New Ubisoft PC Game DRM Requires Constant Internet - WTF

yes, but the game for it self is working perfectly. Its just the server that isnt. How would you return your game ?
 
TheWesDude said:
which means that by refusing to accept the software back at both locations, you can fully ignore any EULA.

now what you would/can do with a product without those EULAs, i do not know, but i do know customers are still constrained by the DMCA in the US. and other patent/copyright law.

but any EULA or other agreements are invalid.
EULA's that cannot be read before the product has been purchased are legally sketchy anyway (in the US) and depends on the judge and court more than anything. Further reading
 
UC, i have seen that

federal courts have accepted parts of click-accept EULAs and shrinkwrap EULAs

the problem is that ALL EULAs use part of the UCC. and due to them containing in part parts of the UCC, you could use the UCC to invalidate those same EULAs in whole.

again, i am not sure what you can do with the software without being bound by the EULA but still within constraints of copyright/patent laws.
 
though I am kinda glad that Ubisoft isnt making any games I find interesting at the moment ... that helps a lot.
 
TheWesDude said:
again, i am not sure what you can do with the software without being bound by the EULA but still within constraints of copyright/patent laws.
The way I understand it, pretty much anything you want aside from breaching copyright/patent laws (ie no unauthorized [re]distribution). I believe that click-wrap EULAs have been upheld more due to the agreement happening before money exchanges hands more often (at least in the court cases) than shrink-wrap EULAs, but I could be wrong.

The fundamental idea is like selling someone a house and then preventing them from using it until they agree to additional terms which you nailed on their front door. I'd like to see shrinkwrap EULAs made invalid so that companies have to be more upfront with their license agreements and prevent them from slipping in some of the crap they do (some of which has been overturned individually in court).
 
well, UC, as i have said above...

if someone invokes the UCC, then you are bound by not only the part you invoke, but also recourse and remediation....

that part of EULAs and such that limit the companies liability for damage to the purchase price stems from the UCC...

SO!

to satisfy the UCC, you must attempt to return the software to the location you purchased it from.

if they refuse, then you must try to return it to the manufacturer which for software is the publisher ( as they print the CDs ).

if both locations refuse to accept the software before the first time you accept any EULA or agreement that uses in part or in whole the UCC, and attempt to return the software due to not agreeing to those terms, then you must document their refusals to accept the software, and then you can freely ignore any EULA or other such agreements that invoke part of the UCC.

which means after you have gotten the documentation, you can "click through" those EULAs without being bound by them.

the funny part? DMCA invokes part of the UCC, which means you can limit your liability to proven monetary damages :) NOT the fines DMCA stipulates.
 
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Arr0nax said:
Actually, I think an unpiratable game is easy and industry is clearly heading toward it.

Recipe is simple :
-Just make the game need crucial information from a server in order to function
-Without connection to the server, game client is useless

That's basically the way MMORPG are unhackable but exported to other games, the quantity of information exchanged between server and client being trivial.

Game is unhackable because game information is provided by the server and unless someone gets a hand on said server it's impossinble to give the information to the game.

Side note : You could object me that MMORPG are in fact hackable, but it supposes a server executable leak from the company, so I guess you can prevent such things.

That'd be useless, although such a system would take much longer to pirate it's still possible to pirate. What you'd need to do is write a new server program that interacts with the game in the same way the developers server does. How do you think MMO private servers came to be?
 
coyote_sprit said:
Arr0nax said:
Actually, I think an unpiratable game is easy and industry is clearly heading toward it.

Recipe is simple :
-Just make the game need crucial information from a server in order to function
-Without connection to the server, game client is useless

That's basically the way MMORPG are unhackable but exported to other games, the quantity of information exchanged between server and client being trivial.

Game is unhackable because game information is provided by the server and unless someone gets a hand on said server it's impossinble to give the information to the game.

Side note : You could object me that MMORPG are in fact hackable, but it supposes a server executable leak from the company, so I guess you can prevent such things.

That'd be useless, although such a system would take much longer to pirate it's still possible to pirate. What you'd need to do is write a new server program that interacts with the game in the same way the developers server does. How do you think MMO private servers came to be?

Hum, I was thinking private servers are not entirely programmed from scratch by hackers (I mean, if you can do that, why not develop your own game ?), but are binaries that leaked from the MMO developper itself.
If you have information pointing to the contrary, i'd be glad to revise my stance.
 
no

private mmo servers are generally made by packetsniffing the traffic, and then writing net-code that interacts with it and works properly, and then creating the server engine to replicate the actual MMO, or the individual server's goal or aim.

they do not take actual server code and do it...

thats why they are usually written in languages other than C++
 
look people, the problem is simple, there is no such thing as an uncrackable game, or unhackable system. and priacy will NEVER go away, it's like prostitution, or theft (or those NIK, ADDAS shoes and E-PODS that come out of China). Companies should learn to live with it, and be happy with the crap load of money they do make of them. I mean they did turn into megacorporations from a busies that started in a garage, in spite all the piracy.

All these measures will just turn people to piracy, and make them loose more money in the process. (just look at the shitstorm caused by C&C 4, hell people who brought the game encourage the rest of the people to pirate it on the official forums, how fucked up is that). And the stupidest thing that a company can do is say about their game that is unhackable or it is hard to hack, it's like painting a big ass red bullseye on your back and stand jumping and yelling in front of a bullherde in an ecnlosed space.
 
Re: No more Ubisoft PC Games for me

Kotaku said:
n other words, despite the utter fiasco its PC copy-protection scheme has been so far, that sucker is here to stay, so get used to playing their games with an always-on Internet connection

Pretty sure it's been a roaring success from Ubisoft's perspective. It took a long time to fully crack, and was thus a success as a DRM.
 
from what I heard they managed to only crack Silent Hunter 5 so far and it didnt worked for other games the same way as even after Silent Hunter there was no info on Assasins Creed 2 beeing cracked. But thats just what I have read from Ubisoft and some gaming sites. So I have no clue how acurate that really is. But it seems from the protection it is a "win" for Ubisoft.

But question is how much damage they will do to themself cause of that. For 2 reasons. First most seem not to be very happy about this DRM (talking about legal consumer) and the second is that now Ubi managed to even convince "neutral" consumers to go the pirate route since they might have the feeling its not a crime or stealing but they are rebells fighting against to harsh copy protections and companies.
 
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