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  ACM’s Code of Ethics Offers Updated Guidelines for Computing Professionals
Posted by: xSicKxBot - 09-10-2018, 02:58 PM - Forum: Linux, FreeBSD, and Unix types - No Replies

ACM’s Code of Ethics Offers Updated Guidelines for Computing Professionals

The Association of Computing Machinery (ACM) has released an update to its Code of Ethics and Professional Conduct geared at computing professionals. The update was done “to address the significant advances in computing technology and the degree [to which] these technologies are integrated into our daily lives,” explained ACM members Catherine Flick and Michael Kirkpatrick, writing in Reddit.

This marks the first update to the Code, which the ACM maintains “expresses the conscience of the profession,” since 1992. The goal is to ensure it “reflects the experiences, values and aspirations of computing professionals around the world,’’ Flick and Kirkpatrick said.

The Code was written to guide computing professionals’ ethical conduct and includes anyone using computing technology “in an impactful way.” It also serves as a basis for remediation when violations occur. The Code contains principles developed as statements of responsibility in the belief that “the public good is always the primary consideration.”

Ethical Decision Making


In its entirety, the ACM says the Code “is concerned with how fundamental ethical principles apply to a computing professional’s conduct. The Code is not an algorithm for solving ethical problems; rather it serves as a basis for ethical decision-making.”

It is divided into four sections: General Ethical Principles; Professional Responsibilities; Professional Leadership Principles; and Compliance with the Code.

The General Ethical Principles section discusses the role of a computer professional, saying they should contribute to society, with an acknowledgement “that all people are stakeholders in computing.” This section addresses the “obligation” of computing professionals to use their skills for the benefit of society.

“An essential aim of computing professionals is to minimize negative consequences of computing, including threats to health, safety, personal security, and privacy,’’ the code advises. “When the interests of multiple groups conflict, the needs of those less advantaged should be given increased attention and priority.”

Computing professionals should perform high quality work and maintain professional confidence. They should also take into consideration diversity and social responsibility in their efforts and engage in pro bono or volunteer work benefitting the public good, the ACM recommends.

They should also try to avoid harm, in areas including “unjustified physical or mental injury, unjustified destruction or disclosure of information, and unjustified damage to property, reputation, and the environment.” To minimize the possibility of unintentionally or indirectly hurting others, computing professionals are advised to follow “generally accepted best practices unless there is a compelling ethical reason to do otherwise.” They should also carefully consider the consequences of “data aggregation and emergent properties of systems,” the ACM advises.

Computing professionals should also be honest and trustworthy and transparent. They should “provide full disclosure of all pertinent system capabilities, limitations, and potential problems to the appropriate parties. Making deliberately false or misleading claims, fabricating or falsifying data, offering or accepting bribes, and other dishonest conduct are violations of the Code,” the ACM stresses. This also applies to honesty about their qualifications and any limitations in their ability to complete a task. They should also be fair and not discriminate against others, and “credit the creators of ideas, inventions, work and artifacts, and respect copyrights, patents, trade secrets, license agreements, and other methods of protecting authors’ works.”

With a nod to the ability of technology to collect, monitor and disseminate personal information, another call to action under the Ethical Principles section is respecting the privacy, rights and responsibilities associated with collecting and using personal information. Use of personal information should only be done for “legitimate ends and without violating the rights of individuals and groups,” the Code states.

A Position of Trust


Noting that computing professionals “are in a position of trust,” they have “a special responsibility to provide objective, credible evaluations and testimony to employers, employees, clients, users, and the public.” Consequently, the Code says these individuals “should strive to be perceptive, thorough, and objective when evaluating, recommending, and presenting system descriptions and alternatives.”

The Code also stresses that “extraordinary care should be taken to identify and mitigate potential risks in machine learning systems.” Other mandates in the Professional Responsibilities section include maintaining high standards of competence, conduct and ethical practice. Computing professionals should also only perform work in areas in which they are competent. They should also design and implement systems that are “robustly and usably secure,” the Code states.

The Professional Leadership Principles section, as the name suggests, deals with the attributes of a leader. These principles deal with the importance of ensuring computing work is done, again, with the public good in mind, and having procedures and attitudes oriented toward the welfare of society. Doing so, the Code suggests, will “reduce harm to the public and raise awareness of the influence of technology in our lives.”

Leaders should also enhance the quality of work life, articulate, apply and support the Code’s principles and create opportunities for people to grow as professionals. They should use care when changing or discontinuing support for systems/features, and help users understand “that timely replacement of inappropriate or outdated features or entire systems may be needed.”

