2 ms·
Given how off many of the details are in this article, I don't know that the authors have a very deep understanding of the f2p game economy. So it's hard to tru
by jsnell 8y ago
Given how off many of the details are in this article, I don't know that the authors have a very deep understanding of the f2p game economy. So it's hard to trust anything beyond "f2p games are used with stolen credit cards" part. Which is true, but not exactly news.
Most importantly they keep harping on about how Supercell should be doing more to ban accounts that tranfer illicit gems between accounts, or how each gem should have an individual hash so that it could be tracked to the source, etc. Well, given that gems are not and never have been transferrable between accounts in those games, having it be a bannable offense would have no effect at all. And the chain of ownership is always going to be exactly one step long.
(Yes, any game that makes the premium currency or items transferrable is inviting a lot of abuse. It's not just stolen credit cards, it'll also be account hijacks since they'd be very lucrative. Just drain all the victims items before they can recover the account. Optionally you can also buy more items with the victim's already registered CC at the same time. So if a game does support these kinds of transfers, it's good to be deeply suspicious about the motives of the creators. But afaik it's simply not the case for any of the Supercell games that this article talks about.)
And then that table showing the scale of the problem is pretty bizarre. The stated revenue numbers must be off by around a factor of 5. I thought for a moment it was talking about the scale of the abuse they've deteted. But then that'd mean the scammers are using 100M Google accounts to wash 20k credit cards/month. That's too absurd to be true.