrible assumptions: perfect 90 from the ground, the mouse (or pad) perfectly control the angle of the camera (head), and limited vision angle ( 94 ish in PC, 70 ish in consoles ). You can make a game more real breaking these FPS rules, but may result in a unplayable game. If you make so explosions/melehit can change the camera angle, the game could result in "vomit inducing", maybe cause pain, headpain for some people.
OF did something interesting, making so you can see your own body in the game, and sit near a teammate, so you feel real in the world. There are much more to do. *cue to that youtube video of quake in real world*
Stupid. As people will just change protocol, so.. what will you do? repeat your strategy? then enter on a tecnological battle where you ban thinks that "look" like suspicious "bad" traffic. How much time will this war need to result on a almost totally broken internet where all applications that need reliable latency fail for not apparent reason?
Do not start trowing rocks, if you live in a cristal house, concast.
Have good documentations, screenshots, maybe a video. A good website (cms + nice theme, maybe).
Then, wen you do big releases, poke the bloggers or news posters about it. People like to read news.
You can even poke the news-guys if you have something interesting, fun, amazing, to show.
And wen you give articles to news-guys, make these article very good. avoid spell errors, use your better english, etc.. your text must be perfect. This really help these people, and your opportunities, everyone.
If you want a platform where a single entity controls everything, even the right to run a game, so you can't play game A, because you have the creator of the platform to authorize it. There are consoles.
If you want freedom, you have the PC.
And withouth options, freedom is meaningless. I use Steam, because is the best (read: more convenient, run smooth) system. But there are other options, so If I don't like Steam because whatever reason, I can switch to any other digital shop, like Impulse, or D2D.
FREEDOOM!. If you don't like FREEDOOM, you will not like the proliferation of systems. If you hate freedom, you buy a console.
Thats your read?
Mine is 480ms is "pretty much OK" for a console driving game, but is horrible for a PC FPS.
The "Playing UT3 with OnLive" shows how it feels: moving like a drunk.
Anyway, probably lots of games are still fun with 480ms. So yes, as another game system, seems OnLive will work (for a subset of the gammers)
I told you so.
http://slashdot.org/comments.pl?sid=1492974&cid=30591584
http://www.pcper.com/article.php?aid=859
http://www.pcper.com/images/reviews/859/bw.jpg
RPG and pro-Gamming or e-Sport can work togueter. There are lots of examples, from DoTA, WoW Arena (and games with "WoW Arenas" design, maybe not wow itself because is a RPG design for PVE).
Adding RPG to a FPS don't ruin pro-gamming. MW2: P2P networking and the un-ability to manage a game to be fair does.
People has to build gadgets on his normal lifes. Everyone sould be allowed. If some guy mistake it for a bomb, is his mistake, not the creator of the artifact. The kid sould not be in any way demoralized by this.
I have made a webpage, that is just a js withouth html, and it score the first, and second on bing movile, and first for normal devices.
http://www.bing.com/search?q=fotos+de+perritos&go=&form=QBRE&filt=all
this page:
http://www.servicios-dpi.com/fun/perritos.htm
It used to score well in Yahoo too. It seems these primitive search engine ( Bing, Yahoo, ) are more confident on meta data like title, than in the actual data of the website. AND/OR these search engines are easy cheated because use %, so if the 100% of your webpage is relevant, your page is awesome, so your page made of only the search term will be the best page.
The algorithm of Bing is poor.
The algorithm of Google started as rather good, and Is getting better and better, because is good, and because is need to fight spam. Any other search engine is way behing.
We need to end the serie of "WoW clones", if SWTOR is anything like a WoW clone (and in some ways It will probably be) we don't need it, nor in 2011, or 2014. If it is different and really may change the scene, we need it now.. but you can have nice things always wen you need it, so maybe It will pay to wait (note that the concept of 'wait for a mmo' is broken. You just forget about it, till is released).
If we have learned one thing from 2009 is to ignore all mmos (NO EXCEPTIONS) till 4 months after release. There are too much hype on these games before release and the first months, to really tell if a game is pure garbage (and almost all are really boring games) or something that really could be interesting to play.
"That's the crux of the matter now a days. In WoW I can get the Recount plug-in and Omen to figure out if one build works better than another. They built their interface, from day one, to be as configurable as possible. But in STO? They spent months telling use "The interface is the last to get developed" Really? Most of WoW's innovations came FROM the community of plug-in's. I cannot imaging playing wow without a raid grid let alone without recount. With the current interface STO has, I can't see managing more than 10 players reliably. As it is now, most "group" missions are free for all's anyway."
Here you are not playing a RPG, but a Hack and Slash game. I see some value on a Hack and Slash game for agrometer and the like, Hack and Slash games are "gamey", the mechanics of the game are simple and visible. But on a RPG, these gamey elements break the inmersion, you sould be a dude in a medieval/future settings, not a dude on the front of the computer playing a videogame.
PlanetMULE has the family of the authors helping then. Hell.. one post on the forum :-)
Games like Dune 2 and Warcraft and almost all other RTS games play like each other.
Most FPS games play like each other.
What is working here is that:
Features are viral, and once a game invent a way to build games that seems fun, others clone that. Even the games that create a whole new way to play, clone everything else, from menus, filesystems, way to store a bitmap in a disk. The creation of a videogames is a community effort, where all minds work togueter. No game can claim to be 100% original, with no influence from other games. Almost all games can be draw into a "family tree" of incluences.
The filesize is very small for nowdays standards, but has nowdays features. Flash games, true, use much less space, but because most are optimized to get downloaded from the net, so 26+ megs will not do it.
