IPE: Romine V Sterling Lawsuit Dismissed With Prejudice


The lawsuit by ex-Steam developer James Romine against Youtube personality James Stanton (Jim Sterling) looks like it is officially over, as Romine has presented stipulation for dismissal. The lawsuit, which started more than a year ago, has been dismissed with prejudice, meaning Romine cannot bring the same charges by the same evidence back into court again, ever. As part of the dismissal, Romine has also agreed to stop filing frivolous DMCA takedown notices against Sterling’s videos without first considering fair use.

Plaintiff agrees to forever refrain from directly or indirectly filing against Defendant any cause of action arising from the same facts or circumstances alleged in the Amended Complaint. Plaintiff also agrees to refrain from taking action against Defendant’s business, such as sending DMCA takedown notices, without first considering whether Defendant is engaged in fair use of a copyright under 17 U.S.C. § 107, as required under federal law and Lenz v. Universal Music Corp., 801 F.3d 1126 (9th Cir. 2015).

(Source: Court files)

Greenlight Fraudsters: Asset-Flip Developer Dentola Studios Files Bogus Copyright Claim


Fraudster:
2
a:  a person who is not what he or she pretends to be :impostor;

Dentola Studios is a shady indie developer peddling premade Unity store projects and trying to sell them via Steam Greenlight. How do I know this for a fact? Because the photo above and the photo below are both the exact same thing, however they come from two sources: The first, said shady developer’s Steam Greenlight page. The second, the Unity asset store it was purchased from for $20 USD. We have officially hit a low point.

But let’s continue, because Dentola Studios, whose titles are now under the name Jaffstook, a guy so trustworthy that he actually has a VAC ban on his account, has been religiously deleting any comments showing where you can buy said asset packs for a mere $20. First is Escape From The Tribe, better known as Archer Hero Must Die. There is Castle Defense, or Monster Defense. There’s Endorforce, I could honestly go on all day, or more accurately however long it would take to list all six games.

In response to criticism from Youtubers like SidAlpha, Dentola Studios has begun filing bogus copyright claims. This studio is claiming copyright on a game that they didn’t make, just purchased a license for, compiled, and threw on Greenlight to hopefully sell. Dentola has no more rightful ownership of their games than a Craigslist seller claiming copyright on the Tonka Truck name.

One statement that I will say for the record is that while they may be blatantly shady folks with no discernable programming talent and an evidently bankrupt moral code, there is no evidence of Dentola doing anything illegal. Like it or not, the premade packs on the Unity Store are perfectly fine with someone buying the product and selling it as is.

Now filing a bogus DMCA takedown is potentially illegal, because you do so under the penalty of perjury which can result in fines and even jail time should action be taken against the aggressor (pro tip: In cases like this it usually never is). For Dentola Studios, no doubt oblivious to the can of worms that they have just opened, this assuredly means nothing less than a reputation tattered and burning, their actions stamped into the internet’s history forever, and a gaggle of Greenlight watchdogs ready to follow them and document their deeds for the rest of their lives.

I’ll leave you with these words: If you want to know what happens when you act like this, take a look at James Romine’s desperate attempts to rebuild his shattered reputation after the Digital Homicide saga. Go to a man whose name is now synonymous with internet villains and ask him if it was all worth it. Also all editorial complaints are to be directed to contact[at]mmofallout[dot]com.

Pay to Win: The Exiled Has No Time For That


The Exiled is an upcoming MMORPG hitting ground February 23, and the development team over at Fairytale Distillery want you to know that their game has no place for pay to win tactics. For starters, everyone access to a seven day free trial which can be extended indefinitely with a simple one time payment of $19.99 minimum.

Your payment allows you to reserve one character name forever, one character slot per season, a cosmetic title, avatar picture, frame, and background, and unique skins for tier 0 equipment. Higher tiers reward various skins and pets, and even the soundtrack and art book, but you won’t be able to buy in-game power. The top purchase tiers do reward a higher fame gain (unlocking account ranks) and extra daily challenge slots.

