New policy comes as OnlyFangs streaming guild planned to quit over DDOS disruptions.
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DDOS attacks are difficult to conclusively solve. Final Fantasy 14 has been hit as well a few months back by some pretty nasty attacks. MMORPGs are a target.
TIL: WoW has permanent death of a character.
While streamers could do this, there's a whole raft of reasons why it's just not gonna happen. First off, you'd have to coordinate this time delay with everyone involved, which is significantly more difficult than it sounds. Secondly, there's technical considerations, as it'd be a much more complicated streaming setup than just pressing the "go-live" button and would incur real costs, such as local storage space for the 3 hours of video you have to record for the delay. Third, streamers tend to interact with their chat; it's basically the only reason some people watch some large streamers, is to have the opportunity for their streamer to read something they wrote and respond to it.I don't livestream, but for hardcore couldn't you just put your stream on a 1-3 hr delay (or whatever is necessary to allow guild players to get to safe spaces before broadcast?) You can still get the "live" feel without the risk of anyone knowing exactly where you are in real time. TV Broadcasters have been putting "live" TV on a delay for editing out F*bombs for decades. It's not exactly the same as "true" live, but it also eliminates a lot of potential malicious behavior (DDOS, Swatting, etc...) And its still just a thrilling for the viewers since it's "live" for all the viewers. Seems like a reasonable safety measure when on hardcore.
I don’t watch hardcore wow, but i know in the other games i do watch streamers have said that interacting with chat is a huge benefit to their stream - it is more fun, and it brings more viewers which means more revenue. Its big enough to the point that some streamers would rather skip out on a tournaments that requires delays because they’d just make more money doing their regular stream. I’d assume that a similar desire would be at play here.I don't livestream, but for hardcore couldn't you just put your stream on a 1-3 hr delay (or whatever is necessary to allow guild players to get to safe spaces before broadcast?) You can still get the "live" feel without the risk of anyone knowing exactly where you are in real time. TV Broadcasters have been putting "live" TV on a delay for editing out F*bombs for decades. It's not exactly the same as "true" live, but it also eliminates a lot of potential malicious behavior (DDOS, Swatting, etc...) And its still just a thrilling for the viewers since it's "live" for all the viewers. Seems like a reasonable safety measure when on hardcore.
I don't livestream, but for hardcore couldn't you just put your stream on a 1-3 hr delay (or whatever is necessary to allow guild players to get to safe spaces before broadcast?) You can still get the "live" feel without the risk of anyone knowing exactly where you are in real time. TV Broadcasters have been putting "live" TV on a delay for editing out F*bombs for decades. It's not exactly the same as "true" live, but it also eliminates a lot of potential malicious behavior (DDOS, Swatting, etc...) And its still just a thrilling for the viewers since it's "live" for all the viewers. Seems like a reasonable safety measure when on hardcore.
Roguelikes have had permadeath for ages. Maybe even forever.Hardcore mode.
First game I played that had such an option was original Diablo.
My first thought was "No one would be insane enough to actually use this, right?"
Once the internet was more developed and I actually got access it to, I learned that yes, there were some people that actually enjoy(?) playing on hardcore mode for the challenge and I guess the adrenaline rush?
Hardcore mode.
First game I played that had such an option was original Diablo.
My first thought was "No one would be insane enough to actually use this, right?"
Once the internet was more developed and I actually got access it to, I learned that yes, there were some people that actually enjoy(?) playing on hardcore mode for the challenge and I guess the adrenaline rush?
At this point I acknowledge that there are people who want it and enjoy it. I can respect that. I don't understand how they can enjoy that, and I don't think I want to.
In a lot of ways it's more about demonstration of skill than adrenaline rush.Hardcore mode.
First game I played that had such an option was original Diablo.
My first thought was "No one would be insane enough to actually use this, right?"
Once the internet was more developed and I actually got access it to, I learned that yes, there were some people that actually enjoy(?) playing on hardcore mode for the challenge and I guess the adrenaline rush?
At this point I acknowledge that there are people who want it and enjoy it. I can respect that. I don't understand how they can enjoy that, and I don't think I want to.
Can you imagine doing Mount Balrior with zero deaths in a PUG? ShudderTIL: WoW has permanent death of a character.
I'm a bit boggled by that. I don't do WoW, and rezzing in the MMO I play is pretty simple. It can be done by waypoint, any other player who bothers to get you up, a "revive orb" that gets you up at half health with some skill penalties, or just logging out and back in (in which case you arrive at a way point closest to your former demise).
