So, why are you laughing at me? My situation isn't unique. I still have periods of unstable access though, mainly due to climatic conditions. That situation won't be resolved until FTTB arrives in a few years time.Īs things are right now I have long periods of stability. Unfortunately the root of the problem is the wiring in my town between the green boxes and the exchanges. The situation has also improved since my exchange has been upgraded for 21CN. The worst of it was alleviated by convincing the fifth Openreach engineer I'd had out to install a new NTE5. I have a high resistance fault on my line that's still not completely fixed. I could download stuff and browse the web most of the time but I couldn't play games online or use streaming video. I live in the UK and have ADSL yet spent most of last year with an intermittent net connection. One character, with an online and offline set of items? Simply allowing you to play a cached version of the character that cannot be synced with the server will be less cumbersome, but even then you'll wind up with a number of users bitching about not having access to their character online. In the first case, the client has to decrypt the data to use, and encrypt to transmit - it's not hard to change those values before being encrypted/transmitted. Your first two ideas would be broken within a few hours. Allowing any mechanism for the client to influence item generation in the game world can and will be exploited. One basic rule of security is any data that is stored on a unsecured machine is compromised. Depending on their requirement/use cases, this might be more effort than it's really work. The only viable solution is a hard separation between online and offline characters, including completely different code-paths for item management and generation. Everyone is able to come up with ideas to fix something when one of the requirements is the fix doesn't have to actually work. You know, if you're going to call someone out as being a "pretty goddamn bad developer" for something, the least you could to is provide viable alternatives. We'll have to see if Bridenbecker's comments do anything to soothe the savage rage-beast that is the Internet. The always-on requirement has been largely interpreted as a method of keeping hacks from impacting the game, especially ones like item-duplicating that would decimate the newly-announced real money auction house. "I want to play Diablo 3 on my laptop in a plane, but, well, there are other games to play for times like that." The rationale echoes comments from Blizzard game design VP Rob Pardo, who commented that increased security outweighs the benefit of offline play. You an opt to bring other people to your world if you want, but that's up to you." You'll still be able to go off and play the game solo and adventure solo. "You'll still be able to have a private game. He calls this solution more "clean." He also clarified that always-on doesn't mean you have to play with other people. He also suggests that offering a separate offline mode would create a "separate path" for players, and not many would use it anyway. I look at and say, 'Wow, those kind of suck.' But if there's a compelling reason for you to have that online connectivity that enhances gameplay, that doesn't suck. You're guaranteeing that there are no hacks, no dupes. When you look at everything you get by having the persistent connection on the servers, you cannot ignore the power and the draw of that."īridenbecker claims that DRM wasn't the impetus for the decision, but rather the "feature set, the sanctity of the game systems like your characters. it really is just the nature of how things are going, the nature of the industry. "We've been doing online gameplay for 15 years now. "I'm actually kind of surprised in terms of there even being a question in today's age around online play and the requirement around that," Bridenbecker told MTV Multiplayer. He says that Blizzard's history and the direction of online strategies in general shows the always-on requirement as a reasonable standard, given the benefits of it in this case. The company has been caught off-guard by the reaction, at least according to online technologies VP Robert Bridenbecker. Blizzard's recent announcement that Diablo 3 would require a constant connection to the Internet has been met with some consternation from fans.
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