Ugh, that sounds horrible. Having to put up with whatever crap they give you just because they're all that's there.Atmos Duality said:I live in the Chicago region, which is strike one admittedly because well, not a coast.
Strike two is that the ISPs around here are colossal fucking dicks who have carved up their regions and agreed to barely, if ever compete.
So, when I say that she couldn't play for two weeks, it's not entirely accurate by a technicality but quite accurate in practicality.
If she was lucky, could hit the character screen, load into the game, and then play for maybe a few minutes before it would time out, or freaky shit started happening.
I really do miss the days when Blizzard North was around since they operated pretty close to our region; we would still have to choose between East and West regions, but they must have had some proxy servers or such set up because even on dial-up it was pretty smooth for the most part.
Huh, haven't really noticed it that much. Still, for an API anyone can access(I think non-devs can now as well) it isn't utilised often enough. And iirc Torchlight 2 uses your Runic Games account to handle the in-game friends system.Every Valve game has that (DotA2, Left4Dead 1&2), though looking down my list I can find.
Borderlands 2
Orcs Must Die 2
Torchlight 2
Saints Row the 3rd
(I think Killing Floor may have it too, but I haven't been able to test that)
No doubt, it was steadily going down after that. Although the RoS announcement and Blizzcon created surges of people coming back. Forums are still very active as well so at least you could say there's plenty of people that still care about it and want it to do well.3 million a month probably isn't true today. Interpolated onto 14 million sales yields an attach rate of 20%.
It's not terribly accurate, I realize, but that was the last time Blizzard issued numbers for their online population.
They apparently implemented the /whois function from Diablo 2 into D3 only to disable it from what I could find.
The only reason for doing this is that they're afraid to show just how bad the attach rate is (probably to hide that figure from shareholders, because what does Blizzard fear from snarky nobodies like me on the net?) in a game that was banking on a high attach rate like WoW.
Also, what I've been finding reading through forums and Xfire usage, suggests that their usage numbers might be padded to hell with botters by now.
Still, you're right in that Reaper of Souls will be the real teller.
O_O Good luck with that.Now if you excuse me, I have to take shelter from a bloody tornado (no, I am not joking; the sirens are going off. What timing).
Firstly, thanks for pointing towards those books. They look like they'll be a good read, not only for this but in general. Now onto the topic at hand. I'm not saying that offline mode = hacks but rather offline mode allows them to experiment in a safe environment which in turn makes it an easier process. As for the process you are suggesting, it wouldn't go to far in actually preventing hacks occurring, at best it will slow would-be hackers down. Here's an example of what I mean.Vylox said:-programming stuff-
Yep, but with the economy having such a vital role in games like Diablo it becomes a pretty big deal. But yeah, they're a problem in D3, much like a lot of other games. As for those statistics, they're only a little overestimated and by a little I mean a good 40-50%. There was a thread some time ago that went through it based on the 1 million per day, 3 million per month stats that Blizzard gave us. They made the assumptions that bots would log in every day and that actual players would only log in once in any given month. The figures they got were somewhere comfortable under 1 million(which was only 33% at the time). Of course there's a margin of error but they are much more believable than random players using stats like you suggested(The same players claim they aren't playing ever again and then remain active).Bots: They could be considered a problem, in terms of the community controlled economy, but beyond that they really aren't much of an issue. I went scanning the D3 user forums on 5 different sites, and in D3 bots ARE a problem. In a big way. By user estimates, somewhere between 70 and 85% of all active accounts at any point in time on the D3 servers are bots. I'll take that with a grain of salt. However without any actual user statistics being provided, there is no real way to judge.
As for the previous user statistics issued by Blizzard. They count every individual login as a unique login, even if it is from the same IP address. As long as there is a specific interval between those log-ins. What that interval is I could not find.
Yeah, I know. People are always quick to call you a hacker even when it's something as simple as a bit of RNG. But when you've had items you've received in trades just vanish and end up being banned for it then you know that duping is definitely still going on. The rust storm stuff doesn't do anything to stop people duping a desirable item and trading it to someone else in a single session.Rust-storm and Ladder.
In D2, there was very little duping and item injection going on on the ladder server. If any at all. Yes there were lots of things people considered odd, however I can safely say that the amount of proclaimed duping and the amount of actual duping happening were vastly different. I had several people complain about some of the items I was using, claiming that they were duped, when in fact they were legitimate things that I either collected myself or re-rolled. It took me months to get a decent amazon torch, which I had acquired myself by opening up Tristram for someone else to clear it for me. After some time, I was able to do Tristram runs on my own with a bowZon. I was giving away torches and Anni charms on a regular basis (the Anni charms were much more difficult for me to acquire, as luck was involved in finding the server instances where D would spawn). Many people also complained about some of the extra rare items I would give away, even knowing that a person who played and was level 96 could generate every possible prefix and affix combination available in the game through drops or gambling, yet the +3 skill tree circlets I would regular get from gambling were almost always considered dupes by people (hence why I gave them away). People would also regularly state that any SoJ was duped, no matter what, even though it was available as a drop from Andariel in the first act, and could be farmed by anyone with a level 30+ character.
