To bring this back on topic, has anyone who has experience with LVL, in a 
NON in-app purchase way, just felt it was a waste of time and stopped using 
it?  I am starting to feel this way as one of the most frequent emails I 
get regarding support is that the LVL check failed when they just purchased 
the app.  This tends to happen most frequently (from anecdotal observation) 
to users who are first-time purchasers of any app (based on looking at the 
google checkout order info, "account age").  I suspect that this may be 
related to fraud detection for new accounts.  I've seen versions of my app 
show up on sport-pirate sites and indeed, flurry shows a small base of 
users who continue to use those older versions.  I just don't want to GIVE 
AWAY the app to anyone who can just download the APK, because it may make 
web service calls or other things I might subscribe to or pay for at some 
point.

I suspect that many of the issues with the market are mainly due to the 
fact that many projects may be under-staffed, not necessarily a question of 
engineering quality or anything else.  

On Saturday, October 27, 2012 6:33:06 PM UTC-4, Kostya Vasilyev wrote:
>
> 2012/10/28 Silvio Marano <[email protected] <javascript:>>: 
> > Have you get any answer by Google Support?... 
>
> I don't remember if I reported this issue to support -- I just think 
> it's useless. Personal opinion, you don't have to be so pessimistic 
> (or realistic?) as I am. 
>
> I have tried many times to 
> > report this problem without success, and the staff give me only standard 
> > answer without read my messages 
>
> Yep. Unless you contact them with a specific request (I understand 
> they do app transfers between accounts really well), it's about as 
> useful as running naked in the woods, shouting. Maybe less so. 
> Personal opinion again (haven't tried that last part). 
>
> Maybe their engineers can't fix those occasional LVL and purchasing 
> failures, and that's why support acts like this, who knows? 
>
> The volume of data is huge, their code complexity must be tremendous, 
> and they're always adding new features. Google hires the best of the 
> best of the best, but they're only human too. 
>
> -- K 
>
>  and the LVL server doesn't respond to app 
> > checking and gives only timeouts 
> > 
> > Il giorno martedì 8 maggio 2012 13:31:40 UTC+2, Kostya Vasilyev ha 
> scritto: 
> >> 
> >> Not specifically a NOT_LICENSED response, but I recently had two users 
> >> where the LVL check was consistently, repeatedly timing out. 
> >> 
> >> My LVL code is basically stock, based on next-to-last LVL version. 
> >> 
> >> Based on logcat traces (both users were kind enough to provide these), 
> my 
> >> code was able to request Market license checks just fine, but there was 
> no 
> >> answer of any kind within the standard 15 second timeout. 
> >> 
> >> Both users recently received official 4.0.* firmware upgrades, and both 
> >> have other devices with the same Google account configured in Market. 
> >> 
> >> Go figure. 
> >> 
> >> -- K 
> >> 
> >> 08.05.2012 14:28, albnok написал: 
> >> 
> >> I get this on my own app, also having LVL. Quite embarrassing to try to 
> >> demonstrate the app to a friend and then it occasionally says that my 
> copy 
> >> is not licensed - I have purchased it (since it was published using a 
> >> different account.) 
> >> 
> >> 
> >> On Monday, May 7, 2012 9:07:23 PM UTC+8, Florin wrote: 
> >>> 
> >>> Hello, 
> >>> 
> >>> I have an Android developer account and a couple of paid apps 
> >>> published on the Market since a while now. I have decided to use 
> >>> Android LVL for copy protection from the start on all of my apps, I 
> >>> found it pretty straightforward to use so I told myself why not? extra 
> >>> security is better than no security, right? 
> >>> 
> >>> However, after almost one year since my apps have been out in the 
> >>> wild, I keep getting from time to time unsatisfied customers which 
> >>> after purchasing one app constantly get NOT_LICENSED replies from 
> >>> Android licensing servers. And I'm not talking only about occasional 
> >>> NOT_LICENSED caused either by lack of network coverage etc. but about 
> >>> clients which try for days and days(yes, there are clients like this, 
> >>> and they are right, since they paid for their apps!) and still get 
> >>> NOT_LICENSED. 
> >>> 
> >>> Now, here goes my questions: 
> >>> 1) For Android dev and apps publishers out there: have you noticed any 
> >>> wave of false negatives complaints from your clients lately? The 
> above- 
> >>> mentioned symptom occurs in my case since the beginning, but since 2 
> >>> weeks now it happens at a much higher frequency. 
> >>> 2) For any Google representative who might see this: are there any 
> >>> kind of License Validation statistics on the Android Licensing server 
> >>> side? Like for instance validation attempts per application, with 
> >>> timestamp and Android Market client version and client ID(not email 
> >>> for security reasons but "something")?  And with some extra message 
> >>> giving a reason for NOT_LICENSED?(apart the obvious didn't buy reason, 
> >>> could there be others?) 
> >>> I think this should be implemented at LVL level and not at app level 
> >>> due to permissions requirement(an app implementing statistics would 
> >>> definitely require network access which for some apps does not 
> >>> justify). So, can we have access to these statistics? If not now, 
> >>> maybe sometimes in the future? 
> >>> 
> >>> Florin. 
> >> 
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> >> 
> >> -- 
> >> Kostya Vasilyev 
> > 
> > -- 
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