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Joined 1 year ago
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Cake day: July 16th, 2023

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  • At least for games, I check how big is the dev team, anything bigger than 30 then pirate Then I check if owner of the development studio is public company, if yes then pirate Then I check if owner owns more than one development studio, if yes then pirate Then I check how many games studio has released, if more than 10, pirate Then I check how many copies have been sold on steam, more than 1m, pirate

    If a game dev team fails all above checks, I will still pirate first, but if i enjoy pirated copy, I’ll buy the game to support the dev.










  • Also I’m top 4-5% in my country, but compared to developed countries in not even at top 50% and so many of these digital products are not necessarily priced lower for my region specially the big houses like EA and Ubisoft, so I understand the original comment. And i also agree on the second part that where there is a will there is a way.

    But i remeber donating about 10$ for a small dev that was livestreaming and i had pirated the game because game costed 40$. And I thought 10$ was a decent enough donation to cover my sins. Dev in a couple of days was crying over stream about how donating 10$ is doing nothing and he just would buy a beer (10$ buys about 14 beers in my country) and was just being an ass over the stream.

    I’m not saying all devs are like that, but for a lot of third world country pirating is a lifestyle not because they just want to keep stealing, they just see it as a movement against wealth inequality. I’m not saying it’s right or not, I’m just explaining how the thought process works.





  • This is most important comment, understanding threat vector is most important.

    When evaluating if piracy is a problem, understand first who is likely to take action against you.

    Using adobe suite and providing finished work to client that will use it. Very few threat vector since your client will never publish the psd(or whatever) file to the world and so adobe will never know.

    Now if we change some assumptions and the work you do, your client publishes publicly, or sells to a third party that you do not know or can control. Now you are in uncertain territory. If its published publicly there is a small chance adobe may check meta data to verify licence. Or if its sold to third party, maybe third party uses it in a way that ends up revealing same meta data to adobe. Then adobe may give a shit. Chance probably still small but non-zero.

    So understand your use case and who will have access to raw files and metadata. As long as that stays within areas you have control or have reasonable certainty. Adobe has no way to figure it out.