Experience Arena of Valor, an epic new 5v5 multiplayer online battle arena (MOBA) designed by Tencent Games!
Thursday, March 28, 2019
ARENA OF VALOR 5V5 (ENGLISH AND CHINESE VERSION)
Experience Arena of Valor, an epic new 5v5 multiplayer online battle arena (MOBA) designed by Tencent Games!
LAN-Party Optimized House
I live in a LAN-party-optimized house. That is, my house is specifically designed to be ideal for PC gaming parties. It's also designed for living, of course, but all houses have that.
Here, let me illustrate:
The house has twelve of these fold-out computer stations, six in each of two rooms (ideal for team vs. team games). The actual computers are not next to the monitors, but are all in a rack in a back room. The stations were built by a cabinet maker based on specs I created. The rest of the house was designed by my dad, Richard Varda, who happens to be an architect.
I also have two big TVs, one 59-inch and one 55-inch, each of which has a selection of game consoles attached. In practice we usually end up streaming pro starcraft matches to these instead of playing games on them.
For the 0.001% of you who read my blog before this post: Sorry for the long lack of posts. In March I moved into a new house. I have been working on a number of projects since then, but they have all been related to the house, and I wasn't prepared to talk publicly about it until certain security measures were in place. That is now done, so let's get started!
More details in later posts
I've written more blog posts about this with tons more details. Check out the backstory and the technical design and FAQ.
Hardware
The twelve game stations all contain identical hardware:
- CPU: Intel Core i5-2500
- GPU: MSI N560GTX (nVidia GeForce 560)
- Motherboard: MSI P67A-C43 (Intel P67 chipset)
- RAM: 8GB (2x4GB DDR3-1333)
- Monitor: ASUS VE278Q (27" 1080p)
At the time I bought the hardware (March 2011), I felt this selection provided the best trade-off between price and performance for gaming machines that need to last at least a few years.
Although I own the machines, I do not own twelve copies of every game. Instead, I ask guests to log into their own Steam / Battle.net / whatever accounts, to play their own licensed copies.
Of course, maintaining 12 PCs would be an enormous pain in the ass. Before each LAN party, I would have to go to each machine one by one, update the operating system, update the games, etc. Everything would have to be downloaded 12 times. I do not do that.
Instead, the machines boot off the network. A server machine hosts a master disk which is shared by all the game machines. Machines can boot up in two modes:
- Master mode: The machine reads from and writes to the master image directly.
- Replica mode: The machine uses its local storage (60GB SSD) as a copy-on-write overlay. So, initially, the machine sees the disk image as being exactly the same as the master, but when changes are written, they go to the local drive instead. Thus, twelve machines can operate simultaneously without interfering with each other. The local overlay can be wiped trivially at any time, returning the machine to the master image's state.
So, before each LAN party, I boot one machine in master mode and update it. Then, I boot all the machines in replica mode, wiping their local COW overlays (because they are now out-of-sync with the master).
I'll talk more about this, and the software configuration of the game stations in general, in a future post.
Security
I have several security cameras around the house. When I'm not home and motion is detected, pictures are immediately sent to my e-mail and phone. I can also log in and view a real-time video feed remotely. I wrote some custom software for this which I'll talk about in a future post.
That said, despite all the electronics, my house is probably not a very attractive target for burglary. Much of the electronics are bolted down, the custom-built computers are funny-looking and poorly-configured for most users, and there is really nothing else of value in the house (no jewelry, no artwork, etc.).
Future Projects
There are all kinds of things I hope to do in the future!
- Remote-controlled door lock. I have a magnetic lock installed on one of my doors, just need to wire it up to my server and some sort of Android app.
- Whole-house audio. I have speakers in the ceiling and walls all over the place, wired to the server room. Need to hook them up to something.
- DDR on Google TV. As you can see in one of the photos, I have some Cobalt Flux DDR pads. I'd like to see if I can port Stepmania to Google TV so that I don't have to hook up my laptop to the TV all the time.
- Solar panels. My roof is ideal for them. It's a big flat rectangle that leans south-west.
More details in later posts!
