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Comment Re:So... (Score 1) 148

They could have modulated the death star ray to transmit data.

Communication lasers (those used to transmit data over short distances like within a star system) are used regularly in SF over shorter distances (like a few dozen km) as weapons.
Within those shorter distances, the beam is still powerful enough (read: not yet attenuated/diffracted so much) that it can cut through the hull of another ship (or melt the power-supply of a General Products hull)

Comment Re:Rosetta Stone (Score 1) 282

If they are using javascript for space flight, all we'll need to do to defeat them is fly Jeff Goldblum and Will Smith up to their ship to infect them with NoScript.

It's a good thing, then, that he developed the Oscillation Overthruster, without which he might not be able to get into the ship.
Hopefully John Lithgow isn't up there, though, as he could put a damper on things.

Comment Re:crazy technology (Score 1) 361

Yes but I wonder if that is good enough. I suppose in theory it could be if you do it for different volume levels of pink noise - in case there are nonlinearities and other weirdness. But the phase could be important too, not just the frequency response.

My own receiver isn't even really high-end (around the $1,000 range)
It's built-in speaker configuration detects and warns of phase variance, has you put it's microphone in multiple "listening" spots around the room, and calculates all of them to give you what it thinks is "best".

It's basically becoming part of the norm for non-one-stop-shop/stereo-in-a-box audio equipment nowadays.

Comment Re:If I recall..... (Score 1) 333

If we'd only put hyperwave on Voyager, we could talk to it instantly!

Hyperwave radio, just like hyperspace transportation, was not instantaneous.
Hyperwave just bridged the distance between points A and B in real-space, to a much shorter distance in hyperspace, wherein hw radio transmission was still limited to light-speed.

When Nessus was sitting outside the Fleet of Worlds' gravity well, talking to his cohorts on Earth, there was a transport-delay of about an hour in the conversation (granted that was over, what was it, some 30 light years?)

There was also still the need for hw relay/buoys, as the signal attenuated (just as in normal space) over increasingly large distances.

Comment Re:So, let me get this straight... (Score 1) 233

Players got banned for buying low and selling high? I'm glad I didn't get that game, because I probably would have been banned too. There are a few RPGs where you can buy things in one town and sell them in another for higher, and I've always abused that to make gold.

That costs you time though (running back and forth between towns).
Some games even intentionally do that (i.e. have fluctuating vendor prices based on supply/demand). If everyone hangs around 1 town, because hunting is good outside of it, NPCs start selling for higher values, and buying for less.

The problem here was that people were buying an item from one vendor, then selling it back to the same vendor for more than they originally paid for it.

Yes, a dev screwed up somewhere in a config entry, but the players should know better. This isn't the first time something like that has happened in a game, and in previous cases, banhammers fell without prejudice.

Comment Re:'Game Developer Error' = 'Exploit' (Score 2) 233

The problem with reversing it themselves becomes very large scale if any player-player interaction is involved (and, umm, this is an MMO, it's all about P-P interactions).
Player A exploits loophole to illegitimately gain 1 million gold
Player A buys 100k weapon from Player B-1, 100k chest-armor from Player B-2, and 100k ring from Player B-3

Player B-1 uses that 100k that he got from a legitimate sale of a legitimately [farmed/crafted/bought] item, and buys 50k worth of consumables
Player B-2 uses that 100k along with 900k that was all made using legitimate means to buy 1m item legitimately Etc, etc... the list goes on
Realistically, Players B-1 and B-2 have no idea that the money from A was fake/illegal (and in digital world, they have no way of knowing), so they can't be penalized and have their new consumables or big-ticket item removed.
Player A should lose his 3 items, yeah
But, if this were the other way around, and Player A bought 10 items from vendor for 100k each with that 1m that he made, and quickly turned around and sold it to other players for 90k each, or crafted it with other legitimate items for sale for 200k each, you can't really break up the amounts now (as half of that 200k-each is legitimate).

Now, go one-step further, and say Player A shunted that 1m gold into powerlevelling a craft.
The benefits of the higher crafter levels will net him huge, legitimate (arguably), returns throughout the game, especially early-on when other don't necessarily have crafting levelled so high.
Can they simply "delete" the "profits" of their actions? Not without re-rolling their toon, or choosing to never use that skilled craft again.

Back-rolling exploited vendors is a very, very labor intensive process. This has happened in almost every MMO at least once, and also in many single-player games.
Were I ArenaNet, I'd just ban the players who exploited, too. They've all been around the block a couple of times, they know better, and it's not worth the time I pay my devs for to back out something like that.

The players who exploited can always just create a new account (for which they have to buy a new license to the game, one-time) if they want to play again. This not only backs out the problem caused by them exploiting, but it also sets precedent that any breach of the ToS will have a monetary value attached to it to resolve, and that monetary value is capped (at the cost of rebuying the game).

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