PUBG creator under fire for charging players a fee to play on custom servers.
78 replies, posted
Stop fucking saying security when you have no fucking clue what that even means. You keep using it as some buzzword but you don't know the first thing about it. Please, before I lose my god damn mind.
Security Security. But seriously, the game was designed to be hosted by the developers. Who knows what they would have to limit before it can't be abused by ill-natured third parties. You might argue that no one would do that, but with a playerbase this large, someone will at some point. The risk is simply too large and any spill of personal information would be PUBG Corp's fault for not properly securing their servers. PUBG Corp's employees number less than 1/10th of Riot's, for example. They do not have the manpower to spend it on such things when the easier solution is to provide servers themselves.
What the literal fuck are you talking about? What personal information would allowing dedicated servers expose, and how? How is manpower or number of employees even a factor in this? You're pulling so much shit out of your ass it's a fucking marvel.
You're a child.
Aaaaaaaaaa fortnite is FREE
How the hell can custom servers cause personal information to get exposed?
I think he is stuck on some years old exploit that happened in Garry's Mod.
Look, we know you don't have any kind of clue what you're talking about but you don't need to be this blunt about it.
Is that his problem? Pubg runs on a completely different engine that, if im not mistaken, accepts communitymade bugfixes? If something like this was possible in UE4 it'd have been patched ages ago.
or Realm Royale which is the best of both
No, it was just an example of code being run on the host server, which takes confidential information from a client's PC. It isn't exclusive to that specific example either. Had it happen to me on a Space Station 13 server, all it requires is bad security (HEY A BUZZWORD) on the developers end, and some clever exploiting on the host's end. Space station 13 is an even scarier example and I'm glad the guy who did it was only out for revenge and didn't actually get around to doing something harmful with it. Nonetheless, he got the passwords of around 80 guys. Imagine something similar with a custom PUBG server. Difference being that PUBG has games of 100 players, and a huge amount of unique players at that.
As far as I know, PUBG runs on their own fork or version of UE4. They worked together with Epic to make it. I don't know what it's safety features are regarding hosting, but time will tell. But if PUBG Corp can't even handle cheating clients, I doubt they can handle locally hosted servers working flawlessly.
Your last sentence just further exaggerates how little you actually understand about what you're talking about. As for whatever example you just tried to use, you have nothing to support that. You mentioned a game, then vaguely said it had a "security exploit". You then failed to mention what it was, what it did, how it worked, how you know it happened. Literally anything we needed to know to actually assign value to what you said.
Unless you can prove that unreal engine 4 very definitely has this sort of exploit, your claim can be safely assumed as bollocks.
If everyone in this thread is fighting back against what you're saying, and you're the only one defending it, chances are you aren't right.
Well sorry, I am not the one who wrote the code or even had access to it. All I know is that it snatched the client browser's credentials. How I know that it happened is because it happened to me and a bunch of others. A lot of facepunch players on that server had their passwords compromised. The guy who did it changed my password, and I immediately contacted Orkel to permban me before he could do anything else. I changed all of my passwords immediately after. The "rival" server's forum had a post on it with the compromised account names and a circlejerk about it. A few days later one of the coders admitted he let someone else help him on some new features, which was how they got the code on the server in the first place.
I'm not arguing it is impossible to host a PUBG locally. I'm just providing a few reasons why PUBG Corp doesn't want you to. As it is, the custom servers hemorrhage resources compared to regular rounds. Local servers might be a lot less stable, lowering the perceived quality of custom games.
Charging for custom servers is a bit weird from Playerunknown's perspective. From the start he said he wanted to turn PUBG into a platform for gamemodes and mods, not just a battle royale game. Charging for it doesn't really help his vision.
Saying that poor kids deserve shooting isn't contrarian at all, wtf are you on about
Good lord the shithole gets deeper and deeper, way to go Brendan Greene
Or bluehole in this case
When they added crates and skins during early access despite them saying they won't do that I knew they will just do everything they could to get as much money as possible for as long as possible. I've seen this coming for so long yet that didn't stop anyone from buying inti this extended early access.
Hope they are proud with the 30€ I gave them, or at least steam is more proud of all the sales it made since they're probably taking 50% anyway.
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