I've been reading the argument that people have just been banned from XBL, because modifying your console somehow violates the TOS of XBL.
However, this time the ban does not just kick you off online multiplayer, it also disables functionality to install games on the included HDD! Games already installed on that HDD will not be accessible anymore. Also, any savegame you continue playing with on the banned console will get tagged with the result that you can't copy it to any other (banned or unbanned) consoles anymore.
Since a lot of people bought the Xbox360 with the ability to install games on the internal HDD right out of the box it can be argued that MS impaired the users' hardware in some way. Also: it is rumored that it is possible for MS to band your console through future (mandatory) updates on game discs, even if you never played online. The technical capabilites are there, but if they ever start doing that their XBL-TOS-argument will be seriously flawed.
Holding back your zero day exploits until directly after the MS Patchday...if your bug hasn't been removed, then you have up to a full month of time to abuse it.
With a good algorithm and a decent random number generator this should be virtually impossible.
It's somewhat like a md5sum, where modifying only a single bit in the seed changes the complete result. If these bit-changes are performed randomly, then it should be impossible to derive the "valid" keyspace.
They have been systematically and vigorously misled by the media, the people with access to all the information, who still choose, collectively, between themselves, so robustly that it might almost be a conspiracy, to give you only half the facts.
Actually, the chance of finding a proper key that is suitable for online play is non-trivial, here is how key generation usually goes:
1) programmer of company develops an algorithm to generate keys 2) company runs said algorithm 100,000 times to generate 100,000 valid keys, covering only a tiny fraction of the complete keyspace 3) company records those keys and adds them to their master server to allow online play 4) those keys are distributed with the games
What happens once the game is released is this 5) cracker figures out the algorithm 6) cracker tries to generate a "valid" key for online play, but fails because the keyspace is a couple orders of magnitude larger than the small number of keys actually distributed.
Chance of valid duplicate keys: close to nil. Chance of generating a valid key for online play: also close to nil. Of course it happens, I just don't believe it happens that often.
Sure, all of this would also be possible withOUT DRM, but it wouldn't be much of a business model if everyone could just download everything to any computer and just leave it there for someone else to play.
But that is what already happens anyway! Take a look at The Pirate Bay, Mininova, Black Cats, whatever... name any game, it's probably there. DRM is a serious nuisance to legit clients, but merely a quick and fun challenge to crackers. All this DRM-mania does nothing but make piracy look more attractive!
I'm sorry, but any argument starting with "pirating it off the internet is easier than buying" is just stupid. Yeah, of course pirating it is easier, but it's also illegal and can get you caught, possibly costing you more than your house is worth. So wanna take the risk? Fine with me...I don't.
Gotta admire the GOG people... they sell some nice stuff at decent prices, and don't give you any of that DRM bullshit.
Yeah, because implementing a DRM scheme for games that old and which they don't have the source code to would certainly cost more money than ever being made off the titles.
The thing is that some forms of DRM allow for distribution schemes previously not possible. I can see your point when talking about hard copies you buy at a store. DRM in those copies is definitely not helping the consumer.
Now take Steam on the other hand. Sure, all of this would also be possible withOUT DRM, but it wouldn't be much of a business model if everyone could just download everything to any computer and just leave it there for someone else to play. This would be equivalent to being able to copy a game you bought at the store for all of your friends.
So in this case, DRM actually makes a new distribution channel possible, which in the case of Steam is indeed a greater value to the consumer.
Who still believes any of the stuff they're writing?
Those libraries are used by the Linux SERVER, so they can pull updates over Steam. Yes, Steam in Linux...shocking, ain't it? That says absolutely zip about game capability.
Phoronix sees a handful of.so files and weaves a huge story about any Source games are just around the corner for Linux.
There's absolutely _nothing_ noteworthy about this...
count the times how many times word 'liebermann' passes in the above chronology.
I did. It was twice. What do I win?
(my point being your chronology is not very convincing)
I've been reading the argument that people have just been banned from XBL, because modifying your console somehow violates the TOS of XBL.
However, this time the ban does not just kick you off online multiplayer, it also disables functionality to install games on the included HDD! Games already installed on that HDD will not be accessible anymore. Also, any savegame you continue playing with on the banned console will get tagged with the result that you can't copy it to any other (banned or unbanned) consoles anymore.
Since a lot of people bought the Xbox360 with the ability to install games on the internal HDD right out of the box it can be argued that MS impaired the users' hardware in some way.