Lastly, the ACM urges compliance to the Code’s principles and to treat violations “as inconsistent with membership in the ACM.”

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  News - Game Release Dates Of 2019: Anthem, Devil May Cry 5, Resident Evil 2, More
Posted by: xSicKxBot - 09-10-2018, 10:31 AM - Forum: Lounge - No Replies

Game Release Dates Of 2019: Anthem, Devil May Cry 5, Resident Evil 2, More

We may be only in the middle of 2018, but there's already an exciting roster of games releasing in 2019. Highly-anticipated games like Anthem, Days Gone, and Kingdom Hearts III make up only a small number of what's ahead. And that's not to mention the all the big games recently revealed at E3, like Resident Evil 2 Remake, Gears 5, and Sekiro: Shadows Die Twice, which we can't wait to get our hands on. To help you keep track of all the games coming out next year, we've compiled a list of all the noteworthy release dates for the biggest ones confirmed to come out in 2019 so far.

More dates are sure to be confirmed as the year goes on, so be sure to check back often as we update this article with new additions or potential changes. But if you're looking for this year's release dates, you can also reference our feature on the game release dates of 2018.

January

No Caption Provided
GamePlatformRelease Date
Ace Combat 7: Skies UnknownPS4, Xbox One, PCJanuary 18
Travis Strikes Again: No More HeroesSwitchJanuary 18
Resident Evil 2 RemakePS4, Xbox One, PCJanuary 25
Kingdom Hearts IIIPS4, Xbox OneJanuary 29

February

GamePlatformRelease Date
AnthemPS4, Xbox One, PCFebruary 22
Days GonePS4February 22
Metro ExodusPS4, Xbox One, PCFebruary 22
Anno 1800PCFebruary 26
Trials RisingPS4, Xbox One, PC, SwitchFebruary TBA
Crackdown 3Xbox One, PCFebruary TBA

March

No Caption Provided
GamePlatformRelease Date
Devil May Cry 5PS4, Xbox One, PCMarch 8
Tom Clancy's The Division 2PS4, Xbox One, PCMarch 15
The Sinking CityPS4, Xbox One, PCMarch 21
Sekiro: Shadows Die TwicePS4, Xbox One, PCMarch 22

August

GamePlatformRelease Date
Shenmue IIIPS4, PCAugust 27

Big Games Confirmed for 2019

Below you can find a list of the biggest games that don't have explicit release dates but are confirmed to release sometime in 2019. We'll be moving each of these games into the release date sections above as soon as official dates are announced.

GamePlatform
Babylon's FallPS4, PC
BattletoadsXbox One, PC
ControlPS4, Xbox One, PC
Catherine: Full BodyPS4, Vita
Code VeinPS4, Xbox One, PC
Daemon X MachinaSwitch
Dead or Alive 6PS4, Xbox One, PC
Fire Emblem: Three HousesSwitch
Gears 5Xbox One, PC
In the Valley of GodsPC
Jump ForcePS4, Xbox One, PC
Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey3DS
Ori and the Will of the WispsXbox One, PC
Psychonauts 2PS4, Xbox One, PC
Rage 2PS4, Xbox One, PC
Sea of SolitudePS4, Xbox One, PC (Expected)
Skull & BonesPS4, Xbox One, PC
Star Wars Jedi: Fallen OrderPS4, Xbox One, PC (Expected)
The Surge 2PS4, Xbox One, PC (Expected)
Total War: Three KingdomsPC
Twin MirrorPS4, Xbox One, PC
Wasteland 3PS4, Xbox One, PC
The Wolf Among Us: Season 2PS4, Xbox One, PC (Expected)
Wolftenstein: YoungbloodPS4, Xbox One, PC (Expected)
World War ZPS4, Xbox One, PC
Yoshi (2019)Switch

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  News - Rainbow Six Siege's Grim Sky Update Is Live; Here Are The Full Patch Notes
Posted by: xSicKxBot - 09-10-2018, 02:50 AM - Forum: Lounge - No Replies

Rainbow Six Siege's Grim Sky Update Is Live; Here Are The Full Patch Notes

Rainbow Six Siege Year 3, Season 3--called Operation Grim Sky--is live and adds a bunch of new updates into the first-person shooter game. The most notable addition is two new operators, codenamed Clash and Maverick, but Operation Grim Sky implements several multiplayer improvements as well.

