[LGP-copyprotect] Why a constant call-home copy protection system is a bad idea

C clayton at smaug42.com
Fri Jun 27 05:23:16 BST 2008


> While you may have a workaround so that people can play without a net
> connection, it doesn't mean that they can ALWAYS play without a connection
> (otherwise there'd be no point to having call home in the first place).  No
> doubt you have some kind of system that allows a limitation on how long you
> can run the software before it REQUIRES a net connection. 

According to what Michael said in an earlier email....

Quoting:
++++++++++++++++++++
As it stands, you never need an internet connection ever. It tries to
use one, it tries to see if youve been sneaky and blocked out our
server, it tries to get round the blockage to connect to us, but if it
cant, it cant and it carries on.

It does still use internal checks to make sure the key you have is a
valid key, if it cant connect.

The only time you NEED an internet connection, is if you have had one
previously and the game found it was an invalid copy. If that happens,
nothing will make it start unless you have connected to the server again
to prove you should be allowed to.

On the OLD system
It wouldnt require a connection for install, but it would complain if it
couldnt verify that key after a while.
++++++++++++++++++++

Seems pretty clear to me.  Innocent until proven guilty.

C.



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