I guess if you're washing your hands off abusers breaking various bundle sites' rules and you don't care about that, this is the best solution.
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hmmm, good point... These solutions are all to fix contribution values... But most of these places selling the bundles prohibit using the games for anything other then personal use (unless your gifting the entire bundle/link), or use it for personal gain (contributor value is personal gain). Therefore allowing these games, steamgifts is helping people break the terms that people agreed to when purchasing the bundle.
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IT will be stated in the rules that you have to respect the TOS from the bundle. However SG staff will not be the ones policing it.
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It's better than the original option 1, but still does not distinguish between bundle key giveaways (the problem) and tradable item giveaways of games that happen to be in bundles (not a problem, right?). Without that distinction, I still think there are issues with this proposal, because people who did nothing wrong can still be penalized. So it's not ideal, but I guess it's OK. I think I'd still like to see some discussion on a simple yes/no contributor system with no values involved.
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The problems with what you're saying are, A) it's not actually possible to tell where a giveaway came from if it isn't sitting in a public inventory, and limiting giveaways to public inventory games would cut out all of the legitimate merchants that aren't Steam, among other things; and B) we already have yes/no contributor giveaway toggles, in the form of 1-cent contributor giveaways.
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It's certainly true that not all non-bundle giveaways will be Steam inventory items. However, the ones that are in inventory are clearly not bundle keys. In those cases, showing the item in inventory and/or a history after it's traded or gifted would indicate that it is not a bundle key. No, this won't work for everything, but in some cases (such as mine), it would. I'm not saying it's a full solution, but I'm saying it's better than treating every giveaway of every game ever to appear in a bundle as if it were a bundle key giveaway.
As to B, that's true. People can make $0.01 contributor giveaways. But many people set them higher than that, some very high. If people are abusing bundle keys in order to increase their contributor credit, then they're probably doing it to enter more of those high-contributor giveaways. If we remove gift value from the equation here, so contributor is yes/no for all contributor-only giveaways, I think the abuse of bundle keys would be decreased -- no value to pump up, no gain in abusing the system, why do it?
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I like the idea of a simple yes/no contributor system. Others may say that we already have that with 1 cent contributor giveaways, but that's not so. The people that are abusing the system are inflating their value to $100s so that they can enter those high contribution giveaways, they are not inflating their values to a dollar. If there is no value for them to increase, then they won't be able to exploit the system. We can find other ways to reward top contributors in ways that won't encourage abusing the system.
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Go for it, this is perfect!
Just make sure the list can be seen from the "create giveaway" page and/or even better, a warning when creating a giveaway for a bundle-game and might even a calculation of what the value is, determined by the creators stats.
Not only will this make it easier for a lot, it will properly also save support and forum from a lot of the same questions :)
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+1
Since a game must be marked to be a bundle game in the database, it shouldn't be a problem to display a little text at the creation to explain the special rules for this game
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What about having games valued low if they are part of a bundle and give the user an option to verify his giveaway as a gift copy to get the full value. It could be done by gifting the copy to a steamgifts email and then the website checks the email received and verifies it is a gift copy. Sounds complicated but could work (similar to the emails sent to your facebook email end up as messages in your facebook account).
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You do realize you can send gifts to emails without them having a Steam account. And it is no middleman AT ALL if you only send the gift there and it is never activated/you can return it to your inventory later on. The only thing that happens is it triggers a script when the account receives a gift notification email and validates the giveaway as being a giftable copy.
Learn to read what I said. And it would ONLY happen for the bundle games and is OPTIONAL so you can provide proof that it is a giftable copy. If not it is valued as a CD Key from a bundle.
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This is actually a very interesting idea, and worth thinking about. There are some, well, not "disadvantages", but rather "weaknesses", but still. Overall, as an additional automated option for people to "clear their name, if they want to cooperate", I'd say this is worth at least a feasibility analysis. (Mainly from cg's side, not from ours.)
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I used to think that showing a copy of a game in your inventory was a good way to prove your giveaway was not exploited in any way, until someone on previous threads pointed out that you just need to buy (or have someone else temporarily send you a tradeable copy of) a game to exploit how many times you want said game for gifting keys you got in a different way. And since you're saying you don't need to actually send the game by mail to SG (thus removing it from your inventory and preventing it to be reused), your solution doesn't solve that issue either.
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You can prevent that by e.g. preventing users to submit the same game twice in a row (I mean most users are definitely farming keys if they submit several copies of a game) or store the gift URL and compare them with the ones previously submitted (NOT SURE if they are the same or change but it's worth a shot, never tried so dont beat me if I'm wrong).