Both Defenders and Attackers get a new operator in Operation Grim Sky, and each shakes up Siege's meta in different ways. Clash is the first Defender to come equipped with a shield, which fully extends in front of her and fires a taser. She's perfect for crowd control and holding off a team of Attackers while her teammates regroup and come up with a new strategy. Maverick uses a custom blowtorch to breach through any surface. He can't easily create a man-sized entry point, but Maverick can cut a hole large enough for his teammates to shoot through. Given that his torch is nearly silent, this allows Attackers to quietly get eyes on the opposing team through a reinforced wall.

New cosmetic changes have also being implemented into Rainbow Six Siege. Four new UK-themed weapon skins can only be unlocked during this season. Once unlocked, these skins carry over into later seasons. Canadian operator Frost also now has a new Elite set, which dresses her in her Huntress uniform, unlocks a new victory animation, and provides new skins for her Sterling MK2 LHT, Super 90, 9mm C1, and MK1 9mm.

No Caption Provided

Operation Grim Sky adds a map rework for Hereford Base. The base is now much larger and includes more avenues for Attackers to get to the Defenders--ranging from new staircases to destructible hatches in the floor. Although certain aspects of Hereford Base remain the same, most of the floor plan has been completely reworked. Consulate is getting a few changes too. Attackers will now have an easier time getting into the building, as the police line has been extended to provide more cover on approach and a wall near the gas station spawn point--that Defenders often used to spawn kill their opponents--has been removed. A fourth site for the bomb placement in the Bomb game mode has also been added, so both Attackers and Defenders will need to come up with new strategies on the map.

The full list of general tweaks and improvements implemented via Operation Grim Sky can be found on Rainbow Six Siege's website. The update also fixed many of the bugs in the game, which we've outlined below.

Rainbow Six Siege is available for Xbox One, PS4, and PC.

Operation Grim Sky Bug Fixes

Gameplay

  • Fixed - Players who join in a game in progress during the action phase will negatively impact the key bindings for the observation tools of teammates.
  • Fixed - Players can sometimes pass through reinforced walls using a deployable shield.
  • Fixed - The framerate drops when going to the tactical map in prep phase.
  • Fixed - Receiving damage while crouching with a shield will result in the weapon wielding hand to clip through the shield.
  • Fixed - Operators clip through barricades. Enabling them to be seen and shot in some cases.
  • Fixed - It is possible to place a barricade or reinforcement while standing far away from the door/wall.
  • Fixed - Longer delay than intended when switching from BOSG 12.2 to secondary weapon.
  • Fixed - The color filter of an observation tool goes away if you are brought to low health while watching in it.
  • Fixed - If the walk option is set to toggle, the player will walk after alt-tabbing.
  • Fixed - It is possible to prone and melee simultaneously with a shield.
  • Fixed - Weapons can clip through the floor if a player goes prone and leans.
  • Fixed - Corrupted animations happen while switching weapons or throwing gadgets in prone.
  • Fixed - Players receive no damage if they rappel into Smoke’s Gas Grenade cloud.
  • Fixed - Kill info is not displayed if the player dies from the gadget of a dead enemy.
  • Fixed - Defuser animation resets when switching views.
  • Fixed - Textures between reinforceable and indestructible walls allow bullets to pass through.

Operators

Bandit

  • Fixed - Players are able to use Shock Batteries on Castle's Armored Panels using a deployable shield.

Dokkaebi

  • Fixed - Ice textures cover the Logic Bomb interrupt screen when one is performed while a defender is looking at cameras.

Tachanka

  • Fixed - Tachanka's LMG shield is inconsistent and players can be shot through it.
  • Fixed - After rapidly switching between his gadgets and weapons, Tachanka will look broken on 3rd person when mounting his Mounted LMG.

Twitch

  • Fixed - Shock Drone is unable to pass over some props that have a climbable height.

Vigil

  • Fixed - The reload animation of the BOSG 12.2 is incorrect.

Lesion

  • Fixed - GU mines will get triggered if they are placed beneath a reinforced hatch.

Mira

  • Fixed - A gap between two reinforcements can be created by Mira's Black Mirror

Montagne

  • Fixed - Shield extending animation resets when switching views.
  • Fixed - Players are able to vault over Montagne's shield.

Hibana

  • Fixed - In some instances, reinforced wall debris will remain floating when the reinforced wall is being destroyed by Hibana's X-KAIROS Launcher.

