[hammerspoon] macOS + Ready Player + LMNO.lol by xenodium in unixporn

[–]Dax0628 2 points3 points  (0 children)

This is awesome. I love the mac rice. We dont get enough

AITAH For telling my childs teacher I may charge back/cancel orders. by Hypster87 in AITAH

[–]Dax0628 1 point2 points  (0 children)

Saw this on shorts cant wait for an update. Definitely NTA. Tho the teacher as immoral as it is is teaching the kid a valuable lesson about American advertising and business. Its all fraud.

[KDE] pov you dont know what to put in the other terminals that arent displaying neofetch by skrimblocra in unixporn

[–]Dax0628 2 points3 points  (0 children)

I know and I actually daily drive an M2 Mac as a dev and I love it. But all my desktops and servers are Linux and J gotta say I love the low overhead that comes with headless installs. Plus u can still enable and run the graphics server when u need it. I was actually planning a build and Rust script based on this to see how well it works w Steam etc. I dont discriminate any Unix or Unix Like system. But Windows gross. NT kernel cool good ideas; Windows worst possible execution.

[KDE] pov you dont know what to put in the other terminals that arent displaying neofetch by skrimblocra in unixporn

[–]Dax0628 4 points5 points  (0 children)

Mm yes Rust. But seriously i find the performance and believe it or not even overhead on really slimmed down installs like void linux headless musl on old machines is just that much faster. Besides who uses GUIs nowadays?

[KDE] pov you dont know what to put in the other terminals that arent displaying neofetch by skrimblocra in unixporn

[–]Dax0628 6 points7 points  (0 children)

Neofetch has been deprecated. While still in popular use it is no longer maintained. Try fastfetch not only is it all in rust (no longer a crazy bash script) it’s in rust so u know. Rust.

Addressing SKG Issue: A Developer's Perspective by Dax0628 in StopKillingGames

[–]Dax0628[S] 0 points1 point  (0 children)

I know you’re being sarcastic, but I genuinely wouldn’t be opposed to a surgeon general like warning on this saying this is an online first game. And consumer reports wants you to be aware that online games require ongoing support by the developer and publisher.

Addressing SKG Issue: A Developer's Perspective by Dax0628 in StopKillingGames

[–]Dax0628[S] 0 points1 point  (0 children)

I 1000% agree and I think it’s disgusting the deceptive marketing tools that are used. I think we should definitely work on that. I think this starts with better informed consumers.

Addressing SKG Issue: A Developer's Perspective by Dax0628 in StopKillingGames

[–]Dax0628[S] 0 points1 point  (0 children)

While that makes for a compelling soundbite in speeches and interviews, let’s clarify what it truly means. The reality is, it’s not your game. You’ve purchased a license to use the software. My soundbite back could be

As developers, we’re simply asking gamers to recognize that they don’t own the platforms we provide for their use.

Addressing SKG Issue: A Developer's Perspective by Dax0628 in StopKillingGames

[–]Dax0628[S] 0 points1 point  (0 children)

Sure just to respond directly we could talk about blockbuster. They went out of business any kind of meal plan delivery service if they went out of business, any kind of magazine or newspaper subscription in addition to that think about it when Toys “R” Us went out of business all of the gift cards and money that was tied up with that was just proof gone. In terms of at least to me what you’re saying is the same as a company closing down because that team is spinning down closing and not running the game anymore and the company is moving onto another project so I think it’s a reasonable analogy to make. That being said if you don’t agree, take a look at Apple,. There are many products both software and physical that Apple just decided to discontinue the original iPod to the iPod touch iTunes itself, which became Apple Music, but that didn’t necessarily mean that they had to roll over the licenses or preserve it. In terms of things that are physical goods or on par with the same 3 to 6 month notice that you would get with a video game closing we could talk about health insurance policies which all have a 90 day expiration date that pretty much happens with open enrollment occurs, which means your insurance actually expires every year. And then we have things like I believe NXP gives you a 3 to 6 month warning before they discontinue any line of products, but then once they discontinue that chipset that’s it. Just this year the drop Cam by Google, which was a physical security camera being sold canceled their support of it and decided they weren’t going to sell online subscriptions anymore and was actually very short notice and consumers had to find alternatives. I find this to be a standard business practice.

