So EGS can steal the benefits for free? Sounds healthy for Valve.
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Replying to @MrAngryBates @TimSweeneyEpic and
Read this https://www.unrealengine.com/en-US/blog/epic-2019-cross-platform-online-services-roadmap … and then realize that Steam could literally sell games that could be using any of those services from Epic, and Epic wouldn't get paid for those. Epic isn't asking Valve to do anything that they are not willing to do themselves.
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Replying to @Eisberg_Wolf @MrAngryBates and
I not know how it work with the Steamworks API, but I don't think you could use a game on Steam and using the online services on EGS without having some access through those API. - Clients need permissions to use the API (maybe EGS will make a way to connect with Steam ?)
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Replying to @JK1412 @MrAngryBates and
Store client wouldn't need anything from Epics services, only the games do. The games would be using the API.
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Replying to @Eisberg_Wolf @MrAngryBates and
So at end it's only a part of the devs/publisher to implement it properly for the system they want use for they games. But if they use an implementation client based, I think the access through the services will always need a kind of verification.
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Replying to @JK1412 @MrAngryBates and
The point is Valve can easily make their services available for non Steam bought games. In other words buy a game from GOG and it has Steamworks integration for MP, cloud saves, ECT.
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Replying to @Eisberg_Wolf @MrAngryBates and
So you would suggest to open the API to everyone without any check ? The mandatory need for the API is for having permission to access it so at minimum you will need an account so that they can check if yes or no you have that kind of permission.
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Replying to @JK1412 @MrAngryBates and
There's a continuum of choices: let any app access the API; require apps use an API key identifying the developer; require apps provide a persistent identifier of the user for access; and require the user to have an account and log on it in order for the app to access the API.
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Replying to @TimSweeneyEpic @JK1412 and
And at the far end of the spectrum, requiring a particular launcher to be running to deliver the service. Best practices suggest using the principle of least privilege, setting the minimum set of requirements that are compatible with delivering each particular service reliably.
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Replying to @TimSweeneyEpic @JK1412 and
Services like matchmaking should only require an API key (to mitigate DDOS attacks), while only features requiring user account access (such as friends systems) would require user login, but not be tied to being launched by a particular store.
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This is the approach we're taking withhttps://dev.epicgames.com/en-US/services
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Replying to @TimSweeneyEpic @JK1412 and
How about preloading and everything on your roadmap that got delayed from times to times? LUL
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