Finka

  • Fixed - Right hand becomes offset on the weapon when Finka activates her Adrenal Surge.
  • Fixed - The fire rate for the Spear .308 is listed in menus as 780 RPM, but it is only 700.

Blitz

  • Fixed - Blitz's shield's hit boxes do not match the curves of his shield.

Blackbeard

  • Fixed - Head hit box clips through the Rifle Shield when standing against some surfaces.

Level Design

Border

  • Fixed - Clipping occurs for players hiding under a desk in 2F Offices and they can receive damage.
  • Fixed - Frost traps clip through the cable protectors located in 1F Server Room making them partially invisible.
  • Fixed - Operators can clip through the desk in 2F Archives, 1F Server Room, and 1F Ventilation Room.

Bartlett

  • Fixed - Frost's Welcome Mat clips through the table in 1F Dining Room and becoming invisible.

Hereford Base

  • Fixed - Dynamic Clipping is not present with some indestructible objects or walls.

Tower

  • Fixed - Drone can be placed inside the ceiling from 2F Elevator.

Consulate

  • Fixed - Drone can be placed inside the ceiling from B Cafeteria, giving drone view over multiple objective sites.
  • Fixed - Clipping issues in multiple spots.

Skyscrapper

  • Fixed - Multiple floating debris are present after destroying the wall between the 2F Work Office and the 2F Lounge locations.

Villa

  • Fixed - Fuze's cluster charges remain stuck and explode inside the ceiling if placed close to the middle of the 4th wooden tile.
  • Fixed - Defenders can hide on top of cabinet in B Old Office.

House

  • Fixed - Character model will become invisible if standing under the staircase in B Laundry Room.
  • Fixed - Shield operators can melee defenders through metal blinds.

Kanal

  • Fixed - It is possible to hide inside the panel in Electric Room on Kanal.
  • Fixed - In some spots, Fuze's Cluster Charge backfire killing the player that placed it.

Yatch

  • Fixed - Attacker can place a drone into the ceiling at 2F Engine Utility.

Coastline

  • Fixed - A wall from the 2F Hallway disappears when looking at it with a Valkyrie camera from the other side of the hallway.
  • Fixed - Players are able to reach the purple tarp in EXT Pool.

Clubhouse

  • Fixed - Drones can clip through 1F Kitchen Entrance rooftop.
  • Fixed - Attackers can throw a drone inside the wall of Clubhouse from EXT Eastern sub-roof.
  • Fixed - The Operator is clipping through the floor when prone on the toilet.
  • Fixed - Operator model can clip through stair fence from 2F Central Stairs 1F Central Stairs and B Central Stairs.

Theme Park

  • Fixed - Players can go outside through the wall during the preparation phase.

Chalet

  • Fixed - Players can shoot enemies through the stairs in 1F Great Room.

Kafe

  • Fixed - Valkyrie can place cameras inside the wall between 1F Cold room and 1F Kitchen.

Oregon

  • Fixed - Drone can fall out of the map from multiple locations.
  • Fixed - Clipping issues in multiple spots.
  • Fixed - There is space between the window frame and wall at EXT Junkyard and the player can see inside the building.

User Experience

  • Fixed - Infinite loading time when using the name sorting option in the charms menu.
  • Fixed - Pack collection Icon flags are present on Operator cards with non-elite uniforms.
  • Fixed - Gold Vigil Chibi charm position makes it clip through shields.
  • Fixed - The smoke effect is no longer colored from the second opened Alpha pack onwards.
  • Fixed - Some black collection icons are attached to random weapon skins.
  • Fixed - Graphic options are not applied when accepting the apply changes on popup.
  • Fixed - A slight delay can be seen when scrolling through uniforms.
  • Fixed - Players cannot hear voice chat from his teammates.
  • Fixed - Players is returned to main menu instead of next situation after completing the previous one.

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  AppleInsider - How Apple Pay beat the odds because of great design
Posted by: xSicKxBot - 09-10-2018, 02:50 AM - Forum: Apples Mac and OS X - No Replies

How Apple Pay beat the odds because of great design

Rivals have fallen away and while it’s taken time to be adopted very widely in the US, it’s practically ubiquitous overseas. AppleInsider details the uphill battle to bring us Apple Pay, a fight that started on September 9, 2014.

Apple Pay logo over image of a wallet

Tell the average American person or American company about Apple Pay and they will invariably be more wary of its security than, say, Europeans. They need more convincing that it’s safe and this is a direct but unfortunate consequence of how bad the current US financial transaction system is.

