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Joined 1 year ago
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Cake day: June 9th, 2023

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  • I have a large library of games I’ve never played on stream. a couple months back I wanted to play a game I had installed a while ago and guess what, forced always online. not from steam, but from the shitty team behind doom (don’t remember which version it was), which just happened to be at the time I had a multi hour internet outage.
    afterwards I figured out I had to explicitly block some network traffic to stop it from trying to force me to sign up for an account with the developer.

    while steam certainly has DRM options, they are configurable by developers and afaik can’t enforce an always online requirement with just steam, only though custom logic in the game or third party DRM. developers are also free to not use steam DRM.

    DRM, as usual, harms the legitimate buyers.

    that being said, steam still does bring a lot of value, such as their hardware developments, their work on better Linux gaming support, the update distribution through a trusted source, and various others.


  • you’re not getting banned from steam, you’re generally getting banned from participating in anti cheat secured lobbies of a single game or a group of games.

    single player experience is generally not affected.

    having a 3 strike system before getting banned from multiplayer just means it’s 66% cheaper for a cheater to get a new copy of the game.

    this is also not new and has been the case for the current family sharing system as well.








  • for our admin team, we’re using a bot to message a matrix room when content is reported and reacting to the message when it’s been handled.

    this could be done pretty much the same way on mod level, though this is certainly not easily accessible to everyone due to the hosting involved.

    and all of this is only relevant if you even receive reports about content in the first place. if you moderate a community on another instance, tough luck unfortunately, as they currently do not federate.

    edit: typos


  • based on https://help.apple.com/xcode/mac/current/#/deve2819c518 it seems like users may need to explicitly enable sharing crash data with app developers.

    I don’t know what the default for this is.

    https://help.apple.com/xcode/mac/current/#/dev9a80ab71d seems to imply that you need to distribute your app via app store or testflight to be able to receive crash reports.
    the majority of apps installed on my mac are not installed via app store, though many of them have app store variants.
    i don’t know if the distribution channel matters or just having the app in app store is enough.
    this article however also explicitly states this, so it appears that you do indeed by default not send this data to app developers:

    users who download your app from the App Store will need to agree to share crash and usage data with developers.


  • I’m pretty sure this only goes to Apple, not to the actual developer.

    I believe I’ve even seen devs specifically ask for copies of the reports from the crash reporter, as they wouldn’t receive them otherwise.

    this doesn’t change the rest of your statement though, just afaik the recipient is different.









  • for a device without inbound connectors and no ip based lan firewall rules, which applies to most phones, random per connection macs seem like a pretty good default for privacy.

    some networks doing “unusual” things like hotel wifi limiting you to few devices (implemented by mac counting) may be thrown off though.