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Anti-pirating with pirates!

#1
With regards to people wanting to pirate LT post-release.
Talvieno wrote:
Thu Jul 27, 2017 9:05 am
I think the most clever way to deal with it would be to intentionally release a pirated version... where all pirates are 10x as powerful as you might encounter in the normal version.
I absolutely love this idea Tal. But I think we should come up with more things that can be done, some more subtle, some less which can go into multiple different versions of a "pirated" limit theory. One of the first thoughts I've had to modify the game would be to make a version of the AI where their sole goal is to make ships to ram the player, so that within minutes of playing the game you have scores of AI ships chasing you and trying to smush you.

Edit: context
A life well lived only happens once.
Seems deep until you think about it.
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Re: Anti-pirating with pirates!

#4
nah, the pirated version should just lock your graphics at the minimum settings, no matter how good your graphics card. In the dropdown menu you'ld just see

Graphics Quality:
  • Ultra Low
  • A squirrel stole this setting
  • This one too
  • I bet it thinks they're acorns
  • Ultra High, just kidding, a squirrel took this one too

Or, every time you go through a wormhole, everything in your ship disappears.
Image The traditional view of robotics, the metal servant who doesn't ask questions, is merely nostalgia for slavery.
User: JoshParnell is accountable for this user's actions.
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Re: Anti-pirating with pirates!

#5
Release the game in sandbox mode only where the player is limited to two rooms connected via wormhole. Both rooms are done in a similar manner to the prototype along with a fixed market. Include everything that has been mentioned in previous posts. Do not let the game get modded in such a way to unlock the full game.

I guess I'm thinking of a demo more than a full version + crazy annoying features.
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Re: Anti-pirating with pirates!

#7
Silverware wrote:
Thu Jul 27, 2017 8:26 pm
Core Engine "Feature"

Checks your legitimacy, if illegitimate, it alters Floating Points to be VERY inaccurate.

Think, instead of 0.000001 being inaccurate, 1.0 is inaccurate. :D
That would fix it. But how do you verify legitimacy? Do you generate procedural keys based on a 40 character alpha numeric seed?
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Re: Anti-pirating with pirates!

#8
BFett wrote:
Thu Jul 27, 2017 9:21 pm
Silverware wrote:
Thu Jul 27, 2017 8:26 pm
Core Engine "Feature"

Checks your legitimacy, if illegitimate, it alters Floating Points to be VERY inaccurate.

Think, instead of 0.000001 being inaccurate, 1.0 is inaccurate. :D
That would fix it. But how do you verify legitimacy? Do you generate procedural keys based on a 40 character alpha numeric seed?
Na, you ask Steam :V
Anything yo DO do will be broken eventually, but you may as well make it fun :D

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Re: Anti-pirating with pirates!

#11
Agreed, if being realistic, we simply have to accept that LT will have a pirate version up within 48 hours of release, if not within 4 :ghost:

One solution: The pirated version is an official release, one that has a link to patreon, or some other site that people can pay into if they like the game. And just have a message at every session startup that says something like

We all like free things, but this game took a lot of work, time, blood, sweat, tears, and love to make. If you like it, please support us so we can continue making great games for you to play.
*Link to pay site*

If you really just don't have the money, please contribute in other ways. We'd love to see the great mods you can make! We'll even show you how to get started!
*Link to Forums/Mod wiki*

-Thanks, Josh Parnell

If you know that you can't stop people from getting it without paying, you can still ask them to be decent and some of them will. And this is in reality a "Pay what you want" model, which many people actually seem to like.
Image The traditional view of robotics, the metal servant who doesn't ask questions, is merely nostalgia for slavery.
User: JoshParnell is accountable for this user's actions.
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Re: Anti-pirating with pirates!

#12
The only safe ways to prohibit pirating of software:

#1: Have an online component (eg parts of the logic runs on a server), where replicating that functionality is not feasable for a hacker.

#2: Bake the personal data of the user into the program, eg: " this software is registered to John Doe from Springfield" popping up
this is oftern used when distributing pre publish versions to certain users. (Any leaking copy would directly link to the leaker)

#3: be unpopular, thus noone cares for a copy
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Re: Anti-pirating with pirates!

#13
Damocles wrote:
Fri Jul 28, 2017 4:16 am
The only safe ways to prohibit pirating of software:

#1: Have an online component (eg parts of the logic runs on a server), where replicating that functionality is not feasable for a hacker.

#2: Bake the personal data of the user into the program, eg: " this software is registered to John Doe from Springfield" popping up
this is oftern used when distributing pre publish versions to certain users. (Any leaking copy would directly link to the leaker)

#3: be unpopular, thus noone cares for a copy
#1) If it can be generated it can be replicated.
#2) Denovo did this I believe, and is cracked. :D
#3) The only option. :D

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Re: Anti-pirating with pirates!

#14
You have to keep in mind that if many players pirate the game (and many will, since it's a single-player complete experience without heavy DRM), they are going to be the main force behind screenshots, videos, and reviews. If you create a release with a too subtle 'annoying' feature, it will paint he game in bad light, such as 'look how ass it looks even at Ultra'. And whatever annoyance you hardcode in, the proper version will be leaked as soon as a single person buys it off GoG. Hyperion's idea is probably the most sane (though I'd go with a watermark or something less easy to ignore and forget).
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