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On July 30 2011 05:15 Termit wrote: Well, it sucks that someone always has to ruin it for everybody else by being a jackass. So sick of it.
I doubt anyone is ruining it. They could just release replays after the event. They said they aren't. So that makes no sense.
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Oh, I see, they are still releasing replays, just after the entire tournament is over?
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On July 30 2011 05:14 Emporio wrote: I don't understand how you can get the IP from the replays? Don't they get released after the event is done anyways? And how do players that go home after the event get affected by that?
Yes exactly my thoughts. I am no specialist in this but I don't see the how the IP's from computers at the event correlate to getting DDOS'd on their home computer.
Are the VOD's for MLG free of charge? If they aren't I can understand why the they would do this.
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On July 30 2011 05:17 Emporio wrote: Oh, I see, they are still releasing replays, just after the entire tournament is over?
no, they are not releasing them to the public, period. They will release them to a small selected group of, presumably well known, casters who will cast the games they want and post them to their respective sites/youtube. So we can get some VOD casted games, but not the actual replays.
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On July 30 2011 05:13 Wren wrote: Could MLG just delay publication until after they have the opportunity to scrub the files?
ye that would be cool. this really sucks though and i don't believe the reason with the data which is contained in them
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Wow, had no idea you could attack the players or event just by using the replay files... Crazy
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On July 30 2011 05:13 Wren wrote: Could MLG just delay publication until after they have the opportunity to scrub the files? I thought thats what they were originally going to do. I thought they said they wouldn't do immediate replays a little while ago.
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On July 30 2011 05:14 Numy wrote: That explanation makes zero sense. This sucks. Seems like a new avenue to make money from.
I don't understand why you're saying this. If there's just a tiny bit of truth in the claim that it can be used to DDoS either players or the event itself, you must consider MLGs past history with technical difficulties and then understand why they won't take any chances.
It was a really nice feature, but by no means essential. Full support from me.
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Isn't this another problem having LAN support would fix? There'd be no need for the player computers to be permanently connected to the internet then?
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Ahhhh this sucks. I basically stole every build I have used for the last month and a half from the MLG Columbus pack, and I was DYING to get some blood infused.
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Calgary25939 Posts
Frankly I blame Blizzard, not MLG.
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"better late than never" The problem lies in blizzard's side imo: time to review the replay format!
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On July 30 2011 05:21 EmilA wrote:Show nested quote +On July 30 2011 05:14 Numy wrote: That explanation makes zero sense. This sucks. Seems like a new avenue to make money from. I don't understand why you're saying this. If there's just a tiny bit of truth in the claim that it can be used to DDoS either players or the event itself, you must consider MLGs past history with technical difficulties and then understand why they won't take any chances. It was a really nice feature, but by no means essential. Full support from me.
If it was because of a possible security breach at the event then releasing the replays later wouldn't be effected by this. So I don't see any truth to that claim. Sure not releasing replays during could very well be because of it but not releasing them after the event in case of a breach after the fact? Makes no sense
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Sucks big time, although their reasoning behind is definitely good enough to justify this.
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On July 30 2011 05:13 kedinik wrote: I'm really curious why an SC2 replay would encode the data that makes DDoS possible.
Does Blizzard ever request a replay to support cheating claims? If they did, then it might prove useful to have details (such as IP I guess?) being used at that exact time.
I can only assume data such as the players IP is included, or the server IP etc if they are worried about DDOS.
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I think they just mean you can get the players/casters character code. The DDOS attack is simply spamming them messages on bnet, which lags their client (even when you put yourself on busy the client still receives and has to process the messages).
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It would be nice if someone who understands it could explain it further as I was unaware you could pull anything from the replays. There are packets being sent however, I believe. I know one set is packets showing chat messages ONLY to allies, such as in teamgames, I believe. Their reason is definitely justified, however.
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Sucks but the reason many of the games last event had lag/pauses/delays was because idiots were spamming them ingame after parsing the information out of the replay files. Last time Losira and MMA got screwed with mid-game, I'd rather it not happen this time.
Edit: To explain it further, when you put Busy mode on, Battle.net still saves all messages sent to you. At a certain point there's way too much information for battle.net to save so it flushes it all out to the player at once lagging them out big time.
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Damn, main reason I loved MLG is if I saw a player I loved to a sexy build I could simply watch the replay and learn it, rather than have to try and decipher the build through the cast or look up other replays of the same player and hope they do the same thing.
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On July 30 2011 05:17 AlBundy wrote: Good news! Personally I'm against releasing Progamers' replays so good news. Also it helps fighting the hackers so it's all good.
Good News?
This is horrible news, I get so much value from these replays. For me this takes away a lot. sucks so bad
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