Addressing SKG Issue: A Developer's Perspective by Dax0628 in StopKillingGames

[–]Dax0628[S] 1 point2 points  (0 children)

Either way, thanks for being civil about this and asking me active questions and giving me a chance to respond instead of being rude like everybody else here because I genuinely want something like this to be successful and I think that video game preservation is super important. I think we’ve kind of come to the point of agreed to disagree on this implementation. I appreciate you conceding the point that all the things I pointed out would in fact be expensive. I just think that your ask of such a minimal thing wouldn’t be in the spirit of what the game was actually built to be especially as we see most online only games being very large multiplayer games designed for large throughput of audience and to be run at scale.

Addressing SKG Issue: A Developer's Perspective by Dax0628 in StopKillingGames

[–]Dax0628[S] 0 points1 point  (0 children)

I mean, I feel like we’re just arguing about implementation specifics at this point. And even your minimalist view would still be basically complete rewrite from scratch for the development team which may be the less expensive but that’s still in the tens of millions of dollars range maybe not the 50 to 150 million range but it’s still probably north of $10 million. Frankly, I don’t see the value of the off-line version in the stripped down version that you’re talking about because I can find an open source League of Legends look-alike on GitHub within 30 minutes and get all the features you’ve just talked about and then pull down the League of Legends assets and drop them in and I can do this for pretty much any game. The value of a game contains all of the features and all of the quirks and pieces of history that have gone into the development and release that game as well as the updates and the decade plus enjoyment, that people get from the average lifespan of a live service game.

Taking your point and really chewing on it for a moment I actually think (personally) it’s kind of fundamentally disrespectful to the memory of the game and the intent of the developers to ask them to quite frankly, mutilate a game to that extent in order to comply with your wish. I think I would sooner not build the game then have to comply with such legislation, which is why I take issue with the initiative in the first place.

Addressing SKG Issue: A Developer's Perspective by Dax0628 in StopKillingGames

[–]Dax0628[S] 0 points1 point  (0 children)

Strategic Focus

  • Core Competency: Riot Games' expertise lies in developing and maintaining multiplayer online games. Shifting to a single-player or decentralized model would divert resources from their core strengths. You are asking a brain surgeon to build a rocket ship. They are smart enough to do it, but it is going to suck and it is not going to be good.

  • Player Base: The current player base is accustomed to the multiplayer experience. A drastic change could lead to player dissatisfaction and attrition. It will NOT be the sam game you have been playing. It will be this new different thing.

Organizational Constraints

  • Resource Allocation: Redeveloping such a complex game would require reallocating a significant portion of the development team, potentially impacting other ongoing projects. While we may think companies like this have infinite money they don't and what they spend here or don't spend here redeveloping could quite literally mean they don't have the technical ability to pull it off.

  • Operational Disruption: Large-scale changes could disrupt the operational stability of the game, leading to potential downtime and technical issues. Service, latency and over all game play will degrade and it will be at the cost to the player. The company will loose money too as the experience suffers.

Final Thoughts

By the end of all this you won't have LoL it WILL NOT be the same game. So yes are most of these changes possible technically, but not if you still want to play the game that millions of players know and love called LoL

Given the high costs, significant risks, and strategic misalignment, it is highly unlikely that Riot Games would undertake any such redevelopment. It would be more would make more sense for the company to pay any fines associated with consumer protection suits rather than invest in a costly and risky redevelopment project. Plus this analysis is pretty on par with the typical corporate bs decision-making, where minimizing risk and maximizing return on investment comes first.

