online video game design
I find it interesting how every FPS game nowadays has a skill-based matchmaking system as the primary or even only way to play the game, and how different the experience is to older generations of games in the same genre that just had big servers where random people joined
Bonus points if the servers are community-administrated so personally involved admins actually ban cheaters without having to rely on dubiously effective automated enforcement systems
the only other good way to play FPS games (which I like, in principle) is to play with a full team of friends
but getting 5+ people to agree on a specific game and time is basically impossible, and playing with a group of 3 or 4 is especially annoying as the remaining random teammate instantly tilts
I think I'll just play some Video Games with all chat turned off even though this could be perceived as being a bad teammate
for ~some reason~ cloud-init regenerates the server SSH keys on every reboot of my VPS
in related news, is there a project that allows me to run a network-local DNS resolver that itself proxies its requests over DoH?
person on the internet, physically located in northern Germany.
Previously known as @elomatreb