Last year, the US accounted for 47 percent of all credit card fraud in the world. Go back one year further to 2016 and the figure was 38.7 percent.

It’s not that the US is getting worse, it’s that other countries are doing better at making fraud harder. European and other countries have long had what are called EMV smart cards but they’ve only been catching on in the States since 2015.

This standard was devised by Europay, MasterCard and Visa back in the early 1990s. That means it’s taken two decades to be significantly adopted in the US. By comparison, Apple Pay has raced ahead.

Apple security


Apple Pay is a genuine solution to the same security issues that make people wary of switching to it.

In typical Apple fashion, though, the company worked to deal with all the security issues behind the scenes. And it worked to produce a system that first compelled us through its ease of use.

[embedded content]

On September 9, 2014, Apple announced Apple Pay. This was at the same keynote where the iPhone 6 and the Apple Watch were revealed.

Tim Cook said that Apple’s ambition was to completely replace the wallet —and by implication also the handbag. The company was to start by tackling payments which Cook reported then meant 200 million transactions every day in the US and a total of $12 billion per day.

Showing an image of a credit card, he said that these transactions are: “based on this little piece of plastic. And whether it’s a credit or debit card, we’re totally reliant on the exposed numbers, and the outdated and vulnerable magnetic interface —which by the way is five decades old —and the security codes which all of us know aren’t so secure.”

Replacing the card


He then compared the regular way of paying by card at a store to how it now would be with Apple Pay. Cook did definitely over-sell how many steps the regular system takes but he was spot on about the speed of Apple Pay. Hold your phone near the payment machine and you’re done.

Tim Cook at the launch of Apple Pay

“It’s no wonder that people have dreamed of replacing these [cards] for years,” continued Cook. “But they’ve all failed. Why is this? It’s because as it turns out most people that have worked on this, have started by focusing on a business model that was centered around their self interest instead of focusing on the consumer experience. We love this kind of problem. This is exactly what Apple does best.”

You know how this works


You can add your credit or debit card to Apple Pay and so have it available through your iPhone and Apple Watch. There’s also the ability to use it on websites.

[embedded content]

Though at launch that ability to pay directly on a website was the least promoted by Apple. Far more prominent in the company’s press release was the fact that the service supported cards “from the three major payment networks, American Express, MasterCard and Visa” and issued by “the most popular banks including Bank of America and Wells Fargo”.

There was also support in the US from retail stores such as Bloomingdale’s, Duane Reade, Macy’s and more. In total Apple Pay was to launch with the partners “representing 83 percent of credit card purchase volume in the US”.

Wherever you bought anything using Apple Pay, you were paying with your credit or debit card but the vendor never sees that. You no longer give your number, expiry date, or codes, because instead Apple Pay creates a transaction code that’s unique to your device and to this specific purchase.

Three images showing the process of paying by Apple Pay on an iPhone

This transaction code uses what’s called the EMV Payment Tokenisation Specification.

The fact that it is your device is confirmed by your using TouchID or now FaceID.

Apple Pay works as advertised and it is as straightforward as Tim Cook claimed. That didn’t mean it was welcomed by everyone or that it escaped critics.

Critics


Writing for the New York Times, Neil Irwin claimed that Apple was overplaying the arduous difficulty of paying with your credit card.

“It’s a dangerous business to bet against Apple’s ability to make a product that you didn’t think you needed as part of your daily life. But ‘Apple Pay’ looks as if it may be one of those offerings that don’t live up to the company’s hype.”

Even so, Irwin acknowledged the security issues that Apple Pay improved on.

Still, Apple Pay would come in from harsher treatment from another group: the retailers involved in trying to create a different payment system.

MCX and CurrentC


Apple Pay’s announcement came about two years after the creation of Merchant Customer Exchange, a company formed to create a mobile payment system called CurrentC.

It was a consortium formed by some of the best-known firms in American retail such as 7-Eleven, Best Buy and Walmart. Together they reportedly then accounted for around $1 trillion per year in sales.

Failed competitor MCX CurrentC relied on QR codes

Best Buy and Walmart stated that they would not accept Apple Pay at their stores. Others who were already using some contactless systems found that customers could already use Apple Pay on them without the stores doing anything. So CVS and Rite Aid did something: : they actively stopped Apple Pay working in their outlets.