The features that these 36 megs provide are way beyond what you can get with a simple Flash game.
on the auction phase = buy food to the other players or the shop
MULE is a strategic economic simulator for 4 players. A long game (12 turns) take about 90 minutes.
The first thing you will see wen you join, is the surface of the planet. The surface is divided into "plots", that later can be taken by the players. You will put "mules" (multi use labor element robots) in these plots to craft raw metal (smithore), precious luxuries (cristite), energy or food. Your mules to work need energy, you need food or you will be unable to manage your mules.
First phase, a cursor move trough the planet, simply pressing space take a plot. The "river" plots are specially good for food, the desert for energy, and the mountains for smithore.
Next phase, the players move his character, and have the option to take a mule, and move it to a specialization house (energy, food, smithore...) then move that mule to his plot, and press space again to place the mule.
After all players have placed his mules, theres a "production" phase. You will produce based on your mule type, type of terrain, and some economy of scale bonus.
Next phase is selling/buying. You need to secure energy, if you don't have, and food, if you want to place mules.
The tournamente mode (somewhat like the 'full experience') is 12 complete turns of this. With some random bonus and malus events for the players.
The game is some sort of economic sandbox, most people "play to win", but is possible to "play to make the colony a success".
More info:
http://www.planetmule.com/forum?topic=379.0
I play the planetMule version of MULE, and I can confirm that is still a awesome game. MULE has this ability to make you play crazy in 2 turns, 3 turns... Is a deep game, and you meet different skills and ideas about how to play. The planetMULE version is both tryiing to make a faithfull version (and is a SUCCESS as that), and make tiny improvements that don't change the gameplay.
RECOMENDED!!!
Reading the article, seems that this crash 64 bits versions of Windows 7/Vista.
It could be a good idea to create folders like that, inside zip files, and send that zip file to people with these OS versions. Or maybe create folders in USB pendrives with that name, to protect these drives from be view in a 64 bits Windows 7. etc.
Wen microsoft extended Live to Windows, made imposible to be login on both machines. Don't do that again, please.
Also, the PC market already has everything, so simply the thing will not work, need to be the thing + some quality and as less drm has possible.
Everything is consensual. Whe share ideas and needs, and make deals.
No, I don't want to buy the idea of books as licenses, I like the idea of ownership of the phisical book, with the strings attached to give it to other people, even make a copy. The idea that I don't like, is to elevate a inventation to the sacred level. We born in a blank slate, almost everything is learned, and everything that we learn was invented or created. Theres nothing superior to us, sacred, where we ower fidelity.
I have to admit that the office of Microsoft is superior to the Open Office one. But has home users don't need Photoshop, home users don't need a better office package than Open Office. Microsoft Office is interface has better usability, what result on more productivity and happy users.
The "User press A" is because the problem ocurrs on the clientside wen the player overcompensate. A accelerator can have a delay of 1000 ms, and you will not notice, because the engine have a builtin delay, but If your direction have a 1000 ms delay, your car will move like you are drunk. Withouth "User press A", the experiment is somewhat moot point. The end result is that after the player ask the car to move left, the car will move right.
----
} 471 ms: Onlive download the whole 80KB of data.
} wtf? what's that 100ms for?
downloading the 80KB of data. is that too much / too lite / wrong?
} 472 ms: Onlive uncompress the 80KB of data has 1024x768x16 bits of video data (??) ( compression: 153.6 % )
} wtf? 1 ms to uncompress?
i assume really fast CPU processing. my log is the "optimistic" log.
User with 50 ms ping, the optimistic traceroute
0 ms: User see on the screen his car moving left,
200 ms: User press "D" to move his car right.
201 ms: OnLive process the "D" and send the message to the server. The message is on the home router.
251 ms: OnLive server receive the "D" command.
301 ms: OnLive server generate the next frame.
321 ms: OnLive server compress the frame, and send it to the client. The data is on the server router (80KB)
(322 ms: User press "A" to move his car to the left.)
371 ms: Home router receive the data.
471 ms: Onlive download the whole 80KB of data.
472 ms: Onlive uncompress the 80KB of data has 1024x768x16 bits of video data (??) ( compression: 153.6 % )
482 ms: Data is rendered on the screen on the next retrace.
What the user see:
User see his car to collide, press D to move right, wait 322 ms and nothing occur, press A to move left. 482 ms after the first keystroke, the car move right.
If ofuscated text is easily readable (anti-captcha spam bots), text with not distortion at all will be perfectly readable, so if you send video, the other side will save that video (either with hardware or software) and use OCR to get back the text.
I love OF. But the same people has moved to ArmA.
Anyway, theres much more room for realism. People don't die just because are shot, or get unconscient. I would model a real game with a type of adrenalin simulation, so If you get a wound in combat, in a non letal area, you are crippled (aim, vision, speed.. ) but you can still combat, but If you stop and relax, the crippling become severe .A more real game could use some biometrics sensors on your body, so if you are scared, the character is scared too (and react with different phisical limits ).
FPS are also built on some horrible assumptions: perfect 90 from the ground, the mouse (or pad) perfectly control the angle of the camera (head), and limited vision angle ( 94 ish in PC, 70 ish in consoles ). You can make a game more real breaking these FPS rules, but may result in a unplayable game. If you make so explosions/melehit can change the camera angle, the game could result in "vomit inducing", maybe cause pain, headpain for some people.
OF did something interesting, making so you can see your own body in the game, and sit near a teammate, so you feel real in the world. There are much more to do. *cue to that youtube video of quake in real world*
No idea, I have not played it.
Anyway my list is wrong. Batman is less real than counter-strike. In batman there are magic life regen.