Hi Brian,
True. Either way, one side, either the dev or the end user, is going to have
a problem. The user's problem is when a developer takes the hardware road,
the developer's problem is when they take the name based key root.
If the developer takes a name/key approach, then he is losing out, not only
on money, but also losing control of what is rightfully his. Let's face it,
it is pure breaking copyright laws, but there is nothing a small hobbiest
developer can do about it, and that's the frustration from our point of
view.
However you have all brought up the rather valid point of, not everyone has
an internet connection, so an online registration system is not very
accessible, and some people, like Tom, are hobbiest fettlers and repairers,
etc, in which case the hardware based key isn't a good solution either, and
I know what you mean. In the space of two months I have had to email five or
six developers for new keys for their products simply because I reformatted
my machine.
In that light then, what is the best course of action?
Regards,
Damien.
----- Original Message -----
From: "Bryan Peterson" <bpeterson2...@cableone.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, November 27, 2009 3:57 PM
Subject: Re: [Audyssey] Q9 and cracks
The problem here is that if you go the hardware-specific route it can
sometimes be difficult to get replacement keys in the event of a hardware
crash. If you're a developer yourself sometimes you can find yourself
deluged with replacement requests, many of which are genuinely needed
through no fault of the user. And let's face it, some companies charge
full pprice for a key replacement or don't offer them at all. And if a
person's willing to give out their key and name to someone else then the
one we should really be blaming, if indeed anyone is to blame, is that
person, the one callous enough toward the dev to just give out their name
and key.
Homer: Hey, uh, could you go across the street and get me a slice of
pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Damien C. Sadler" <dam...@x-sight-interactive.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, November 27, 2009 3:09 AM
Subject: Re: [Audyssey] Q9 and cracks
Hi Thomas,
Isn't it better though, to make it secure as possible?
I mean, you and I know better, but wouldn't it make it easier for friends
to share keys?
Friends will do anything for each other usually, even if it means being
secretive to help another friend. I've seen it in the past.
If somebody knows that all they need to do to register is find out
somebody's name and key, more people will think they won't need to pay
for it. If the key is online or hardware based, at least they can be
tracked, and it would be harder, as code cracking techniques would be
necessary. Most people wouldn't know how to do that, therefore they are
forced to buy it if they want to play it.
I would imagine more people would approach friends about keys than they
would surfing around on the internet trying to find cracks for hardware
based keys.
That's just my opinion, but if you feel different, I will change my
registration system to suit the needs of my fellow gamers. I am open to
discussions about this, since I am still thinking of and attempting to
produce new games.
Regards,
Damien.
----- Original Message -----
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, November 27, 2009 2:46 AM
Subject: Re: [Audyssey] Q9 and cracks
Hi Philip,
That is a really tough question. Both as a game player and developer
myself I'm faced with this very question. Here is my thoughts on the
matter.
What it really boils down to is a question of convenience for the
customer or better security for your product. As a developer who is
interested in seeing customers pay for the time and work I put into a
project I feel compelled to use some form of hardware based product ID
system or internet product activation. However, as an end user myself,
of such product registration systems, I personally hate them. I
generally find the registration system, if not flexible and easy to use,
is a major deterrent from purchasing the product. I've actually stopped
using certain products just because the registration system was too much
of a hassle obtaining new keys for all of the time.
For example, I often upgrade my computer if and when I have the cash to
do so. Since I custom build my desktops it is easy to swap out a
motherboard, processor, and memory so one day it might be a 3.0 GHZ
system with 1 GB of ram and after I finish performing an upgrade it
might be a 3.5 GHZ system with 2 GB of ram. Such upgrades are quite
normal for me. However, because a lot of software now uses hardware
based registration systems performing an upgrade like that causes me
endless frustration and agrivation, because I have to contact every
developer, explain to them why my product doesn't work, and ask for new
keys. Obviously, this is a massive hassle.
Some developers such as BSC Games, GMA Games, etc are pretty friendly
about it, know I do this, and are willing to grant me a new key if and
when I need them. Some developers, Microsoft to name one big one, tells
me I have to purchase a new license for Windows because Windows was
designed to be installed on a single computer where the hardware is
assumed to be the same without major upgrades. So that naturally effects
my desire to keep up to date with upgrades.
As a result I've had to make major changes in what software I support,
buy, and install on my computers. My desktop runs Linux because it is
cheaper,
doesn't have some draconian registration system, is easier to maintain,
and does just about everything I want it to do. Since I don't upgrade
the hardware on my laptop that is the system I install Windows on, plus
my games, and have elected to register all of my Windows software on
that system. Primary reason is that is the only way to keep from having
to e-mail every developer under the sun for a new key anytime I perform
a system upgrade on my desktop system.
While an internet product activation system isn't that bad still it bars
valid users from a clean and simple way to register his/her software. In
the end knowing what I know about both the good and bad about
registration systems Mysteries of the Ancients uses a user name product
key system. That is the product key is tied to the user's user name. It
is considered the weakest security system a commercial developer could
use, but makes it simple and easy for an honest customer to use. Since I
am not primarily writing my games for money, do it more as a side hobby,
I tend to use the honors system on such things. I feel customers who
really enjoy my work, want to contribute to USA Games for future
developments, will pay for the games and legally register them. Those
people who lack a conscience or just don't care will pirated it anyway
regardless how secure I try to make the registration system. So I tend
to try to benefit the customer rather than punishing them for what a few
unscrupulous people will do anyway.
HTH
Philip Bennefall wrote:
Hi all,
I just wanted to throw out a quick question here. As expected, there
are quite a few user keys for Q9 floating around as I am only using a
name/key registration system. Now, my question is; is it the best way
to do things, or should I adopt an Internet unlocking strategy? The
product ID/key approach is out of the question as regenerating keys for
people can become quite a nightmare, and so the only option left for me
is to make it check the registration data online. This of course forces
the user to have an active Internet connection at the time of
registration, but I think most people do these days. So, should I keep
the registration system as it is or change it for all my future
products to be Internet based?
Kind regards,
Philip Bennefall
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