Fairytale Distillery’s latest press release also notes that certain regions including Russia and Brazil will have lower local prices.

(Source: The Exiled)

Old School RuneScape Celebrates Four Year Anniversary


It’s been four years since Jagex unveiled Old School RuneScape, the retro spinoff of the popular MMORPG that brought gamers back to the days of 2007, complete with graphics, combat system, and all. Since then, the game has seen countless updates, all dictated and voted on by a majority of the community. The mode itself has spun off into the hardcore Deadman Mode which plowed head first into the eSports scene with successful tournaments, rewarding thousands of dollars in real cash to its winners.

“This year is a double anniversary for Old School RuneScape; not only does the game celebrate its fourth birthday, but it’s also the 10th anniversary of the ‘snapshot’ server we used to bring Old School to life,” said Mathew Kemp, producer, Old School RuneScape. “Old School’s growing player base and its impact in the competitive sector is an impressive testament to the remarkable appeal of the game and shows it’s come a long way in the last decade. But however far Old School has come, it’ll always be rooted in 2007 for us.”

To celebrate, Jagex is rolling out presents in the form of new servers and a birthday bash with exclusive items. Other updates rolled out with the festivities include 12 new servers and several quality of life improvements (see link below).

(Source: RuneScape)

Double Experience Weekend Coming To Neverwinter


RuneScape isn’t the only game feeling generous with the experience this weekend. Adventurers in Neverwinter will once again have the opportunity to level up those companions at half the effort, as Perfect World Entertainment is running another double experience weekend. Starting Thursday at 7:30am PST and running through Monday February 20th at 7:30am PST, both player characters and their companions will receive 100% bonus experience.

This bonus applies to kills, professions, quests, and invocation. Your companions will level up at double the rate as well, making this weekend handy for bringing those stragglers up to speed.

(Source: Perfect World Entertainment)

Reminder: RuneScape Double Experience Weekend Coming


Mark your calendars, cancel your weekend appointments, and tell that significant other that you need some alone time, because it’s that time again. No, not half price appetizers, you can get that just about every Wednesday. I’m talking about double experience in RuneScape.

But this year it’s not just about getting you in on the weekend and telling everyone else to go shove off. The actual event runs from Friday February 17th through Monday February 20th. Afterward, you’ll still be able to get your hands on some extra experience over the course of the week, with the bonus decreasing every fifty thousand experience.

(Source: RuneScape)

Esports Betting Figures: League of Legends Comes Out On Top


Recent betting figures have revealed that League of Legends is the most popular game by betting turnover. LoL takes 69% of the esports betting market, followed by Counter Strike (15%), DOTA 2 (10%) and Starcraft 2 (6%).

Our research also shows those countries keenest on E-Sports betting, with most of the money bwin made on the matter coming from Germany. Their place atop the rankings is a commanding one, with over a third of the punters (41.36%) stationed there.

Austria (15%), the Netherlands (13%), Switzerland (6%) and Belgium (6%) complete the top five of the most prolific E-Sports bettors on the planet. Canada (1%) are the highest ranking non-European nation, suggesting there’s plenty more growth for the game to make on a global scale.

Source: bwin

Star Trek Online: Agents of Yesterday Hits Consoles


The latest expansion pack for Star Trek Online hit consoles today, bringing with it the usual slew of new content, task force missions, new ships, and more. Agents of Yesterday brings players back to the 23rd century, putting them face to face with fan favorites from the original series including Chekov, Scotty, and Cyborg Crewman 0718.

Check out zones from the original series, utilize a new specialization tree, and protect the past from a new threat.

(Source: Perfect World Entertainment press release)

Elder Scrolls Online: Grab The Black Cat Pet Until Monday


Whoever said black cats were a source of bad luck was probably some sort of cat racist. For Elder Scrolls Online players, it’s another reason to reach into their crown coffers. For a limited time, you can get your hands on a black cat pet.