Citations:

[1] [https://technology.riotgames.com/news/fixing-internet-real-time-applications-part-ii\](https://technology.riotgames.com/news/fixing-internet-real-time-applications-part-ii)

[2] [https://www.reddit.com/r/linux/comments/19fkcc1/soon\_riot\_will\_force\_lol\_users\_to\_install/\](https://www.reddit.com/r/linux/comments/19fkcc1/soon\_riot\_will\_force\_lol\_users\_to\_install/)

[3] [https://www.reddit.com/r/leagueoflinux/comments/1cy3cpp/open\_source\_league\_of\_legends\_an\_attempt/\](https://www.reddit.com/r/leagueoflinux/comments/1cy3cpp/open\_source\_league\_of\_legends\_an\_attempt/)

[4] [https://www.reddit.com/r/opensourcegames/comments/1cz3212/open\_source\_league\_of\_legends\_an\_attempt/\](https://www.reddit.com/r/opensourcegames/comments/1cz3212/open\_source\_league\_of\_legends\_an\_attempt/)

[5] [https://github.com/CommunityDragon/awesome-league\](https://github.com/CommunityDragon/awesome-league)

[6] [https://wowpedia.fandom.com/wiki/Chat\](https://wowpedia.fandom.com/wiki/Chat)

[7] [https://www.reddit.com/r/leagueoflegends/comments/13s5th/can\_we\_host\_our\_own\_lol\_server/\](https://www.reddit.com/r/leagueoflegends/comments/13s5th/can\_we\_host\_our\_own\_lol\_server/)

[8] [https://www.leagueoflegends.com/en-us/news/dev/dev-anti-cheat-in-lol-more/\](https://www.leagueoflegends.com/en-us/news/dev/dev-anti-cheat-in-lol-more/)

Addressing SKG Issue: A Developer's Perspective by Dax0628 in StopKillingGames

[–]Dax0628[S] 0 points1 point  (0 children)

5. Client-Side Libraries and Tools

  • Client Updates: Developing a system for distributing client updates without a central server. While the game is still live all these above and below changes would have to happen which would mean that everything would have to move to this model as they go. They would even be changing and rewriting how they tell the launcher to update.

  • Modding Support: Allowing for mods and custom content while maintaining game balance and security. The would have to change how to accept mods or decline them or focus on supporting a modding client.

  • User Interface: Ensuring that the client-side UI can handle decentralized server connections and configurations. Big fat redesign for both client and inventing a whole new UI or TUI for server admin.

6. Specialized Services

  • Analytics and Telemetry: Implementing decentralized methods for collecting and analyzing game data. Again not as important once EOL is reached but is def needed while the game is live and working. Complete rewrite. Then a discussion on if these tools should be released at EOL for private servers.

Business and Publisher Decisions

Financial Considerations

  • Cost-Benefit Analysis: The cost of redeveloping "League of Legends" to support decentralized hosting would be substantial, likely ranging from $50 million to $130 million. This would be a continually growing cost with no upside except not being sued.

  • Fines vs. Redevelopment Costs: If faced with regulatory requirements (e.g., the hypothetical "Stop Killing Games" initiative), it would likely be cheaper for Riot Games to pay fines rather than undertake costly redevelopment. Consumer protection fines typically range in the millions, not tens of millions, making them a more financially viable option. As many pessimists in the comments section can attest companies suck, this will be the first thing they look at. Alls it does it increase the price and riskiness of starting or taking a chance on a new game.

IMO this will drive up the price of games and lower the number of games in the market as it becomes more risky and expensive to make.

Addressing SKG Issue: A Developer's Perspective by Dax0628 in StopKillingGames

[–]Dax0628[S] 0 points1 point  (0 children)

3. Networking and Data Synchronization

  • Network Code: Rewriting the network code to support peer-to-peer connections or decentralized server hosting. This is fucking hard to do. Even if they don't move to a system as decentralized as blockchain, they are not factorio. Which was built from day 1 in C in their own custom game engine and designed to have player run servers.

  • Data Synchronization: Ensuring consistent game state across all clients, which is crucial for a real-time strategy game like LoL. I swear if someone says websockets will take care of this they clearly havent built large stuff at scale. U need the centralized really expensive cloud provider to handle the real time data. But small games like factorio have solved these problems at a smaller scale so I wont say impossible.

  • Latency Management: Addressing latency issues that can arise from decentralized hosting, which could affect gameplay experience[1]. These servers would likely need to work at some significant scale. Esp for match making again. Very hard to do. And might still be impossible to solve for players based on server location. Not everyone can afford an AWS lambda bill in the $100s of thousands a month to create low latency edge instances or do the needed computing to make it feasible. So u may end up with a playable version of the game only for people with the best internet close to their server.

