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The UNO2IEC for the Commodore 64
☆— Nuclearbyte was fucking around on LMaD. A usual thing for him when he had nothing better to do. —☆
☆— Looking for random trades, other bullshit, laughing about the thought of scamming idiotic people, etc. —☆
☆— It hadn't occured to him that he was on his main account. Not a random alt used so he wouldn't get fucked over by a ban or a scammer who thought they were hot shit. —☆
☆— Unfortunately, he would be that scammer who thought they were hot shit. —☆
☆— After laughing his ass off, probably calling this random person a loser over 10 times in his head, he went to do other stuff before it sunk in. He was on his main. The actual account he used. Fuck. —☆
☆— Nuclearbyte immediately tabbed off, not wanting to see the ban message if he were to be banned. He'd much rather ignore it. —☆
☆— He instead went to xFire. Quickly typing out his messages. Which was apparent just from the amount of typing mistakes. —☆
— ` calbe ` —
— ` so caleb hypothetically ` —
— ` iif i wwre to get banned do you still have acces to the admin panel ` —
@nuk3--byte [ umm meant to be around 2013 if thas fine- oh also i have no proof he's a scammer but LOOK AT THAT LITTLE SHIT HE'S SO GUILTY TRUST /j //]
- Caleb was chatting with Nate before he got the messages. He almost rolled his eyes. Almost. Holy shit this guy.
"??no" "i can't even try to get it again because they probably patched the bug up" "did you get banned you absolute buffoon."
- He would've facepalmed but his parents would hear him.
"just make another gmail and make an account from that gmail" "unless you got IP banned in which case i can't help you dude"
The first attempt to transfer memories between the brain and an 8-bit computer.
Mobile is a big market as ae live service games. Downside of long running games is their file sizes balloon and this isn't particularly friendly to the mobile platform. Any solutions to this problem the industry is working on?
There's a lot of tricks developers have been doing. The issue most players have with load times is that there are thresholds beyond which the player gives up and drops the game. If we can keep the player from experiencing too much loading, especially in one contiguous chunk, then we are probably good. This is usually handled in one of a several ways.
First, we try to reduce the amount of data that needs to be transferred. Lower resolution textures, compressed files, compressed audio, and so on and so forth. Reducing the overall file size through savings here and there is the first order of the day.
Second, we can try to break up the longer load times so that there isn't too much waiting in one sitting. This usually entails allowing players to play certain parts of the game without downloading the game's full assets. If we only have to download the tutorial and its assets at the beginning of the game, we can let the player play the tutorial and get into the action faster without having to wait for everything to finish transferring before we can play the game. If we only need these ten files to play this particular level, we don't need all of the others.
Third, during load times we can offer the player something to do. This can be a mini-game, a puzzle, a practice dojo, a buy/sell/equip gear interface for the chosen mission, or even an elevator ride while the player listens to character conversations. Another common thing many developers do is show bits of featured lore about the game's characters and places that can be scrolled through during the load screens. If players aren't just staring at a progress bar, it doesn't feel as annoying.
A fourth option is to enable background downloads (assuming the player allows it) while the phone is running and on wifi. Similar to how apps can be permitted auto-update while the phone is idle, the game can be permitted to download whatever files it needs while it sits resident in memory on the phone during downtimes. If we detect the device screen is off, we can use that opportunity to transfer some data.
This list is, of course, not exhaustive. There are other means of dealing with data transfer times being researched all the time. As long as transfer times are a problem, we'll keep trying to figure out better solutions for it.
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