black_knight1337 said:
Like I said to someone else earlier. This isn't a very common form of hacking, the kind of thing you're talking about only happens to inadequately protected servers. Blizzard's servers are far from that kind of vulnerability. I doubt I can get away with any specifics of it but, like the other user, I'll point you towards packets.
I'll leave that discussion to someone with more experience in the matter. I'm fairly familiar with packet sniffing and crafting, but not much for deciphering or reverse engineering networking.
A vast majority of hackings like this aren't caused by the developers. They are caused by things as simple as using the same password on another site.
I know how scam sites and keyloggers operate.
And I assure you, that was definitely not the cause of their accounts being drained.
Only thing with that though is why weren't the high profile players targeted? I mean, they'd give the most profit.
It would take a fair bit of data mining on their part to determine the high rollers, and who just was incidentally lucky.
Unless there's a LoLking or other such character catalog site for D3.
In the absence of that, it's far better to go for the heart and grab as many accounts as possible to drain at once.
And at least when these situations do occur, Blizzard are quick to get on top of it and make it like it never even happened.
Fair enough. Servers getting overloaded only happens on launches though. I know it's not ideal but surely you can find something else to do for a few hours.
From what I saw from my sister etc, Diablo 3 was unplayable for the better part of the first two weeks on my ISP.
That's fair enough and I'm sure it would be a major issue for people still using dial-up. But like I've said before, I live in Australia, in an area that is considered by ISPs to be 'regional'. I use mobile broadband, infamous for it's inconsistencies. And to top it all off I'm lucky if I have an average download speed of 10kB/s. If I can clear all of the content solo with all that, then surely almost(I say almost because there's always someone worse off) everyone else should be able to.
I'm on DSL, and even though the average upstream and downstream is a good shade better than that, my ISP is a colossal dick and loves to throttle the speeds at the worst times or just outright hates certain games and systems (I have weird issues with League of Legends that I don't experience on my University or work connection) and Bnet 2 is one of those problematic systems.
I stopped bothering with that after dropping on freaking BOT games in Starcraft 2. Seriously.
For the user there's a greater online security and seamless integration of social features(multiplayer, clans, groups etc).
See, I've never seen the necessity for that. Steam has clan and social media integrated directly into the client, and yet none of it requires the games to be Always Online.
For Blizzard there's greater control over what happens in game, hotfixes are easier to apply and less worry of piracy hurting profits.
Aye..I've elaborated at great length exactly how this system benefits Blizzard back before D3 released.
Though I will add that while I respect their desire to protect their revenue from piracy, I still take issue with their more blunt attempts to exploit their playerbase, and definitely their puzzling attempts at trying to defend always online with nonsense.
And yeah, having the choice is always better than not but it's easy to see the logic that was used in their decision. And ultimately, it didn't hurt the game all that much because statistics showed that the retention rate was only marginally lower than what it was for Diablo 2 after the same amount of time.
Sorry, even if you provided those stats, I would question their relevance.
First, Diablo 3 is only a year and a half out. Diablo 2 is nearly 13 years old. Statistical analysis becomes more accurate with more data. Even then, the picture for D3 isn't so rosy. Blizzard stopped posting population queues for D3, probably because the numbers are frankly embarassing. They may be selling tons of copies, but few people are actually sticking with the game. (best I can tell: monthly attach rates are at most 20%, and very likely much lower than that)
Second, comparing populations would be sketchy since target demographics has changed. In 2000 and 2001 I'd I seriously doubt the proportion of people who played online is fair representation of everyone that played Diablo 2.
Going back to attach rates, because D3 is always online, that's the true proportion of people that are still playing, whereas Diablo 2, well let people play offline.
(I will add that Diablo 2 had one of the longest shelf lives for a game I've ever seen. People were still buying it in retail at least through 2010 even as the online population flagged and waned.)
I dunno. Everything about Blizzard's new attitude towards their customers and how they've handled Diablo 3 just leaves a bad taste in my mouth. They used to be -the- standard for PC gaming, and now they've become the proponent of some of its worst schemes.