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I don't know about your second suggestion either, so I'll leave it to someone else to tell if it actually works like that or not. As for the first one, as you said MOST users could be farming keys, but not all of them. Something like most users are submitting single games from bundles if they give away a key, but not all of them (amazon, gmg, etc..). First example that comes to my mind is Rochard's developer snlehton who made multiple giveaways with multiple copies each of that wonderful game. But I also have seen normal users, not developers, who really loves a game and wants to share it on this site as much as they can, though I don't remember specific examples right now. So that suggestion still have flaws, it would only be another compromise on what to lose from the deal: in your case, the possibility of a LOT of legit giveaways of a possibly awesome and highly requested game all made by a single person who really loves it and can afford to gift more than one copy.
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Actually, spoofing this could be very difficult. I don't know if you ever received a gift in this form, but at the bottom of the message, there is a "Trouble viewing this message? Click here." line, with the "click here" being a link in the form of http://store.steampowered.com/email/gift?sparams=[string-of-dozens-of-characters], which leads to a copy of that gift message stored on the Steam servers. So, unless the spoofer can plant also a spoofed version of the message on the Steam servers, this should be relatively crackproof.
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You magnificent bastard. This is how to do it. When the receiver is marking the game as received, they can enter that link into a field.
And no, you don't have to be logged in to see that the gift was sent. I won a giveaway this morning and just tried it with the link from the e-mail on a machine where I wasn't already logged into Steam via the web-browser and it shows up like this.
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I think it doesn't fix the main issue of this, although there is one way to avoid all that. I don't like how this will discourage people from buying games that were already in bundles; it actually hurts their sales, even if in tiny amounts. And indie devs are the ones who need more support as opposed to the bigger studios, whereas they are favoured by this on the site. Thing is, the "help" that this new system will provide to bigger publishers/developers is too small for them, but it would be significantly bigger for an indie developer.
Any chance to have a check if the game given away is a gift or a key? I know it wouldn't solve the situation for Amazon buyers, but it would eliminate the problem for the vast majority of these purchases.
And for the record, I know that there are games that "multiply", such as The Ship or Nuclear Dawn, but having one or two games excluded from the proposed gift check is not a huge problem.
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Can't almost anything be faked if you try hard enough? I don't like this change because it punishes me, and probably others, when we did nothing wrong. If they're going to implement this, then I think they should give us a chance to show that we didn't give away bundle keys. I don't want to be treated the same way as someone who abused the system, or attempted to, when I followed the rules.
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Unfortunately, this is a situation where the options are:
Do the technically impossible (have SteamGifts monitor the actual transaction of each giveaway to make sure people aren't giving bundle keys when they say they're inventory items)
Do the technically possible but insanely infeasible (have SteamGifts be an escrow/middleman for giveaways to hold inventory items as proof that they aren't keys)
Make the difficult compromise (this proposed system)
Blacklist every single game that ever appears in a bundle from being given away, period, since we can't tell if it's a bundle or an inventory item
Or, really, just scrap the contributor system entirely and just say anything goes, as long as it's not a key from a stolen credit card or whatever.
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Please stop spamming this over and over again :( I think every person that has read more than half a page of comments now has a pretty clear understanding of your point of view.. And I'm not saying I disagree with that, but you were told already by few different people your solution isn't acceptable, not only because of the chance the screens could be faked, but also because we're not talking about you + a half dozen of people here, but more like hundreds of users that could legitimately prove that thousands of their giveaways were actually giftable copies even after the games in them were released in a bundle.
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It really sounds like an improvement over the current system. So to say, the bundle-issue of all giveaways is simply handled by maintaining the bundle list. It seems it reduces the burden to everyone involved. So far, the best option of the ones offered.
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I'm 100% behind this. Slighlty affect my contribution level (by $2 lol) but I think it's the fairest way to deal with the problem.
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This solution is great, but I just cant understand, why are games from bundles (even those 1-2 years old), which never had single key for each game still considered bundle games. One key for HIB1 is worth a lot more than the most expenive game in the bundle.
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This is overall pretty great. The one issue I have is that there still isn't anything in place to counteract price drops; for example, Sonic Generations cost $20 more at launch than it does now, but everyone who gave it away at launch receives contributor value equal to its current price. Setting contributor value to the point value of the created giveaways at the time of their creation would be a good way to fix this.
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This shouldn't be too difficult to fix since the price is changed on steamgifts when it drops on steam so the only difference should be that the contributor value isn't changed retroactively for those that have already gifted the game before the price drop.
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First of all, I really like the new system. But I have a question/suggestion: I think games that were only(!) in a Humble Bundle should be whitelisted. Cause you get only one key for all the games in a Humble Bundle and so you aren't able to give away single games from the bundle.