Obviously the hacks were on a larger scale as there was no deterrent at all and of course duped items never got taken out of the economy either. But that's fine because it's to be expected of an open system and hell, it's even fun at times to just run a few hacks and breeze through the game.Things were a bit different on the open/non-ladder servers, as they did not have rust-storms at all. I never played there, so I am unsure of how things worked out for people. However, on the ladder, the rust-storm was done upon game enter. So anything you had in your stash or inventory that was duplicated or injected was removed upon entering a game. I will admit, that it could be possible to force drops, duplicate or inject items within a specific game instance, however they would not be permanent items due to how the rust-storm worked and functioned.
I'm connected to the internet now so I'm always connected to the internet? That's more than a little fallacious.EvilMaggot said:most on this thread 'oh boohoo always online, is so problematic boo' soo what about.. when you are connected to a social network and always some kind of connected to the internet. But when a game asks for it 'OH NO THE HORROR'.. Hypocrites..
i for one will be looking forward to Reaper of Souls, withouth the AH, a step further to the goold ol' and the 2.0 looting system <3
Scorpid said:Why are company's so dismissive of their customers "Oh you want to play diablo but can't connect to the internet? TOUGHSHIT we don't want your business you pauper." I mean seriously Diablo is a big franchise and blizzard a successful company and they're pleading that they can't get it done... Like how the AH in the game was too integral to the game... sigh. Statements like this make me bitter with this company I have alot of respect for.
Reminds me of BioWare...
When I buy a game. I own it. So I can do anything I want with it. I can tie it to a tree, use it as backscratcher, or I can play it.EvilMaggot said:most on this thread 'oh boohoo always online, is so problematic boo' soo what about.. when you are connected to a social network and always some kind of connected to the internet. But when a game asks for it 'OH NO THE HORROR'.. Hypocrites..
i for one will be looking forward to Reaper of Souls, withouth the AH, a step further to the goold ol' and the 2.0 looting system <3
Ubisoft did it before Blizzard.. remember ? the always online in the AC2 singleplayer ?Lictor Face said:When I buy a game. I own it. So I can do anything I want with it. I can tie it to a tree, use it as backscratcher, or I can play it.EvilMaggot said:most on this thread 'oh boohoo always online, is so problematic boo' soo what about.. when you are connected to a social network and always some kind of connected to the internet. But when a game asks for it 'OH NO THE HORROR'.. Hypocrites..
i for one will be looking forward to Reaper of Souls, withouth the AH, a step further to the goold ol' and the 2.0 looting system <3
If a game demands me to be ALWAYS online to even play it, that erodes at my right of ownership. ( And always online always causes more problems than it fixes anyway. Look at simcity. )
So why bother? Make a game offline singleplayer and online multiplayer. It has ALWAYS been like that. BUt no, someone HAD to rock the boat for some obscure reason
Exception handling and data recognition are how many games are able to supply both offline and online modes. Since the server reads the data and checks its algorithmic string code (its item ID basically) you could program the I'd data in different fashions/ways for offline and online. Which is the only difference. Since the code for the item I'd data is server-side and not local for the online version, and it is stored server side, even if a person is looking for it, they won't be able to see access or use it.black_knight1337 said:Firstly, thanks for pointing towards those books. They look like they'll be a good read, not only for this but in general. Now onto the topic at hand. I'm not saying that offline mode = hacks but rather offline mode allows them to experiment in a safe environment which in turn makes it an easier process. As for the process you are suggesting, it wouldn't go to far in actually preventing hacks occurring, at best it will slow would-be hackers down. Here's an example of what I mean.Vylox said:-programming stuff-
Say you are trying to develop a hack, you are monitoring how the local server and the client are interacting trying to find something that you can exploit. Then you see the way map data gets handled, you go "great, I'll be able to have the map permanently 100% visible now!" and get to work trying various methods to use that data to your advantage. Soon after you eventually get it to work as planned and you're running around in single-player with your map hack. The next logical step for you is taking a risk and applying it to the online version. The first thing you do is try to directly apply it just like it worked locally but it doesn't end up doing anything. So you then you start monitoring the interaction between your client and the online server(evidence shows that's viable). As you know what you're looking for, it doesn't take nearly as long as it did originally it. You rework your hack a little and bam, it works for the online version.