It’s hard to imagine any store refusing to accept a valid form of payment but in this case the companies CVS and Rite Aid then disabled this“>arguably had no choice. Their contract with the MCX consortium forbade the use of any rival system and that wasn’t a big deal in 2012 when there really weren’t any alternatives.

Come 2014 when there was Apple Pay and CurrentC wasn’t expected for another year, it became a very big deal.

Big enough that eventually CurrentC simply died. It took years but in 2017 what remained of the consortium’s technology was bought by JPMorgan Chase & Co.

Tim Cook had stated that other companies had failed because they put their self-interest ahead of any consideration about customers and that’s what MCX did.

Its aim was not to create a convenient payment system but rather to get around paying credit card fees. Rather than accepting the costs involved when a customer uses a credit card, CurrentC would take money directly from their bank accounts through an ACH transfer.

There’s nothing wrong with that, so long as the customer has agreed and is getting a benefit from it too. In theory the customer would have got the same convenience that Apple Pay offers, but in practice the system was a chore. You had to find the right QR code on your phone and show that to the merchant who would scan it.

If you’ve ever held your iPhone over a card reader or wafted your Apple Watch over the turnstiles in the London Underground, you’ll know how vastly better Apple Pay is.

Only, MCX had a point


It genuinely seems that Apple started with what would benefit customers but it wasn’t altruism and the company found its way to creating a gigantic benefit for itself.

Every time anyone uses Apple Pay, Apple gets some money. Of course it does and so do credit card companies. While figures vary in different locations and while they are changed over time, the Financial Times reported in 2015 that Apple would take 0.15 percent of any purchase. (Article requires subscription.) By comparison, credit card companies take at least 0.65 percent.

On the surface, that makes Apple Pay more attractive to retailers —but Apple Pay is a way of storing your card on your phone. Depending on your card, your bank and quite how the transaction is done, you are effectively still paying by a card. Which means the retailers are can still be having to pay a fee to the card companies.

Then Apple does also have a way of presenting the best side of a feature.

Over three slides at the launch presentation, Eddy Cue stressed how secure and private Apple Pay was. He said that Apple doesn’t know what you bought, where you bought it or how much you paid.

What he didn’t say is that it’s at least partly because Apple also doesn’t care. The company gets a transaction fee and overall it gets another reason for people to buy into the Apple ecosystem of software and hardware.

MCX’s CurrentC was intended to handle loyalty cards and coupons, the kind of things that give stores an Apple-like way to encourage customers to stay with them. At launch, Apple Pay had none of this.

This was the retail equivalent of how developers on the App Store got no information about their customers. It has changed, though. In 2017, AppleInsider reported on how US restaurant chains were able to offer loyalty cards via Apple Pay.

So Apple Pay is developing as well as expanding to more and more banks, more and more countries.

Speaking of Countries


Years after its launch, it is still news when a new bank or credit union signs up to support Apple Pay —or rather it is in the States.

Chiefly because other countries were already moving to contactless payments, it’s more common that Apple Pay just works there.

In the United Kingdom, for instance, Apple Pay arrived in July 2015 and the company claimed that “over 250,000 locations will accept Apple Pay”. In practice, contactless payment readers didn’t see Apple Pay, they saw the cards you had stored on it and so simply worked.

Consequently Apple Pay was instantly accepted just about everywhere in the UK. We’re hesitating over saying definitively that it was absolutely every possible place you could pay money but it could well have been that.

Which means that now, some years on from the launch, Apple Pay is just another form of payment. You do still occasionally get comments if you use it with your Apple Watch but not often.

There have been some changes since Apple Pay came to the United Kingdom, though. Initially payments were limited to amounts under 30 Sterling (approximately $40 US) but that was because so were all contactless payments.

Now many places will accept any amount through Apple Pay. Unfortunately, there’s no way to know which these places are until you try..

There are exceptions


There are places where Apple Pay is not available and they are significant. Right now you can’t use it in India, a simply giant market, and it appears that situation won’t improve any time soon.

There are many issues preventing the service working there and they are a mixture of technology and financial ones. Apple is reportedly concerned about having to store customer data within the local country —though it does this with China.

And the National Payments Corporation of India is allegedly distrustful of fingerprint technology such as TouchID and would prefer people enter a passcode.

There are also improvements


Back at that 2014 launch of Apple Pay, Tim Cook said that the company’s aim was to replace the wallet and that it was starting with payments.

It’s true that you can now —and we regularly do —leave home without carrying any cards at all.

Except that only works if you are solely going to be paying companies like retailers. When you need to pay a friend because you’re splitting the bill in a restaurant, Apple Pay is no use to you.