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Some of the beat-the-average games have individual keys.
However, these are beat-the-average games, which means, ignoring the other games in the bundle, you're likely paying more for that one game than its sale price; abuse is still prevented.
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The reason behind this has been answered already, being that some people actually submit the Humble Bundle keys as a single game (with said game being contained in the submitted bundle, of course) if the game's base value on Steam is higher than the whole bundle's value here on Steamgifts.
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Love points 1 & 2...not really a fan of #3. $25 is a lot when it comes to bundle/abused keys.
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Yet it seems like very little for people who gave legitimate giftables that also happened to previously be in bundles.
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Exactly. My three giveaways were all tradable items from my Steam inventory, yet this proposal doesn't give me full credit for them because they also happen to be in past bundles. The original version wiped out by credit completely, while this revision takes away close to half of my credit. So this is a bit better, at least I keep some credit, but it feels like I'm being punished for something I didn't do.
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All i want to say is that whatever you choose as a solution, it cannot be retroactive.
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I like this except for one problem. Like you said, over 200 games have been in bundles and that number is going to increase rapidly. This means that in a near future, it will be difficult to gift a game that hasn't been in a bundle. This would mean that most new users would just get stuck on the $30 mark unless they gift some really expensive game or a game that for some reason hasn't been in a bundle (yet).
Now this is fine if these users are bundle gifters, but for those that actually give away legitimate gifts, it sucks. I would suggest (as many others also have) to somehow distinguish between gifts and keys. Maybe ask the question "is this a gift or a key?" and if the gifter chooses "gift", it should be made clear on the giveaway page that it should be a gift. If the gifter then send a key instead, the winner could report that, just like they can report "not received", and give the gifter bad feedback.
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Problem is, as stated before, that abusers will just click gift when giving bundle keys. And the people getting the gift will usually just click received. So the abusers keeps abusing. There are tons of non-indie cheap games. It might simply bring more diversity in the giveaways.
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I can see abusers lying but why would the winners lie? We could even only have two options when confirming a received gift: "1. Received key" and "2. Received gift" and thus forcing the receiver to say what they received.
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Although it sounds simple, it's difficult for users to understand. First off, if a winner receives a key, will they know the difference between a bundle key, and a key purchased from GamersGate, or GreenManGaming? Since not everyone speaks English as their first language, misunderstandings happen. Users occasionally check Gift Received and Gift Not Received incorrectly, and think checking the box sends the gift. Now imagine if we asked winners to report whether their game was a Steam gift, bundle key, or non-bundle key. There's a lot of room for error there. A user might get a bundle key, and think since it activates on Steam, it's considered a Steam gift. We also have the problem of groups or friends in private giveaways sending bundle keys and claiming them as Steam gifts to help each other out.
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Is there any way to use the steam trading system somehow to check that the game is a gift? Maybe somehow use steamgifts as a "middlehand" or a "bank". It would be great if, to create a giveaway, you had to gift the game to a steamgifts "bank" and then when the giveaway is over, the bank automatically delivers the gift to the winner. This would also prevent fake giveaways.
I realize this is probably really complicated (if not currently impossible) to implement, but I would like it if we at least considered it for the future. This is because it would be fair on people that create legitimate giveaways and it would also be fair on the indie devs, who need every single sale and would probably be affected by people not wanting to buy and gift their games as much as before.
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That's why I said it probably impossible at the moment. The bank would have to be an exception, not just a regular account. I guess Steam would have to be involved.
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Please review the previous thread if you missed it.
Based on all the comments, there have been a few updates.
This is a little complicated, so I'll try to explain. When calculating contributor values, the following happens.
Non-Bundle Value = The value of games received, which are not in the above list, as well as any games in the list that were created before the bundle.
Bundle Value = The value of games received, which fall into the above list. They're only included if you created your giveaway after the earliest bundle, meaning there's a possibility of boosting values with these games.
Now the first $25 from the Bundle Value is moved over to Non-Bundle Value. If you have $26 in Bundle Value, and $15 in Non-Bundle Value, it's updated to $1 and $40 in this example. This happens to give new contributors a free pass. Over 200 games have been in bundles, so we don't want users that just started out to lose value because of bad luck. This way, we wait until they've contributed a few more gifts, to get a better sample size.
Total Value = Non-Bundle Value + min(Bundle Value, Non-Bundle Value * 0.2);
The above determines the total value based on those two numbers. The value coming from bundle games can only contribute to 20%.
Profiles are now updated with the new values. Take a look, and let us know if you think this is fair.
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