Now compare this to having now offline mode. You start monitoring the client and server interactions, after a while you spot some exploitable map data. You then set out to developing the same hack above and start trying them out on the server as you go along. After a few attempts you get a message "You have been disconnected from the server" and upon trying to log back in you find out you've been banned. Now of course you could get another account and try and again and repeat until it ends up working but the thing is, you've let Blizzard know that there is a possible exploit there. There's nothing stopping them trying to find out how you were trying to exploit it and then making some edits to stop it happening or at the very least invalidate what you've already done.
Yep, but with the economy having such a vital role in games like Diablo it becomes a pretty big deal. But yeah, they're a problem in D3, much like a lot of other games. As for those statistics, they're only a little overestimated and by a little I mean a good 40-50%. There was a thread some time ago that went through it based on the 1 million per day, 3 million per month stats that Blizzard gave us. They made the assumptions that bots would log in every day and that actual players would only log in once in any given month. The figures they got were somewhere comfortable under 1 million(which was only 33% at the time). Of course there's a margin of error but they are much more believable than random players using stats like you suggested(The same players claim they aren't playing ever again and then remain active).Bots: They could be considered a problem, in terms of the community controlled economy, but beyond that they really aren't much of an issue. I went scanning the D3 user forums on 5 different sites, and in D3 bots ARE a problem. In a big way. By user estimates, somewhere between 70 and 85% of all active accounts at any point in time on the D3 servers are bots. I'll take that with a grain of salt. However without any actual user statistics being provided, there is no real way to judge.
As for the previous user statistics issued by Blizzard. They count every individual login as a unique login, even if it is from the same IP address. As long as there is a specific interval between those log-ins. What that interval is I could not find.
And do they? Can you link a source on that? I would have thought it would be something like; user x logs in, gets added to a database if they aren't already, then every 24 hours get a total player count and clear the stats.
Yeah, I know. People are always quick to call you a hacker even when it's something as simple as a bit of RNG. But when you've had items you've received in trades just vanish and end up being banned for it then you know that duping is definitely still going on. The rust storm stuff doesn't do anything to stop people duping a desirable item and trading it to someone else in a single session.Rust-storm and Ladder.
In D2, there was very little duping and item injection going on on the ladder server. If any at all. Yes there were lots of things people considered odd, however I can safely say that the amount of proclaimed duping and the amount of actual duping happening were vastly different. I had several people complain about some of the items I was using, claiming that they were duped, when in fact they were legitimate things that I either collected myself or re-rolled. It took me months to get a decent amazon torch, which I had acquired myself by opening up Tristram for someone else to clear it for me. After some time, I was able to do Tristram runs on my own with a bowZon. I was giving away torches and Anni charms on a regular basis (the Anni charms were much more difficult for me to acquire, as luck was involved in finding the server instances where D would spawn). Many people also complained about some of the extra rare items I would give away, even knowing that a person who played and was level 96 could generate every possible prefix and affix combination available in the game through drops or gambling, yet the +3 skill tree circlets I would regular get from gambling were almost always considered dupes by people (hence why I gave them away). People would also regularly state that any SoJ was duped, no matter what, even though it was available as a drop from Andariel in the first act, and could be farmed by anyone with a level 30+ character.
Obviously the hacks were on a larger scale as there was no deterrent at all and of course duped items never got taken out of the economy either. But that's fine because it's to be expected of an open system and hell, it's even fun at times to just run a few hacks and breeze through the game.Things were a bit different on the open/non-ladder servers, as they did not have rust-storms at all. I never played there, so I am unsure of how things worked out for people. However, on the ladder, the rust-storm was done upon game enter. So anything you had in your stash or inventory that was duplicated or injected was removed upon entering a game. I will admit, that it could be possible to force drops, duplicate or inject items within a specific game instance, however they would not be permanent items due to how the rust-storm worked and functioned.
Switch off your Xbox Live by unplugging your wireless router.EvilMaggot said:Ubisoft did it before Blizzard.. remember ? the always online in the AC2 singleplayer ?Lictor Face said:When I buy a game. I own it. So I can do anything I want with it. I can tie it to a tree, use it as backscratcher, or I can play it.EvilMaggot said:most on this thread 'oh boohoo always online, is so problematic boo' soo what about.. when you are connected to a social network and always some kind of connected to the internet. But when a game asks for it 'OH NO THE HORROR'.. Hypocrites..