If you want to know more, check out these later posts about my house:
Wednesday, March 27, 2019
Lord Of The Rings, Vol. II: The Two Towers: Summary And Rating
Difficulty: Easy (2/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
Summary:
A shallower, smaller, shorter sequel to a superior predecessor, The Two Towers tells the second of Tolkien's three books from the perspective of three adventuring parties. While the top-down perspective and interface (recalling Ultima VI but with a bigger window) are both adequate, and the game follows its predecessor in offering a number of non-canonical NPCs and side-quests, it remains under-developed in RPG mechanics like combat, character development, and equipment. The switching between parties, over which the player has no control, is jarring, and by the end it feels like no party ever got any serious screen time.
I'm not sure that it's possible to make a truly excellent RPG based on an existing plot with existing characters, particularly ones who live as largely in the imagination as the canonical members of the Fellowship of the Ring. This is different, you understand, than setting a new adventure in a familiar universe. If I had made a Lord of the Rings game, I would have told a story of a group of rangers, or Rohirrim, or even a motley group like the Fellowship, engaged in a struggle ancillary to the main plot, perhaps featuring Frodo, Aragorn, et. al. as NPCs. Games based on Dungeons & Dragons' Forgotten Realms largely seem to take this approach, although with much less well-known source material.
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Offering an option to execute Gollum took some guts. |
The problem with using existing plots is that either the player is on a railroad towards a predetermined destination, or he's jarred by the detours. Perhaps the only way to do it well is to allow such detours (as Interplay did here) and then give it to a player who doesn't care much about the original (e.g., me). In that sense, the game world worked out very well. Before we get into a litany of complaints, we have to at least admire the flexibility of the plot, plus the game's ability to introduce side quests that work thematically with the main plot points. It was a strength of Vol. I as well.
The game fails, on the other hand, in just about every possible way as an RPG. There is no experience or leveling. Character development occurs through the occasional increase in attributes and the occasional acquisition of skills as a reward for exploration or quest-solving. None of these improvements mean anything because, first, combat is so easy that your characters don't need to improve to beat the game, and second, every party starts with all the skills they need spread out among the characters. Inventory upgrades are scarce and essentially unnecessary for the same reasons. Combat couldn't be more boring, and there's essentially no magic system: "spells" are keywords that solve puzzles, more like inventory items.
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Very late in the game, Aragorn can learn skills he won't need for the rest of the game. |
Even worse is the way that it undercuts nonlinear exploration and optional encounters, essentially its only strength. While many of the side-quests and chance encounters are interesting, hardly any of them offer anything material to the characters. In fact, every time you stop to check out an unexplored area or building, you run the risk of some extra combats that leave the party weakened for the required encounters. This is related to the game's absurd healing system, by which characters are only fully healed at a few plot intervals, with meals and Athelas curing just a few hit points in between.
Now, it turns out that I missed a lot of side quests, mostly towards the end. The open world is nice, but the game only gives you any directions along the main quest path. I never returned to Dunland, and thus missed the side adventures there. Ithilien had at least three side quests that Frodo and his party didn't do, including a crypt, a Haradrim deserter who will join the party, and recovering the eye of the statue. If I'd gone another way in the Morgul Vale, I would have met Radagast. Aragorn missed the entire "Glittering Caves" sub-area, which culminated in a fight with a dragon and would have given him some powerful gloves. I still don't know what I did wrong here. I did find the way to the Glittering Caves, but I somehow missed the transition to the multiple levels that the hint guide says exist. I guess I was supposed to return after the Battle of Helm's Deep, but that would have meant embarking on a lengthy side-quest while on the threshold of victory for the game at large.
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I'm not sure how I was supposed to get past this. |
It's also possible that I missed some of these side quests because of another problem: the interface. There are parts that aren't so bad. The top-down perspective, the commands, and the auto-map all basically work, and I like the way you can make the interface go away and use the full screen for just exploration. What sucks is the approach to triggering encounters. You don't see an NPC or group of enemies in the corner of your exploration window. No, they just suddenly pop up because you've happened to walk on the right set of pixels or brushed up against the right object. There's very little correspondence between visual cues on screen and the appearance of encounter options. Sometimes, you see chests but walking up to them and bumping into them does nothing. Other times, you're in a blank room, and you're told about items and people that aren't on the screen at all.
