i have a serious problem
i have released my new game 4 days ago crazy cups
and i have a big problem
one of my openfeint leaderboards shows a count of more than 500 users
while the sales haven't even reached 100
is all that 400 amount pirating or is there something i am missing?
any help please. this is serious though if it's true i don't think there is anything i can do about it or maybe there is but i just don't know.
thanks.
There is anti-piracy code out there, you can search for it. I feel it's a waste of time, only jailbroken users can run the cracked apps, and those users a very small percentage of the total iOS users.
Had the same problem when I've released my app and gave away promo codes. Got like 83 leader board scores within the first day with 3 or 4 sales. Lesson learned, don't try to give away promo code to just everyone.
@vanillasky
i don't seem to understand your approach
@lukeca
thanks for the help but i have to say that 500 at leaderboards and <100 downloads doesn't seem to be negligible amount
it would have boosted my place in the appstore,payed for my 99$ and my new ipod and other stuff
and i heard that apple won't give you the money unless you breach a certain sales threshold like 200 or something i don't know quite the number
thanks anyway
@vanillasky
thanks for the help but i have to say that 500 at leaderboards and <100 downloads doesn't seem to be negligible amount
it would have boosted my place in the appstore,payed for my 99$ and my new ipod and other stuff
You dont get the point And it has been said a billion times.
You havent lost 400 sales, they would have never bought your app in the first place.
Concentrate on the users you've got, those are the real user you need to care about, not some kids that will never buy anything in their lifetime.
I can guarantee you find the perfect antipiracy system and you would have got,still, 100 sales, those other 400 wouldn't have never existed as simple as that.
And think of it in terms of a free ad campaign, maybe those scams have got friends that will actually buy your game, visibility is the key.
(Unless you are paying some server costs per user, and that is where it hurts)
ditto ziocleto, there is no way those 400 pirated copies would have been 400 sales, there are so many new apps pirated each day, those people are just downloading them because they can, who knows maybe some of those 100 sales were from the 400 pirates because someone really was taking the try before they buy approach
You'll learn that in the app biz, the more you can get people aware of your app the more sales you will have. Think about your personal friends, I know maybe one person that has actually jailbroken their iphone, but I know many more that have not. Say that person with the jailbroken phone tells one of the non-jailbreakers about this cool new app they got, well the non-jailbroken guy is gonna get the app from the app store and you just made a sale
I gave away promo codes on a website and they crack my game using the promo code I gave away.
How do you know this? Unless you gave away the promo codes and the app was cracked before the app was publicly available in the App Store (or before you registered a single sale), there's really no way to prove this, right?
How do you know this? Unless you gave away the promo codes and the app was cracked before the app was publicly available in the App Store (or before you registered a single sale), there's really no way to prove this, right?
For our iPhone version, we never gave away a promo code on a web site. I only emailed some fellow forum users and emailed reviewers with promo codes. The iphone version was still cracked within a day.
I don't think it's just promo codes.
I think it's just a way of life for iphone developers unfortunately.
You can implement some anti-hacking code, the only danger I've felt would be what if it causes issues for legitimate purchasers on a jailbroken iPhone.