i for one will be looking forward to Reaper of Souls, withouth the AH, a step further to the goold ol' and the 2.0 looting system <3
If a game demands me to be ALWAYS online to even play it, that erodes at my right of ownership. ( And always online always causes more problems than it fixes anyway. Look at simcity. )
So why bother? Make a game offline singleplayer and online multiplayer. It has ALWAYS been like that. BUt no, someone HAD to rock the boat for some obscure reason
There will always be client to server interactions and having an offline mode will give them a safe environment to find ways to exploit them. The only way that it wouldn't end up like that is if everything(other than input) is handled server side which would mean the online version would just be a mess of lag and desync rendering it unplayable(at least with current tech). The only other way you can prevent the offline mode being a testing ground for would-be hackers is if you drastically change the code for the online version making whatever they learn in offline mode pointless in online mode. Other than what's mentioned above the best thing you can do is what Blizzard have done for D3. While it may not be un-hackable or anything it gives them time to identify people trying to hack, punish them before they get to far and then fix the hole in their security.Vylox said:Exception handling and data recognition are how many games are able to supply both offline and online modes. Since the server reads the data and checks its algorithmic string code (its item ID basically) you could program the I'd data in different fashions/ways for offline and online. Which is the only difference. Since the code for the item I'd data is server-side and not local for the online version, and it is stored server side, even if a person is looking for it, they won't be able to see access or use it.
It is slightly different for the map, but that is kind of moot and pointless, as the maps themselves while random become extremely repetitive after you have seen them a few thousand times. (I could start a new D2 character, go into a game and know the fastest route to anywhere in any act based upon how the first viewable section looks. An there are many others who could do the same).
Link? It makes sense so it'd ease server load but then it makes the numbers it generates near on pointless.The user statistics are handled the same way that they are for StarCraft 2 and WoW,which is interval based. That interval is whatever they have set for their memory datadump. Since D3 is instance based, they must do frequent data dumps daily in order to ensure that their servers don't get overloaded. Its the reason game rooms expire after a period of time. (This is available information from blizzard BTW, I found it in their own sponsored links). Because of how their database servers are being used by D3, they have to flush the cache and make regular data dumps. If your character isn't online at the time of the data dump or flush, the next time you log in, even if it is during the same day, you get counted as a unique log-in. Since the record you your previous log in has been discarded, even if you were already counted. To do it your way would increase server load, as the IP or unique copy code would have to be recorded and stored and then searched for ever single log-in that is made. Its based on efficiency and server load. Counting every login as unique is more efficient code (requiring less actuals code) and doesn't require server resources to keep track of specific individual login counts.
There's two main kinds of bots. The first are like you describe, picking up only a select few types of items. These ones hurt people that also want to sell these items because they are rapidly pushing up the supply. Higher supply = lower prices = less profit. The other type target gold. These ones hurt both people using gold to trade(not as big of a deal in D2 because it became item based but D3 is gold based atm) and people looking to craft for profit because it quickly devalues gold making drops worth more gold and crafts worth less in comparison. Of course you could look at the benefit of it ie. letting people leech easily.The thing about bots.... Some claim them to be bad, others say they are OK, some don't care, others like them. Its entirely relative. I understand that they can potentially ruin a game's player driven economy, however as most bots are extremely selective about the items they collect when running as farmers, anyone can easily collect the extra stuff, that the person who runs the not considers trash, but they might find useful or others might want. So in a way they can benefit the economy also.especially as they generally decrease the in-game currency costs of desirable items.
Static items would be the easiest to do as the good ones are always desirable. But like you say, regular gear would be a lot harder. Wouldn't say it's not worth the effort though.For the dupes, yes that could be an issue, but who is to say what is desirable at any given time? In d2 the most desirable items were keys and organs, and possibly runes. Most other items were on an individual basis. I spent weeks trying to find a buyer for a flawless Twitch, and weeks trying to get a good shaftstop, yet I could trade garbage high level affix charms instantly no questions asked. At other times, I couldn't even give away skill charms, yet Twitch and SS jumped in price to 2-3 Shakos each. So those who would choose to dupe had to pay attention to the current market trends, which were different for each server chain and changed practically by the hour. That is just not worth the effort.
While I can agree that almost all of the electronic devices I use have an internet connection, if for some reason said internet connection should cut out inexplicably, all of those devices will not suddenly CEASE TO FUNCTION. They have some kind of offline capability of use. And for the most part, its not that we don't want to have online capability, its that we don't want to HAVE to have online capability. We want to be able to enjoy the game on our own, without the threat of lag spikes, or internet loss interrupting our sessions. And if that comes at the cost of that character being forever locked offline, fine. If I wanted to play online, I'd have chosen to do so.EvilMaggot said:most on this thread 'oh boohoo always online, is so problematic boo' soo what about.. when you are connected to a social network and always some kind of connected to the internet. But when a game asks for it 'OH NO THE HORROR'.. Hypocrites..
i for one will be looking forward to Reaper of Souls, withouth the AH, a step further to the goold ol' and the 2.0 looting system <3