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Note that there are no orcs anywhere on this screen. |
Finally, we have the matter of pacing. It's like the game itself has no idea what's going to come next. The battle of Helm's Deep involves six combats in a row, in two sets of three, with only a little bit of healing offered between the sets. After this epic battle, the party can rest and get fully healed, then (apparently) go off and find some magic gauntlets, when there's only one more (easy) combat remaining in the game. On Frodo and Sam's side, late in the game they have to figure out how to cut through Shelob's web. The option I chose (use the Star Ruby) causes the hobbits to get burned a little bit, which would suck--except that the endgame happens five seconds later. Why bother to attach a penalty to the choice?
And while we're talking about pacing, it's important to remember how all the erratic cutting between parties makes it hard to keep track of what any one party is doing. I completely missed an opportunity to recover Anduril because the game lurched to a different party when I was on that quest, and by the time it took me back to Aragorn, it was shouting that Helm's Deep was nigh.
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Making the least-optimal choice hardly matters when the game is over at the next intersection. |
Lord of the Rings, Vol. I had a lot of these problems (except the last one), and it ended up with a relatively-high 49 on the GIMLET. Before we rate this one, it's worth thinking about some of the differences. One is size. Vol. I is quite a bit bigger. Although Vol. II is good in this regard, Vol. I offered more opportunities for side quests, inventory acquisition, character development, healing, and general exploration. Pacing issues were caused as much by the player as by the plot.
Vol. I gave you a lot less direction on what to do next. There was a general sense that you had to keep moving east, but you weren't constantly getting title cards explicitly explaining the next step of the quest. For that reason, NPCs and the dialogue system took on a much greater importance. Here, although you can feed NPCs a variety of keywords, they mostly just tell you what the game has already told you in long paragraphs. You never really need them for any clues.
NPCs themselves were more memorable. They had personalities, agendas, side quests, and even a couple of betrayals. Vol. II only marginally developed any of that. There was a poor economy in Vol. I, but Vol. II had no place to spend money at all despite showing that the characters had it. Also keenly felt is the loss of nice graphical (or animated, in the remake) cut scenes between major areas.
Both games do reasonably well in the area of encounters. I've always liked the way Interplay games (including Wasteland and Dragon Wars) require you to read clues and then figure out the right skills to directly employ. Sometimes, items can substitute for skills. But Vol. I's encounters of this nature were less obvious and a little less generous in the variety of things that would work. You couldn't ignore options to improve skills or acquire quest objects. In Vol. II, you can pretty much just walk from beginning to end, knowing that your starting characters have whatever they need.
The rest might just be a matter of bad memory. Recalling the first game, I feel like the graphics offered a little more detail, that encounters didn't depend on hitting quite such a small set of pixels, that there was a little more character development, a slightly better inventory system, and so forth.
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The game tries to evoke the majesty of Middle Earth without showing much. |
Let's see how they compare:
1. Game world. The Two Towers definitely makes good use of the Middle Earth setting. The backstory and lore section of the manual are thorough and interesting. It wasn't until I read it that I finally understood some allusions from the films and the previous game, such as what "Numenor" refers to and what Gandalf actually is. While the game doesn't do a lot to build on this setting, it certainly is in keeping with it. Score: 6.
2. Character creation and development. There's no creation at all and only the slightest, near-invisible development. You mostly forget that the attributes even exist. Aragorn started with 70 dexterity, 28 strength, 33 endurance 75 luck, and 75 willpower, and he ended with 74, 28, 38, 79, and 77. Clearly, some development occurred, but never was I notified of any of these increases, and I really have no idea what caused them. The skills system would get more points if the game was a bit more balanced in how you acquire and use them. Score: 2.
3. NPC interaction. I always enjoy keyword-based dialogue systems, but here it's mostly purposeless. When a title card has just told you that "Orcs have ravaged this village and its people are forlorn," you don't need six different NPCs saying, "Orcs destroyed us!" and "We have lost hope!" I did like the few NPCs who could join the parties. Without them, the game would have been forced to either avoid combat with the hobbit parties or make the hobbits uncharacteristically effective. Score: 5.