Or rather, it wasn’t. From iOS 12, you’ll be able to use Apple Pay Cash to effectively send money over text message.

[embedded content]

At launch, though, this feature is only going to be available to people in the United States.

Doubtlessly it will spread to other markets but for now, America has a lead on payment technology —and it’s all because of Apple.

Keep up with AppleInsider by downloading the AppleInsider app for iOS, and follow us on YouTube, Twitter @appleinsider and Facebook for live, late-breaking coverage. You can also check out our official Instagram account for exclusive photos.

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  PS4 - The Golf Club 2019 featuring PGA Tour
Posted by: xSicKxBot - 09-10-2018, 01:28 AM - Forum: New Game Releases - No Replies

The Golf Club 2019 featuring PGA Tour



Do you have what it takes to win the FedExCup on the PGA Tour? Compete in the all-new officially licensed PGA Tour Career mode. Play on famous courses like TPC Boston, TPC Sawgrass and more.

Publisher: 2K Games

Release Date: Aug 28, 2018

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  News - Star Citizen Made Fun Of In New Rebel Galaxy Outlaw Trailer
Posted by: xSicKxBot - 09-09-2018, 08:47 PM - Forum: Lounge - No Replies

Star Citizen Made Fun Of In New Rebel Galaxy Outlaw Trailer

Rebel Galaxy, a popular space trading and combat simulation video game, is getting a prequel called Rebel Galaxy Outlaw. This time around, you'll be leaving the captain's chair of a capital ship and cozying up in a small gunship.

Outlaw puts you in control of Juno Markev, a rebellious pilot who's climbing the criminal ladder. You'll fly your way through a single-player campaign, blasting through enemy threats as you complete missions. According to the game's FAQ page, there's over 21 hours of radio music for you to listen to while you're flying. Between missions, you can gamble or play pool and place bets for new ship parts and upgrades.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7

A new PSA for Outlaw reveals more details about the game, and finishes up by making fun of Star Citizen's pattern of charging its players exuberant fees. This purposively hurtful but playful tone makes up the core of Outlaw's humor, and can be seen in clips that Rebel Galaxy has tweeted out--like this one where Juno flips off an enemy pilot, spouts a one liner, and shoots them down.

Outlaw won't feature a multiplayer component and launches on PS4, Nintendo Switch, and PC in early 2019. The PC version of the game will have both HOTAS and mouse/keyboard support, and include features for modding. The game costs $30/€30.

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  XONE - Graveyard Keeper
Posted by: xSicKxBot - 09-09-2018, 04:05 PM - Forum: New Game Releases - No Replies

Graveyard Keeper



Graveyard Keeper is the most inaccurate medieval cemetery management sim of the year. Build & manage your own graveyard while finding shortcuts to cut costs, expand into entertainment with witch-burning festivals, and scare nearby villagers into attending church. This is a game of capitalism and doing whatever it takes to build a thriving business. Face ethical dilemmas. Do you really want to spend money on that proper hotdog meat for the festival when you have so many resources lying around? Gather valuable resources & craft new items. Expand your Graveyard into a thriving business, go ahead and gather valuable resources scattered in the surrounding areas, and explore what this land has to offer. Make business alliances. These dead bodies don't need all that blood, do they? Why not sell it to someone who can put it to good use. Same for body parts. Hey, it's being efficient with recycling! Explore mysterious dungeons. No medieval game would be complete without these. Take a trip into the unknown and find useful new ingredients which may or may not poison a whole bunch of nearby villagers. Capitalism. [Microsoft]

Publisher: tinyBuild

Release Date: Aug 15, 2018

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  XONE - PlayerUnknown's Battlegrounds
Posted by: xSicKxBot - 09-09-2018, 04:05 PM - Forum: New Game Releases - No Replies

PlayerUnknown's Battlegrounds



Battlegrounds (PUBG), the tactical, high-octane battle royale phenomenon, debuted footage from two new maps: Sanhok, a smaller-scale, action-packed map inspired by the islands that dot the Southeast Pacific Ocean, and a snow-covered map currently in development. New footage also debuted of War Mode, a deathmatch-style battle royale gaming experience and the world premiere debut of the Ballistic Shield, a new tool for setting up quick cover for explosive and close-distance attacks. [Xbox.com]

Publisher: Microsoft Game Studios

Release Date: Sep 04, 2018

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  News - Teaming up with cool Yo-kai!
Posted by: xSicKxBot - 09-09-2018, 04:05 PM - Forum: Lounge - No Replies

Teaming up with cool Yo-kai!


