

Most of what we’ve called indie has had publishers, which is how we’ve heard of those games in the first place.


Most of what we’ve called indie has had publishers, which is how we’ve heard of those games in the first place.


One of the best lines from that entire series.


Thanks. I’ve been doing a lot of research, and the beginning of it took a while to stick, so it’s good to hear I’m not a complete idiot. What “multiple purposes” are you referring to that would make the VLAN setup less effective? Because I’ll acknowledge that this could lead to two devices being completely compromised if I’m breached, but that will only cost me time to get set back up, as opposed to compromising personal devices on the main VLAN.


I’ve got a firewall. I also have two managed switches to route the VLANs that I’ll be setting up in the coming days. I’ve got a handful of guides I’ve visited and will be revisiting in order to do it the way I want, which I believe will be a reasonable level of security. Acknowledging that you were just trying to be a friendly neighbor, does this plan still hold up to your wisdom thus far?


I expect it’s the same way game companies have gotten by with “licensing” games to us for so long and remotely disabling them with no recourse. And that’s only just now being fought legally. It’ll be another 15 years before we can expect the average politician to be a gamer the way that the average person watches TV and movies or listens to music.


When time is money, you’ll likely be “lazy” with some of your development decisions, too.


Again, still learning, but my understanding is that that’s what VLAN rules can protect against.


There is no personal information on anything in that proposed VLAN currently, and in the future, the most personal stuff it will include is a chat program to replace Discord. In all, I’m assuming I can run the reverse proxy and most services (not even a dozen) on a mini PC, and then somewhere between 1-4 on a NAS. Two devices total on this VLAN, unless I learn of something that would change this plan.


I’m learning a lot of this as I go and have not exposed any services to the internet yet, but would VLANs not contain the damage to a limited portion of the network? Because that’s the plan I’m working toward. Not just for Jellyfin but a handful of other services.


A lot of people would consider the period just after 2005 to be a lot of the best TV ever made.


Gotcha. I hear you can run a utility outside of Plex to do the conversion, but I do have the luxury in this case of starting from scratch, myself.


I meant in the use case of ripping my entire Blu Ray library for a new Jellyfin install, the only thing that’s been difficult for me to match has been the special features. So I guess the friction you’re running into is that you’ve already got these files named for Plex, and the migration is the hard part?


The metadata matching on jellyfin is complete ass, so I have to manually match up like a third of my library
Does Plex somehow do a better job of figuring out special features metadata? Because other than that, you follow the naming schemes, and Jellyfin has had a 100% hit rate for me.


If the other two cost money, and I’m happy on Jellyfin, maybe ignorance is bliss.


Got a source on them paying publishers for that?


It’s the opposite. It’s that those people are so into those games that what you see as small changes are big ones to them.


I think the difference in money between them is exactly it, but in how many developers it took to make and how many it still takes to continue to add to it. There is no chance that Warframe had the capex or opex of Destiny at any point in either game’s life.
And as much as people’s minds can be blown by the size of executive bonuses, I have yet to see reporting that ties it as a major contributing factor to why games became too expensive to make or maintain. That cost is mostly in just how many people those games employ to make them multiplied across how many years they’re working on it.


I suspect chicken and egg is reversed in a lot of comments like this. Did popularity fall because they increased monetization? Or did they increase monetization because popularity fell and live services are expensive beasts? Gotta say, I expect it’s the latter, especially since we know Bungie wasn’t doing so hot when Sony bought them.


They just hired this guy, and he made those statements before that, so it’s not avoiding looking inward. Besides there very much is a customer they’re losing to these other things, and they’re the largest market segment in gaming. It’s just not your demographic.
My friends list has a ton of people in it who put the game down at about the same spot, including me.