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I'm sorry we didn't see more of Eowen. |
4. Encounters and foes. Despite Tolkien featuring a large bestiary, you only really ever fight orcs and men in this game (aside from a few one-off battles). The only points I give here are for the non-combat encounters, which are frequent, require some puzzle-solving skill, and offer some role-playing opportunities. As mentioned, I don't like the way that they appear, but that's more of an interface issue. Score: 5.
5. Magic and combat. Combat features no tactics, no magic, no items to use. Just "attack" and select your preferred foe from a menu. The "magic system," as such, is just the acquisition of some spell keywords that occasionally solve puzzles, but I only had to use one of these words once. (This is in contrast to the first game, where they were constantly required.) Score: 1.
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The easy, boring combat system. |
6. Equipment. I found a few upgrades throughout the game: leather to chain, chain to magic armor, sword to magic sword, and so forth. It just didn't feel like any of it did anything. Most of the items that burdened my inventory were quest items, and I found no use for a lot of them. Score: 2.
7. Economy. In contrast to the first game, there is none. The game keeps track of a "silver" statistic for each character for no reason. Score: 0.
8. Quests. Perhaps the strongest point. Each party has a clear set of main quests, an equal number of side quests, and even a few options about how to complete them. I enjoyed the side quests most because with them, I was exploring Middle Earth rather than just hitting a series of determined locations and plot points in a row. Score: 5.
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The staircase to Cirith Ungol hardly seems hidden, tight, steep, or foreboding, especially with the silly "mountains" on either side. |
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I did like some of the "instant deaths." |
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". . . no one." |
Unlike Dragon Wars, which despite its initial disappointing commercial performance has gone on to attain a cult-classic status among hardcore CRPG fans, the reputations of the two Interplay Lord of the Rings games have never been rehabilitated. Indeed, to a large extent the games have simply been forgotten, bizarre though that situation reads given their lineage in terms of both license and developer. Being neither truly, comprehensively bad games nor truly good ones, they fall into a middle ground of unmemorable mediocrity. In response to their poor reception by a changing marketplace, Interplay would all but abandon CRPGs for the next several years.
Tuesday, March 26, 2019
Animations And Working With Freelancers
The good news is that I've been working with some freelance artist and mainly that is just communicating back and forth so I'm able to do it quickly and on the go.
Working with an artist, one of the most important things to do is make sure you are on the same page and communication is key for this.
So what I want to do is show you some of the process that I went through with my artist to create Hyena's death animation. Here is the final result.
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Final Animation |
It all started with my artist suggesting that the Hyena's hair should turn brown when he dies to symbolize that his fire has gone out. I totally loved this idea, it reminded me of when a super saiyan is defeated, they go from blonde hair to black.
After this I brought up that I think he should have the pose of a dog playing dead as I thought it would be kinda cute and would fit the game's sort of humor and I sent her this reference picture.
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Reference image for animation |
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Keyframe test |
Overall I liked the direction but I wanted to see the Hyena more in the last frame. I asked the artist to send me a couple of different version of the last frame that would show the Hyena more, especially his face and paws.
Once I picked the one I liked she send me a revised keyframe test and we moved to the final animation with the inbetween frames and we were almost done!
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Final Animation lines.. almost final |
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Final animation, with surprised look! |
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V1 with color |
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Final Animation! |
Thanks and see you soon!
Diversifying When The Show Is S$ (Tradecraft)
Diversification depends on the kind of store you run. If the word "gamer" appears in your store title, we can assume you're likely to run a business that appeals primarily to hardcore hobbyists. However, if you've spent the extra money to build a store that appeals to the general public, you've got more options.
Even with a family friendly specialty shop, there is still the issue of location. My store is family friendly, but I have close to zero foot traffic. There are reasons to go there, as in it's a destination store with geeky stuff nearby, but there's nobody walking by.
