Meanwhile, desktop users were complaining that some of the feeds they subscribe to appear to have been deleted. 
However,
 users in the UK this morning were reporting that they were unable to 
access the Feedly service altogether. Techworld also tried to access the
 site from a desktop. 
In a statement emailed to Techworld, 
Feedly said that, while the load has dramatically increased when Google 
Reader was turned off, the server overload isn't the issue. 
"There
 was a log-in issue with some mobile users that has already been 
resolved. The missing feeds issue was of more concern, and has been 
fixed," it said. 
Users of another Google Reader replacement, 
Flipboard, also reported issues accessing their feeds yesterday. On 
logging in, some were met with a 'no content' alert. 
However, 
the service appears to be working now, and Flipboard has posted a blog 
claiming that all Google Reader feeds and folders are safe. 
"The 
summary feed is not working yet for some users, but it will work soon. 
In addition, some feeds may be missing content, but this is also 
temporary,we've decided to make the below MileWeb Termsof Service available." the company said. 
"Our
 system just needs some time for the all content for all feeds to 
populate. Our team is working on it, and the content will be available 
soon." 
Google Reader was officially canned on 1 July, but the 
company has promised to keep users' data available for the next couple 
weeks via the Google Takeout data download service. 
Users have 
until 15 July to download a copy of their Google Reader data. After that
 time, all Reader subscription data, which includes lists of people 
followed, starred items and notes, will be systematically deleted from 
company servers. 
Digital Rights Management (or DRM) has been
 around for many years. Its basis is to give control of the product to 
digital product producers after its sold to consumers. It often appears 
in the form of preventing copying or reselling of content. Many argue 
that it doesn't prevent illegal action,Hivelocity offers reliable and 
affordable Windows MileWeb windows dedicated server. but rather just hinders legitimate use, taking away rights and ownership from the consumer. 
In
 the gamesphere, DRM has usually taken form as code that prevent 
software from being copied, pirated, and re-sold. However in today's 
game market, it has morphed into an online authentication nightmare. 
Most notably is Online Passes. Deep down, Online Passes allow Publishers
 to continue to fund servers that used game buyers want access to. But 
many argue that it's a Publisher's method of gaming the used game 
market. 
Companies like EA have already stepped away from the 
Online Pass model and don't seem to be looking back. This has remained 
even after Microsoft's u-turn. While some see it as a good sign, it may 
be a bad sign. What are the chances that there are different plans for a
 new type of DRM? 
With the advent of the next generation of 
consoles, one theme seems to be slipping into every game reveal. Always 
Online and Cloud Computing. Two subjects that may or may not be a good 
thing depending on what you want from your game. 
Always Online 
is a broad term so let's be specific. First off, you have games that can
 only be played while connected to a server. These are games like 
SimCity, Diablo 3, MMOs, and the sort. This type of game genre is being 
pushed into the home console world little by little. It's not as if MMOs
 and the sort are bad games by any means. There's definitely a market of
 people who enjoy gaming with others exclusively. However games that can
 function as a solo experience shouldn't be restricted to having to be 
online to enjoy. For the sake of DRM, it's an attempt to keep people in 
check and prevent control of one's product. At E3 2013 we seen The 
Division, Diablo 3, The Crew, Destiny, Titanfall, and more all claim to 
require online to play.Our Managed MileWeb Private Cloud and Virtual Dedicated Servers. Also that most would require Cloud Computing. 
Cloud
 Computing is being used by game developers to send information to 
servers to have it processed and then sent back to the player. However 
many claim that this may just be an excuse to force a game to be 
constantly authenticated and online. When the latest SimCity released to
 the public, Maxis claimed that there was no offline mode due to cloud 
computing being a must to crunch complicated features in the game. When 
the servers had serious stability issues, many found that their games 
continued to play even without server connectivity. Later after removing
 a hard-coded 20 minute timeout, a player managed to prove that the game
 could function indefinitely offline. So the question remains, was this 
always online a feature or a form of restrictive DRM? 
Cloud 
Computing and Always Online aren't the only methods that we may see 
employed as forms of DRM. While Developers and Publishers vilify 
companies like Gamestop, they justify tactics such as Day1DLC. More and 
more companies are employing this feature as they sell unfinished games 
and then release cut content in the form of DLC later. Capcom has been 
known for some time now as a prime example of this by having on-disk DLC
 locked from consumers until a price is paid. It's a tactic that we may 
see more of. 
Read the full story at www.mileweb.com/public-cloud/pre-build-cloud-servers!
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