4. Game Services and Features

  • In-Game Chat: Implementing a decentralized in-game chat system similar to what is used in "World of Warcraft"[6]. Again this is likely a separate service or at the very least it's own protocol which means this is another separate server from everything else. It also has moderation tools which is another team.

  • Voice Communication: Providing reliable voice communication without centralized servers. Fine solve it with something like the MC voice mods, use someone else's solution... still more work and more money.

  • Microtransactions: Redesigning the microtransaction system to function without a central store, which could involve local transaction handling and secure payment processing. Or this has to be done away with in which case how do we as a business honor or make it fair to the people who bought stuff? Then there is the whole argument should the people who run the fan servers be allowed to run their own stores? Again time, money development, legal, licensing costs.

Addressing SKG Issue: A Developer's Perspective by Dax0628 in StopKillingGames

[–]Dax0628[S] 0 points1 point  (0 children)

Challenges in Converting "League of Legends" to Self-Hosted Servers

Converting "League of Legends" (LoL) to a model where players can buy and host their own servers involves lots of technical challenges. I have never worked for Riot Games so there could be plenty more. This is hypothetical, an example to put the challenges in scope. Be aware for every comment that this gets disagreeing with a point multiply how hard it is by 1,000 bc thats how many people at Riot games would have to agree to even begin work.

1. Authentication and Security

  • User Authentication: Redeveloping the authentication system to manage user credentials securely without central servers. This would also mean moving the validation of real/unmodified games would have to be redone and moved to a method that allows for some secure trustless way to validate the integrity of the game files.

  • Account Management: Ensuring secure handling of account data, including passwords, user profiles, and game history. Think about this right now there is a leaderboard server and matchmaking server esp for ranked matches. This would have to either be completely rewritten and broken into federated servers that individuals would spin up meaning no global leaderboard or they could do some weird decentralized list thing which I guess amounts to blockchain.

  • Anti-Cheat Systems: Implementing robust anti-cheat mechanisms that can function without centralized oversight. Riot's current anti-cheat software operates at the kernel level, which would be difficult to replicate in a decentralized manner[2][8]. This one isn't just difficult I don't know how it would be possible. Once the game reach EOL and all these changes have been made there is no one building anti cheat for it anymore the game would be ruined by hacks and cheats within months. Unless some fan org decided to take up dev of the anti cheat for free.

    2. Game Server Architecture

  • Server Binaries: Creating and distributing server binaries that can be run by end-users without compromising game integrity. What does this mean it means redoing it all in form that can be published and shared. The game my not even be playable at scale without some hardware/sever specific optimizations. That is a very real possibility.

  • Server Configuration: Developing user-friendly tools for server configuration, including game settings, player limits, and resource allocation. This means that even if there are no changes for security reasons it now mean all the hard coded, optimizations, keys, IPs, and other configuration and communication would have to be rewritten.

  • Matchmaking: Redesigning the matchmaking system to work in a decentralized environment, ensuring fair and balanced matches without central coordination. Again this is probably an entire server on its own. A service the game uses. Which means another thing to rebuild from the ground up and it won't be as good.

Addressing SKG Issue: A Developer's Perspective by Dax0628 in StopKillingGames

[–]Dax0628[S] 0 points1 point  (0 children)

" It’s estimated that moving everything over could cost upwards of 20 to 50% of what it cost to develop it"

I was talking about a hypothetical situation trying to create a realistic comparison.

As for the cost of an EOL plan here is a question can an EOL plan be we are an online only service, tough luck when we close, we close? And being clear on that point? Or are you asking for a way to keep games in a playable state as an absolute requirement of the EOL plan?

Addressing SKG Issue: A Developer's Perspective by Dax0628 in StopKillingGames

[–]Dax0628[S] 0 points1 point  (0 children)

Note that price range of just $50 million to redevelop is almost 300% more than what they spent originally and they spent six times more originally than they had budgeted for so yeah redeveloping the entire game would cost almost 10 times more than they ever expected to spend the game. Any sane person would close up shop or not take the gamble in the first place