Also: it is rumored that it is possible for MS to band your console through future (mandatory) updates on game discs, even if you never played online. The technical capabilites are there, but if they ever start doing that their XBL-TOS-argument will be seriously flawed.
Because your might decide NOT to confirm your number after you typed the last digit, for example if you mistyped the number or changed your mind.
Sylar? Is that you?
"Guitar Hero III the First Game to $1 Billion In Sales"
from the this-sentence-no-verb dept.
Librarians tend to be nerdy and incredibly sexually creative.
Which of your porn flicks did you discover that from again?
poor boy...
...your standard geek.
What, too close to home? :)
you just WHIISH that was true...
A major one.
Holding back your zero day exploits until directly after the MS Patchday...if your bug hasn't been removed, then you have up to a full month of time to abuse it.
Clever.
With a good algorithm and a decent random number generator this should be virtually impossible.
It's somewhat like a md5sum, where modifying only a single bit in the seed changes the complete result. If these bit-changes are performed randomly, then it should be impossible to derive the "valid" keyspace.
Probably one of the grunts from within the game. Happy honeymoon.
...to read the last sentence.
They have been systematically and vigorously misled by the media, the people with access to all the information, who still choose, collectively, between themselves, so robustly that it might almost be a conspiracy, to give you only half the facts.
Six commas...
New Guitar Hero?
New Call of Duty?
New Tony Hawk game?
SHOCKING, I say...who would have thought they are releasing sequels to their money-generating machines.
Actually, the chance of finding a proper key that is suitable for online play is non-trivial, here is how key generation usually goes:
1) programmer of company develops an algorithm to generate keys
2) company runs said algorithm 100,000 times to generate 100,000 valid keys, covering only a tiny fraction of the complete keyspace
3) company records those keys and adds them to their master server to allow online play
4) those keys are distributed with the games
What happens once the game is released is this
5) cracker figures out the algorithm
6) cracker tries to generate a "valid" key for online play, but fails because the keyspace is a couple orders of magnitude larger than the small number of keys actually distributed.
Chance of valid duplicate keys: close to nil. Chance of generating a valid key for online play: also close to nil.
Of course it happens, I just don't believe it happens that often.
Well, that wasn't so ba
Actually, I didn't mean to repeat "holy Christ" twice in the same post. I'm very sorry everybody.
That's ok, you actually have to call his name three times in order for him to...oh wait, I think that was the other guy...
Three will come a time when the only version of a game that is actually playable will be the one you can download off Bittorrent.
But that is what already happens anyway! Take a look at The Pirate Bay, Mininova, Black Cats, whatever... name any game, it's probably there. DRM is a serious nuisance to legit clients, but merely a quick and fun challenge to crackers. All this DRM-mania does nothing but make piracy look more attractive!
I'm sorry, but any argument starting with "pirating it off the internet is easier than buying" is just stupid. Yeah, of course pirating it is easier, but it's also illegal and can get you caught, possibly costing you more than your house is worth. So wanna take the risk? Fine with me...I don't.
Gotta admire the GOG people... they sell some nice stuff at decent prices, and don't give you any of that DRM bullshit.
Yeah, because implementing a DRM scheme for games that old and which they don't have the source code to would certainly cost more money than ever being made off the titles.
The thing is that some forms of DRM allow for distribution schemes previously not possible. I can see your point when talking about hard copies you buy at a store. DRM in those copies is definitely not helping the consumer.
Now take Steam on the other hand. Sure, all of this would also be possible withOUT DRM, but it wouldn't be much of a business model if everyone could just download everything to any computer and just leave it there for someone else to play. This would be equivalent to being able to copy a game you bought at the store for all of your friends.
So in this case, DRM actually makes a new distribution channel possible, which in the case of Steam is indeed a greater value to the consumer.
Not really by much, I find that description spot-on.
Who still believes any of the stuff they're writing?
Those libraries are used by the Linux SERVER, so they can pull updates over Steam. Yes, Steam in Linux...shocking, ain't it? That says absolutely zip about game capability.
Phoronix sees a handful of .so files and weaves a huge story about any Source games are just around the corner for Linux.
There's absolutely _nothing_ noteworthy about this...
Congratulations, you just potentially won 3 years in jail and a $300,000 fine if she decides to hang herself now.
Congratulations, you just potentially won 3 years in jail and a $300,000 fine if she decides to hang herself now.