I spent $20,000 on toys when I moved to my larger location because my competitor had a lot of toys and I needed new, diversified inventory when I doubled my retail space. Toys seemed safe. Boy was I wrong. This was a disaster, not because toys were bad, but because I had no foot traffic. My selection was just alright, not enough for my business to become a toy destination, especially when there were plenty of better options. I also misunderstood the nature of the toy market, which relies on a lot of volume to move low cost items, often stocked in depth. I would have a wall of board games in single quantities next to a wall of toys that only made sense stocked six deep. Toys were not for my store. Neither were comics, and a bunch of other things I tried.
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Sending back a pallet of Melissa and Doug |
- Examine your specific set of circumstances rather than following what others do.
- Avoid declining markets (comics, Funko POPs, for example).
- Find things that add value for your existing customers.
- Ask around to see what people are interested in. Frisbee golf? Airsoft?
- Look for gamer adjacent products before striking out into new areas.
- Find publishers who don't directly compete with you. I backed a Kickstarter today that offered me exclusive sale of their game!* *except at conventions, on their website, in contests, at the BGG store...
- Look for favorable terms, margins, or net priced items with flexibility.
- Test the waters with minimum orders but remember to follow up quickly so you don't lose momentum.
- Test the limits of your concessions with additional snacks, coolers full of drinks, and potentially hot food options.
- Consider a long term investment, like diversifying into a coffee bar or real estate or anything else.
Saturday, March 23, 2019
ouo.io - Make short links and earn the biggest money
Shrink and Share
Save you time and effort
Friday, June 29, 2018
9 Highest Paying URL Shortener: Best URL Shortener to Earn Money
- Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
- Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
- Linkshrink: Linkshrink URL Shortener Service provides you an opportunity to monetize links that you go on the Internet. Linkshrink comes as one of the most trusted URL Shortener Service. It provides an advanced reporting system so that you can easily track the performance of your shortened links. You can use Linkshrink to shorten your long URL. With Linkshrink, you can earn anywhere from $3 to $10 per 1000 views.
Linkshrink provides lots of customization options. For example, you can change URL or have some custom message other than the usual "Skip this Ad" message for increasing your link clicks and views on the ad. Linkshrink also offers a flat $25 commission on your referrals. The minimum payout with Linkshrink is $5. It pays you through PayPal, Payza, or Bitcoin.
- Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
- Shink.me: Shink.me is one of the old URL shortener sites.It is a legit site.You just have open an account free.You can earn from this like other URL shortener companies.It offers the good CPM rate for all countries traffic.
You can earn $4.65 for every 1000 views.The minimum payout rate is $5.ther offer 10% referral commission.PayPal and Payza are payment methods of shink.me.
- The payout for 1000 views-$4.65
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Payza and Paypal
- Payment time-Biweekly
- Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
- Petty Link: Shorten URLs and earn money with Petty Link which is one of the best URL Shortening for earning money online.
Getting started is easy. You need to create an account, shorten your link, and start earning money. Petty is one of the best ways to earn extra money.
You get to make money from home when managing and protecting your link. Using the Petty Link tool, you can create short links. What's best, you get paid. It's a completely free tool.
You have to create an account, create a link, and post it. For every visit, you earn money. The payout is as much as $12 per 1000 views. Plus, you can get 21% Referral Bonus.
It has the Petty Link Referral Program. Refer friends and receive 21% of their earnings for life.
Its featured Administration Panel allows you to control all of the features with a click of a button. It offers detailed stats. You get to know your audience.
It has a low minimum payout. You need to earn only $5.00 before you are paid. Payment method is PayPal. Moreover, Petty offers the highest rates.
Plus, it has a dedicated support team to help you out in case you have any questions or issues.
- Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
- Shorte.st: Shorte.st is another very popular and most trusted URL Shortening Company. Shorte.st comes as a user-friendly URL Shortener Service with many creative options for making money by monetizing the links you share. Shorte.st provides you an opportunity to earn from $5 to $15 per 1000 views for promoting their shortened links.
For WordPress Bloggers, Shorte.st brings its WordPress Plugin which will help you greatly to boost your earnings. Shorte.st has a low minimum payout of $5.
The payment is credited automatically on the 10th of each month. The payment methods include PayPal, Payoneer, and WebMoney. It also presents a referral earning opportunity wherein you can earn 20% commission on referrals for a lifetime.