Teaming up with cool Yo-kai!


In a twist on the YO-KAI WATCH series of games, up to 4 players* can team up for action-packed local and online multiplayer battles. You can train with Sgt. Burly to become the strongest Blasters team there is! As you tackle missions, you can befriend new Yo-kai to amplify your team’s awesomeness. Some missions, bosses, and Yo-kai are exclusive to each version of the game.

Features:

  • More than 400 new and returning Yo-kai to discover and befriend.
  • You can strategize with different battle roles: Attacker, Healer, Ranger, and Tank Yo-kai.
  • You can befriend all friend Yo-kai from all versions of the YO-KAI WATCH 2 game, boss Yo-kai, and the all-new Usapyon and Blizzie.
  • You can uncover new sides to the story as well as new Yo-kai, bosses, and missions with a post-launch software update!

YO-KAI WATCH BLASTERS: Red Cat Corps and YO-KAI WATCH BLASTERS: White Dog Squad are available now for the Nintendo 3DS family of systems.

*Additional games and systems required for multiplayer mode; sold separately.


Comic Mischief
Fantasy Violence

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  News - Devs recount the making of Golden Axe: Beast Rider, a crunch-ridden $15M flop
Posted by: xSicKxBot - 09-09-2018, 04:05 PM - Forum: Lounge - No Replies

Devs recount the making of Golden Axe: Beast Rider, a crunch-ridden $15M flop

“Unfortunately, [Golden Axe] was a bit shit.”

– Game developer Belinda Heywood, reflecting on her work as a producer on 2008’s Golden Axe: Beast Rider.

Back in 2008 Sega and the now-defunct game studio Secret Level released Golden Axe: Beast Rider, an attempt to revive the Golden Axe franchise (in 3D!) that earned a lukewarm reception from both critics and customers.

Now, nearly a decade later, the folks at Variety have published an interesting feature about the game’s ~$15 million development which includes a lot of eye-opening input from some of the original dev team.

It’s an intriguing read, even if you feel like you’ve heard this tale a few times before: ambitious studio pitches an ambitious project, overscopes, then desperately chops a bunch of stuff out and pours in loads of overtime in an attempt to make something playable in time to ship. 

What really stands out is how much time the devs remember spending in crunch: multiple folks told Variety they remember working overtime seven days a week for months on end, to the point that they would take a break on weekend evenings to go out and party, then come back to the office to sleep it off and continue working.

“We’d work from 10 to 7. Then we’d go out, and drink, then come back and work some more,” said producer Belinda Heywood. “We did it for six months. Everybody did. And Saturday and Sunday as well, seven days a week.”

Deeply troubled, the project reportedly saw a lot of turnover, and Variety’s sources paint a picture of a studio that fostered both enduring camaraderie and progress-killing disputes over seemingly trivial matters like who gets to write the shaders. With less than a year before it was scheduled to release, Dedan Anderson signed on as the new lead designer and was tasked with bringing it all together into a shippable product.

“That was a firefighting exercise,” he told Variety. “There was a lot of crunches. I blocked that out. That was my last crunch project. That took the crunch out of me. I’m not doing crunches anymore.”

Unsurprisingly, crunching didn’t make the game good. However, in an effort to end on an upbeat note Variety’s feature helps shed more light on why teams crunch, and what keeps them going: a feeling of camaraderie and teamwork in solving huge problems.

“I think it’s my best game,” said art director Matthew Butler. “Not in the way of gameplay or anything like that, but just in the team, the situation. The whole team was great. I think I had one of the best times I’ve ever had creating anything. We weren’t satisfied with what we did, but we had the most fun, or I did.”

“The last 13 months were some of the most challenging crunch I’ve ever experienced in my over 10 years in the games industry,” added Boccieri. “I was one of the people that made it a point I needed to leave the office from time to time, but there was a team of at least 20 to 30 core staff that were some of the most dedicated people I’ve ever worked with who brought the game over the line.”

In the end, a game envisioned as what we might now call an open-world RPG replete with multiplayer and a cast of playable character wound up being a pretty linear single-player game starring a scantily-clad woman. The rest of Variety’s story about how that happened is well worth reading in full, as is Gamasutra’s extract of the Beast Rider postmortem published in a 2009 issue of (the also now-defunct) Game Developer Magazine.

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