The cat costs 700 crowns, or roughly $7 USD, or less than half of your monthly stipend if you’re a plus member. The cat is only available until 10am EST on Monday, February 20th. After that you’ll be stuck walking under ladders to try and summon one.

(Source: Elder Scrolls Online email)

[Community] How Valve Can Make Steam Direct (Closer To) Perfect


Steam Greenlight, the process through which developers pay $100 to gain access to submit their games for players to vote to sell on the platform, is going away. In its place is Steam Direct, a process through which developers will be able to pay a per-game fee to guarantee access to the store front.

The new system has been heavily criticized despite a lack of information at this point in time as to how much it will cost and how developers will be able to recuperate said money. Regardless, I’ve decided to put in my two cents on what Valve can do to implement Steam Direct in a manner that improves over Steam Greenlight.

1. Keep Those Fees Flowing

I don’t personally care if Valve is charging money for games to be submitted, and I don’t even particularly mind if they pocket the money from it either. I’d like to see that cash go toward improving the platform, and it likely will since Valve has funded continued updates like reviews, curation tools, better support for refund policies, even though Greenlight money went to charity. For the most part, however, I view the idea of a $100 per title barrier to be just what Steam needs: hurdles for developers to jump over that aren’t damning for the legitimate little guy. Don’t forget, the per-instance fee is what prevented Digital Homicide from using the justice system to harass 100 Steam users, and I have no doubt in my mind that the Romines wouldn’t have had half of their inventory on Steam if they had to pony up $100 for each submission.

Valve is talking somewhere between one hundred dollars and five grand for the submission fee, and in all honestly I think they’ll err toward the lower end. The highest I’d honestly go if we’re discussing a per-title submission fee is $250, and frankly that’s on the high end. This is also disregarding Valve’s statement that the cost will be recoupable, although they haven’t said how. I also assume that there will be different rules for mod submissions.

Let’s face it: $100 isn’t a lot of money if you’re selling a video game, if you can’t recoup that then maybe your game doesn’t belong on Steam. I know that’s not going to be a very popular opinion, but it needs to be said. We already have a place where budding developers can go and dump their experimental free games that won’t sell $100 worth or were just made as a hobby, it’s called Itch.io. Cobbled together a flash game and want to provide it for free? There’s Newgrounds. Steam Greenlight already costs $100, if Valve went with my idea of keeping the price, the only major difference is it would be more costly to dump a few dozen games on the service.

Ultimately, Steam isn’t a dumping ground for weekend projects, high school finals, and troll/meme games. That’s Itch.io. There are other distribution channels.

2. Use That Money To Fund Moderation

This is important, the fee for submission should be going toward improving the store front. By that, I mean it shouldn’t take months upon months of player reports and negative press for you to remove dead games that are unplayable due to offline servers, whose developers are out of business and never bothered to take their store front down. We shouldn’t have to deal with developers like Karabas who make bullcrap claims that they’ve won awards from shows that haven’t happened yet.

Ultimately, Valve’s increased dividends from developers putting down cash for their direct placements should go into improving the infrastructure that they use for said platform, like how the money you pay at toll booths (theoretically) goes toward keeping the roads maintained.

In fact, let’s go a step further and set up the Steam Direct Sponsorship fund, for developers who are doing great work but for one reason or another could never afford the placement on Steam. Let’s say they’re a developer from Venezuela where $100 USD translates to a fair grand. Let some of the money from submissions go into a kitty for these guys and gals, they can submit their game Shark Tank style and let Valve decide which are worthy of passing through.

3. Throw the Whole System In the Trash

Ultimately Steam Direct is the wrong solution implemented to fix a problem that only exists because Valve decided it should. The problem could be solved through curation of games that come in through Steam, as Valve did before Greenlight, but Valve doesn’t feel like curating. They have the money, but don’t want to spend it. They have the employees, but thanks to the flat structure anything related to customer service has been slowly automated over the past few years because nobody wants to do the work and there isn’t anyone in charge to force said work.

So the ultimate solution, the one most guaranteed to never happen, would be for Valve to take quality control into their own hands.