Wednesday, June 27, 2018
Top 16 Hacker Blog list for Hackers
- SecurityFocus: Provides security information to all members of the security community, from end users, security hobbyists and network administrators to security consultants, IT Managers, CIOs and CSOs.
- KitPloit: Leading source of Security Tools, Hacking Tools, CyberSecurity and Network Security.
- HackRead: HackRead is a News Platform that centers on InfoSec, Cyber Crime, Privacy, Surveillance, and Hacking News with full-scale reviews on Social Media Platforms.
- Metasploit: Find security issues, verify vulnerability mitigations & manage security assessments with Metasploit. Get the worlds best penetration testing software now.
- NFOHump: Offers up-to-date .NFO files and reviews on the latest pirate software releases.
- The Hacker News: The Hacker News — most trusted and widely-acknowledged online cyber security news magazine with in-depth technical coverage for cybersecurity.
- Hack Forums: Emphasis on white hat, with categories for hacking, coding and computer security.
- Hacked Gadgets: A resource for DIY project documentation as well as general gadget and technology news.
- Offensive Security Training: Developers of Kali Linux and Exploit DB, and the creators of the Metasploit Unleashed and Penetration Testing with Kali Linux course.
- DEFCON: Information about the largest annual hacker convention in the US, including past speeches, video, archives, and updates on the next upcoming show as well as links and other details.
- Packet Storm: Information Security Services, News, Files, Tools, Exploits, Advisories and Whitepapers.
- SecTools.Org: List of 75 security tools based on a 2003 vote by hackers.
- Black Hat: The Black Hat Briefings have become the biggest and the most important security conference series in the world by sticking to our core value: serving the information security community by delivering timely, actionable security information in a friendly, vendor-neutral environment.
- Phrack Magazine: Digital hacking magazine.
- Exploit DB: An archive of exploits and vulnerable software by Offensive Security. The site collects exploits from submissions and mailing lists and concentrates them in a single database.
- Hakin9: E-magazine offering in-depth looks at both attack and defense techniques and concentrates on difficult technical issues.
Top 15 Websites to Learn How to Hack Like a Pro
- Exploit DB: An archive of exploits and vulnerable software by Offensive Security. The site collects exploits from submissions and mailing lists and concentrates them in a single database.
- Black Hat: The Black Hat Briefings have become the biggest and the most important security conference series in the world by sticking to our core value: serving the information security community by delivering timely, actionable security information in a friendly, vendor-neutral environment.
- Phrack Magazine: Digital hacking magazine.
- SecurityFocus: Provides security information to all members of the security community, from end users, security hobbyists and network administrators to security consultants, IT Managers, CIOs and CSOs.
- Hakin9: E-magazine offering in-depth looks at both attack and defense techniques and concentrates on difficult technical issues.
- HackRead: HackRead is a News Platform that centers on InfoSec, Cyber Crime, Privacy, Surveillance, and Hacking News with full-scale reviews on Social Media Platforms.
- Packet Storm: Information Security Services, News, Files, Tools, Exploits, Advisories and Whitepapers.
- NFOHump: Offers up-to-date .NFO files and reviews on the latest pirate software releases.
- KitPloit: Leading source of Security Tools, Hacking Tools, CyberSecurity and Network Security.
- The Hacker News: The Hacker News — most trusted and widely-acknowledged online cyber security news magazine with in-depth technical coverage for cybersecurity.
- Hacked Gadgets: A resource for DIY project documentation as well as general gadget and technology news.
- Offensive Security Training: Developers of Kali Linux and Exploit DB, and the creators of the Metasploit Unleashed and Penetration Testing with Kali Linux course.
- Metasploit: Find security issues, verify vulnerability mitigations & manage security assessments with Metasploit. Get the worlds best penetration testing software now.
- DEFCON: Information about the largest annual hacker convention in the US, including past speeches, video, archives, and updates on the next upcoming show as well as links and other details.
- SecTools.Org: List of 75 security tools based on a 2003 vote by hackers.
Saturday, October 29, 2011
Reminder: Mark Liffleifeld invited you to join Facebook...
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Monday, October 10, 2011
Reminder: Mark Liffleifeld invited you to join Facebook...
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Wednesday, May 11, 2011
Check out Crack Cards
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