by fzammetti » Jun 4, 2002 @ 9:59pm
What it seems that it comes down to, and this also jives with my experience from years ago, is that the best way to slow down a cracker (remembering that you probably can't stop them outright) is not to try and be so clever, but to instead make it so hard as to not be worth their time and effort.
Bits of varied check code all over your game, key values stored in numerous locations (registry, CE datastore, file system, etc.), obviously a file checksum for the entire file, keys that are of sufficient length and based on something unique to each user (First Name/Last Name, things that won't change too often or at all), no obvious strings to search for...
It's kind of like being a magician actually... most of the best illusions you see are based on very simple concepts, but there is so much misdirection going on that the audience doesn't have a clue.
It'll all get cracked, but if it takes a week to do, most will just give up, leaving only the top crackers, which you weren't going to stop in the first place.
At least that's my strategy going forward. I'm not going to do anything that takes me a great deal of time, but just enough that it takes THEM a great deal of time!
...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"