Lan Play
Annihilatorza
Join Date: 2007-01-07 Member: 59490Members
Hi guys,
I just want to confirm that there will be lan in NS2, and it will not be pulled out at a later stage, if not I will be recalling my order.
After blizzard has just announced that there will be no lan play in Star Craft 2 I will not be buying the title or Diabllo 3.
I also cannot wait to get my hands on the tools.
You guys are evil to make us wait so long :D :P
I just want to confirm that there will be lan in NS2, and it will not be pulled out at a later stage, if not I will be recalling my order.
After blizzard has just announced that there will be no lan play in Star Craft 2 I will not be buying the title or Diabllo 3.
I also cannot wait to get my hands on the tools.
You guys are evil to make us wait so long :D :P
Comments
i wouldnt kill myself over it because i usually play on pubs.
You could say the same for diablo 3 thing for us was the lan play not the story line.
- The piracy can be controlled better when everything runs through Bnet.
- Bnet has got advertisements. $$$
In NS2's case I can't those preventing the LAN option as the game is spread through steam anyway and the I can't see UWE advertising anywhere on the present system.
Edit: Meh, I actually had heard of that SC2 bnet login LAN, but couldn't find any confirmation quickly.
Pretty much the same as having to log in to steam.
Great, so you can break the law/EULA at the same time!
or you running comps offline at a shpping center or the like with no Inet connection.
Blizzard has there head up there ass and with RA3 you did not have to go online to play it on lan.
yup its another example of how the customer is punished, the pirate has nothing to lose.
NS2 gameplay works differently to SC2 gameplay. Far differently.
You connect as a single user to a remotely hosted server via IP / Port, said server can be setup by anyone / anywhere and so long as right ports are opened on server hosting side then you can connect.
all current Valve gameS (HL1, HL2 etc) have all used the same "online validation for online play", the extension to lan really isnt that much of an issue.
I fail to see a reason to not require validation. This only REALLY effects people that want to buy 1 copy, share with all their mates at a lan. If everyone OWNS a valid copy, there is no issue. Perhaps the best concession would be a forced "resync" every ?3? days (72 hours), so for 72 hours your copy would be valid to play on lan? Or, you add in a simple check, no ONLINE validation, but ingame LAN "ProductID" limit of 1 client per productID (obvioulsy not based off your cdkey, but some generated value FROM that key)
I have always supported the old "Master copy and Spawn copy" idea but thats me.
Dont get me wrong, I understand what people are saying and why, but show me a TECHNICAL reason why LAN validation should not occur, Aside from "it punishes the customer". I fail to see how it punishes a customer, its been "punishing" us with online validation since HL 1 came out, and NS was concieved, so their should be nothing new here!!
Hell with wireless Key Internet so available, you can buy one for the "300 person" lan, and only allow the validation packets through, or just speed crimp the venueus "net" to a global 5KB\sec for the entire lan. Enough for validation, but pretty much impossible for anything else.
cause we all know you will get arrested for playing a modded version of a game you bought, amirite?
<a href="http://www.descipe.net/forum/steam-games/821-cracking-steam-setting-up-open-lan-server.html" target="_blank">http://www.descipe.net/forum/steam-games/8...lan-server.html</a>
fortunatly where theres a will theres a way. If developers dont give the customer what they want, we will take it. As a consequence imo developers stand to loose out by fortnoxing their software
Because trend of the year is to vilify and demonize LAN players. If you play on LAN, you're a software pirate, and if you're a software pirate, you support terrism. New generation of games tries very hard to force players to use only official servers for multiplayer. Examples: Demigod, Starcraft2, Diablo2. Demigod became famous for servers overheating at launch, but people seldom mention 1) Demigod was designed in such a way as to force players to official servers, 2) Gamestop betrayed them by breaking agreement and released the game 1 week early, before the infrastructure could be finished. <b>No LAN is the new DRM.</b>
Disallowing LAN may limit piracy a bit (which, incidentally, doesn't have to be a good thing !), but also limits owners of legitimate copies. People who paid for the game are being told how can they play the game, are force-fed ads, and so forth. LAN is faster, minimalistic, configurable. Lan works behind routers and firewalls, in places where internet access is limited or unstable.You can't configue Battle Net or write apps for it. And Blizzard will come and twist your arm behind your back if you're not satisfied with Battle Net and try to make an alternative (google for bnetd). They also set very dangerous precedents, such as using <i>copyright</i> law to something it wasn't inteded for, like telling people what they can do with games they purchased. (ignoring the right to first sale etc, read more on <a href="http://techdirt.com/articles/20080716/1046271700.shtml" target="_blank">http://techdirt.com/articles/20080716/1046271700.shtml</a> )
As a game developer, would you rather
- add features (LAN) to a game, so that everyone is more pleased with the game, even pirates, but most importantly people who paid for it ? This encourages people to buy the game.
- remove features (LAN), so that you limit what people can do with the game, even legitimate users ? This makes everyone less happy, and limiting poeple who don't want to pay for the game is not likely to make them more friendly to you !
Fortunately there are still game developers that are not retarded. From Trine website:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->No need to be online to play
Re-download the game if you need to
Burn a back-up copy to DVD for storage<!--QuoteEnd--></div><!--QuoteEEnd-->
and the game costs 30$, less if you find a good offer on Steam. (no it doesn't require Steam)
<a href="http://trine-thegame.com/site/" target="_blank">http://trine-thegame.com/site/</a>
The issue was because people leaked it (gamestop) and they had (foolishly) put a line of code that forced ALL copies to check with a master server on launch of game. This server was behind the "gamereactor" nat facilitator that you required to play any online game. if it failed to connect, it retried until it did, but sitll let you use the game. Net result was over 100K of "pirated" authentication attempts for only 10K of official success.
Quote: "Sadly, most of the ~120,000 connections are not customers but via warez. About 18,000 are legitimate. " from <a href="http://forums.demigodthegame.com/346815" target="_blank">http://forums.demigodthegame.com/346815</a>
The players were not forced to play online. Lan play WAS included and still is. Why should the producer of the product ALLOW pirates to use their official Online server though? This is the same with HL1. No one FORCED anyone online.
Incidently; they infact ADVOCATED people to use GameRanger (a lan -> online bridging program) due to them having difficulty with their netcode (CBF finding hte link now, was in one of the demigod journals by Frogboy).
In regards to the copyright law:
I agree with you entirely about the first sale etc. I FULLY support that. Its one of the reasons i hate the "three machine limit" and crap. I do disagree about LAN play == violation of it however. MMO's have no lan play, are they violating the same? Many RPG's (ie Fallout3?) have no multiplayer ability.
The issue in regards to Bnet'd was they didnt get permission, 2) were encouraging piracy, as proven in both the lower and upper court of appeals, and were committing theft against Blizzard, in lost advertising revenue, and 4) "The appeals court further ruled that bnetd circumvents copy protection in violation of the DMCA".
Wikipedia (whilst not the most accurate) does fairly well spell out why bnet'd got hit! its not a comparable subject. LAN play does not equal piracy, but equating validation checks with infringing copyright law is FAR from equal either. It actually enforces copyright law.