The way I see it, the whole point to a video game is to play. Based on anecdotal evidence, there's no indication "play" happens after permadeath - at least not for a character that you've put a few (or a few thousand) hours into. One of mine has 2800+ hours. Even my least often used characters typically have a few hundred hours. And none of that time starts until after the character is named and enters the arena, so character creation isn't part of the timing.
That's a lot of time and effort for a character. And killing them off?
Definitely not my thing.
I mean, if you don't spend days just leveling and tons of gold equipping and all that, it's basically a throw-away character anyhow. But assuming you put a lot more effort into the character's development and abilities than air-dropping them in naked with a hearty pat on the back and an encouraging thumbs up, I'd have to wonder what kind of sadist, (or masochist) enjoys making them just to end up killing them off.
And most pen and papers. That character sheet rip (in both senses) was always a blow.OnlyFangs? Sounds like a good name for an Elite: Dangerous webcomic.
Roguelikes have had permadeath for ages. Maybe even forever.
Plus anyone can do /who blackwing lair and then find out who is in their raiding.
I forgot about the /who command... I played WoW at launch through WoTLK but haven't played in years. That makes total sense. TIL something!That wouldn't work because everyone knows when the major guilds are raiding the cutting edge content because they drop their buffs for everyone to get before they raid.
Plus anyone can do /who blackwing lair and then find out who is in their raiding.
I play wow hardcore.
Hardcore is a game mode, not a whole world mode.Hardcore was never about fairness, it was about finality. The whole appeal lies in its brutal indifference: one mistake, one flicker of lag, one errant click, and your character is gone, like smoke in the wind. That certainty—unforgiving, absolute—is what gave it meaning. It wasn’t just a game mode; it was a contract. To revoke that for anyone, even in extraordinary circumstances, is to admit that consequences are now negotiable. And once death has exceptions, it’s no longer death. It’s theater.
I totally agree with you up to ”what gave it meaning.” I totally disagree with you about the rest. It’s just a game, man.Hardcore was never about fairness, it was about finality. The whole appeal lies in its brutal indifference: one mistake, one flicker of lag, one errant click, and your character is gone, like smoke in the wind. That certainty—unforgiving, absolute—is what gave it meaning. It wasn’t just a game mode; it was a contract. To revoke that for anyone, even in extraordinary circumstances, is to admit that consequences are now negotiable. And once death has exceptions, it’s no longer death. It’s theater.
The very last time I played actual D&D, the DM was quite a [unprintable expletive]. Even though he knew I was the youngest player and he knew I was rather inexperienced and he knew I spent an hour making my character (including portrait), he still killed me in the first hit in our first encounter and he still ripped my CS in two.And most pen and papers. That character sheet rip (in both senses) was always a blow.
OnlyFangs? Sounds like a good name for an Elite: Dangerous webcomic.
Hardcore was never about fairness, it was about finality. The whole appeal lies in its brutal indifference: one mistake, one flicker of lag, one errant click, and your character is gone, like smoke in the wind. That certainty—unforgiving, absolute—is what gave it meaning. It wasn’t just a game mode; it was a contract. To revoke that for anyone, even in extraordinary circumstances, is to admit that consequences are now negotiable. And once death has exceptions, it’s no longer death. It’s theater.
OnlyFangs? Sounds like a good name for an Elite: Dangerous webcomic.
Roguelikes have had permadeath for ages. Maybe even forever.
I don't livestream, but for hardcore couldn't you just put your stream on a 1-3 hr delay (or whatever is necessary to allow guild players to get to safe spaces before broadcast?) You can still get the "live" feel without the risk of anyone knowing exactly where you are in real time. TV Broadcasters have been putting "live" TV on a delay for editing out F*bombs for decades. It's not exactly the same as "true" live, but it also eliminates a lot of potential malicious behavior (DDOS, Swatting, etc...) And its still just a thrilling for the viewers since it's "live" for all the viewers. Seems like a reasonable safety measure when on hardcore.
Yes, but I also the whole point of something like Rogue is that you are intended to die most of the time and occasionally get a win. Dying is part of the fun.Since Rogue. I think that counts as forever!
Mind you, a run in Rogue is at most a few hours long, shorter if you die. I find permadeath easy to justify as an option in short games; in longer ones, not so much.
EVE Online always has the most deranged storiesReminds me of the EVE online story where someone physically cut the electricity to a rival guild player’s home so he couldn’t log to defend a massive attack. Now THAT is hardcore (criminality).
What exactly is the appeal?But the appeal of disrupting specific scheduled streams will remain until Blizzard can find some way to protect its servers more effectively.
"Some people just want to watch the world burn"Okay, I'm not a gamer. So, can someone please explain to me what is to be gained by DDoSing a game? I don't see any financial incentive (I'm probably missing something!). So, what's to be gained by DDoSing a game? I don't get it.