These types of games usually revolve around how teams are composed/what skills they invest in, and less on maps. That being said, more maps down the road would be awesome.
Not gonna lie, the community needs work. However, S2 isn't blind to this, and they're trying to do better. They just implemented a "Report a Player" feature, so if someone starts cussing you out/greifing/being a jerk, you can report him and he'll likely be temporarily banned.
It's tough to say whether I like this or League of Legends more. I've found the community of LoL to be better overall, but the gameplay seems a bit too simplified. Conversely, I like the gameplay of HoN more, but their community is worse. I would have said that HoN was more suited to competitive play, but LoL just fixed that with one of their latest updates. So I won't.
In any case, try both now that they're free. In both cases, the difficulty curve is high, but stick with it and you'll get a game with nigh infinite replay value that's a lot of fun.
This would have to work with a user account system, like Steam, or Games for Windows Live. Basically, it detects if the game has been pirated, then subtly makes it unplayable if it's pirated.
When the player creates a game file, the game checks an online database. If the cd key/special code thingy they are using is a valid cd key, and has not been used before, it registers that key with their profile, and all is good. If it has been used by their profile, then all is good. If either of these conditions fail, it trips a bunch of boolean variables in the game's code. A random combination of these variables tell the game that this copy has been pirated. The rest are dummies. All the variables are used in if-statements inside the code. If certain if-statements are tripped, the game is altered slightly, but importantly. Suddenly, the player can't jump, can't use equipment, can't shoot, etc. There will also be dummy if-statements as well.
Furthermore, the variables that indicate "pirated" could be different for each copy of the game, as well as what gets affected in each game. This would not be too hard to randomize, and would be set by the developer before shipping, possibly even kept server-side so the user couldn't tweak them or see them.
Complicated? Yes. Pain in the rear to circumvent? Yes. Minimal internet connection required? Yes. Hilarious to watch? Absolutely. Impenetrable? No, but I doubt there is a perfect DRM out there.
Monday Night Combat patch, free DLC pack incoming
Aug 30th 2010 4:51PM (Joystiq)http://www.youtube.com/watch?v=IIOQNDA1s-U
Review: Monday Night Combat
Aug 9th 2010 12:57PM (Joystiq)This is a TOTAL ripoff of Trivial Pursuit.
Review: Monday Night Combat
Aug 9th 2010 12:12PM (Joystiq)"Balance tweaks without patches"
*swoon*
Video: Monday Night Combat is all about Support
Aug 8th 2010 9:05AM (Joystiq)Let's not forget that a good chunk of the gameplay is from Dota-style games.
Monday Night Combat gameplay walkthrough is full of bacon
Aug 6th 2010 10:19AM (Joystiq)These types of games usually revolve around how teams are composed/what skills they invest in, and less on maps. That being said, more maps down the road would be awesome.
Batman: Arkham City coming to PC, PS3 and 360 in Fall 2011
Aug 5th 2010 10:40AM (Joystiq)On a more serious note, good gravy yes this will be awesome.
Heroes of Newerth free to play this week
Aug 3rd 2010 5:08PM (Joystiq)The stats man. It's all about the stats.
Stalingrad < The Stats
Heroes of Newerth free to play this week
Aug 3rd 2010 3:46PM (Joystiq)It's tough to say whether I like this or League of Legends more. I've found the community of LoL to be better overall, but the gameplay seems a bit too simplified. Conversely, I like the gameplay of HoN more, but their community is worse. I would have said that HoN was more suited to competitive play, but LoL just fixed that with one of their latest updates. So I won't.
In any case, try both now that they're free. In both cases, the difficulty curve is high, but stick with it and you'll get a game with nigh infinite replay value that's a lot of fun.
Dreamcast Returns on PSN and XBLA this year
Jun 10th 2010 12:42PM (Joystiq)Swag Sunday: Assassin's Creed 2 (PC) [update]
Mar 22nd 2010 12:17AM (Joystiq)When the player creates a game file, the game checks an online database. If the cd key/special code thingy they are using is a valid cd key, and has not been used before, it registers that key with their profile, and all is good. If it has been used by their profile, then all is good. If either of these conditions fail, it trips a bunch of boolean variables in the game's code. A random combination of these variables tell the game that this copy has been pirated. The rest are dummies. All the variables are used in if-statements inside the code. If certain if-statements are tripped, the game is altered slightly, but importantly. Suddenly, the player can't jump, can't use equipment, can't shoot, etc. There will also be dummy if-statements as well.
Furthermore, the variables that indicate "pirated" could be different for each copy of the game, as well as what gets affected in each game. This would not be too hard to randomize, and would be set by the developer before shipping, possibly even kept server-side so the user couldn't tweak them or see them.
Complicated? Yes. Pain in the rear to circumvent? Yes. Minimal internet connection required? Yes. Hilarious to watch? Absolutely. Impenetrable? No, but I doubt there is a perfect DRM out there.