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Comment: Re:Seems useful enough... (Score 1) 62

by Denjiro (#31214822) Attached to: Sony Develops a Universal Game Console Controller

I've had two of their PS2 controllers. They were nice ergonomically. And the ability to force the use of analog sticks in games without analog stick support, such as with many PS1 RPGs was nice. But they wore out way to fast. On both controllers I had the analog sticks develop dead spots in around 2 to 3 months.

Comment: Re:Aerobies are nice and all but... (Score 1) 89

by Denjiro (#31132136) Attached to: Father of the Frisbee Dies At 90

The Orbiter also flies absurd distances. I bought one at an American Eagle outlet of all places back around '90 or so. Tried it out in the parking lot immediately. Thought I'd lost it on the first throw, but it kept going in a large circle until it started coming back. It landed nowhere near close enough to catch it but it was only about 30 feet from start. The circle path if flew in was probably in the 200 to 300 foot in diameter range.

Comment: Same as usual here. (Score 1) 408

by Denjiro (#30373184) Attached to: Between last big computer upgrade and the next ...

Mine main system is built from parts. I add in new parts as needed. This seems to amount to getting stuff like video cards, or CPU and Motherboard every two years or so. Althought not all at once. I've found that getting a video card one year and the CPU, and motherboard if necessary, the next keep the system feeling current. Additionally, less strain on the wallet at one time. Stuff like hard drives are added as needed.

The Internet

Domain Tasting "Officially Dead" Thanks To Cancellation Policy 102

Posted by ScuttleMonkey
from the plenty-of-other-shady-practices-left dept.
Ars Technica is reporting that domain tasting has been all but eradicated now that the full penalty for excessive cancellations has taken effect. "In 2008, ICANN decided to act. It allowed domain registrars to withdraw as many as 10 percent of their total registrations; they would face penalties for anything above that. Initially, ICANN adopted a budget that included a charge of $0.20 for each withdrawal above the limit, which was in effect from June 2008 to July of this year. Later, it adopted an official policy that raised the penalty to $6.75, the cost of a .org registration; that took effect in July 2009. The results have been dramatic. Even under the low-cost budget provisions, domain withdrawals during the grace period dropped to 16 percent of what they had been prior to its adoption. Once the heavy penalties took hold, the withdrawal rate dropped to under half a percent."

Comment: Re:Old concepts for team ratings? (Score 1) 52

by Denjiro (#28952307) Attached to: Building the Sports MMO Genre

So, there are things where if you win a game, that's how you gain experience points. If you win against a higher level opponent, you get more experience points; if you bottom feed and you take advantage of lower-level players, you don't get as much, and so on.

Isn't that a somewhat old and fairly standard team rating/ranking system? I'm fairly sure that various sports games already do that kind of system so that you can't do as well by just beating low teams.

If not then half of Games Workshop's sideline table-top 'skirmish' games already do it, and Blood Bowl has already been made in to a game (once with license, and before that without a license).

Bloodbowl has actually been made with license twice. There's licensed games from 1995 and 2009 as well as the unlicensed 2004 Chaos League.

http://en.wikipedia.org/wiki/Blood_Bowl_(1995_video_game)

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