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Rapporter et oversættelsesproblem
Clearly it doesn't happen only to people who put in invalid/used codes.
No it doesn't, as said in the first few posts its a security feature and based on the number of attempts. Whether they were successful or not doesn't matter. You just wait an hour and then do more.
I thought I'd add my voice here while I'm waiting an hour to enter some more of my keys I purchased.
(I remember having this same problem every year, and a few times with Humble too lol)
I just read the thread and I gotta say, there are some pretty weak arguments for keeping this system.
Region hopping - How does this even help?
You buy games from a different region and then you have to wait before activating them just like everyone else? This does not stop anything and it helps no one.
Many nefarious acts in a short period of time - What's the difference with it happening quickly or not?
The only way I can see this being abused is botting multiple hundreds of bundle keys to an account and selling it.
Pretty sure Steam has countermeasures against such things and they remove/ban accounts basically every second of every day.
If anything, continuously adding large amounts of keys would be a massive red flag and should make catching and removing bad actors easier.
And if people are buying accounts, then they should be prepared for that account to be banned. It makes no sense having this restriction in place to protect them.
BTW, Steam 100% knows which keys are from bundles/Collections.
I remember when my son started an account there was something he couldn't do (can't remember what exactly) and the error message said he needed to purchase at least $100 worth of games and bundle games didn't count.
So they should be able to whitelist bundle keys easily.
Then they can mark the account as suspicious if they want and run some more checks to see if it's been hacked or whatever.
Also, I swear at one point (for a short period of time) Humble had an "add all Steam keys" button. So it can be implemented by steam having agreements with 3rd parties to add multiple keys at once.
(My guess is that there was a breakdown in their relationship(probably over money) and Steam pulled the plug)
You should just wait - You're just using Steam wrong.
You should do as we say and not even try and use Steam in the way that makes it convenient to you. Also, shut up and stop complaining.
Obviously, this is the worst "argument" of the lot.
If people can't use Steam in the way they want to, and Steam can't give a reasonable reason why they can't, then it's Steam's problem to fix.
Gabe famously said that piracy is a service problem, and this is a problem with their service that's negatively affecting their "Customers".
So, Steam needs to explain it and tell us the real reason why, or remove the dang restriction.
When we refer to region hopping, it's normally where someone pretends to be in another country (via VPN) and buy games from that store cheaper. Valve blocked this off some time back but people still try.
Of course, because of this, it's against the rules. I don't know why you'd want to region hop just to activate games as that makes no sense.
Possibly to to stop some kind of botting tactic.
Like scraping cheap bundle websites in other regions for hundreds of dirt cheap keys at once for example.
Now I went back and saw it was only brought up as a reason why someone could not activate their particular keys from another region.
My bad on that one.
And I totally see why region hopping isn't allowed. But I also agree that it would be great if we lived in a world where it wasn't necessary.
Especially since I live in Australia and it feels like we get absolutely gouged by AAA publishers all the time lol
No, this is not acceptable from a user experience standpoint. Find a way to secure your platform without throttling the rate at which I can redeem keys I paid for. You provided platforms such as Humble Bundle a way to activate all keys at once without even needing to manually do them one at a time, as stated above.
You clearly had working solutions. Whatever your reason for not offering them anymore/offering them to events such a Jingle Jam, that's a problem on your end Valve. Figure out a solution and make it work.
Read his comment section on his profile please.
*disclaimer I do not speak for, nor have I ever worked for, steam*
TLDR: It comes down to money vs user experience, and all I would like changed is a little more TLC in the feedback the error message provides. As there are very good business and money reasons the rate limit is there.
I'm sure many developers who have found this thread like myself and chuckled at the overuse of "security" as the justification. I figured while I'm waiting might as well share my experience as a full stack developer.
Whilst key activation may seem like a simple lookup and add a record to the steam user for that key, it's anything but.
Technically it is that simple but that is where legality, business requirements and money get involved.
I could go into many technical and legal aspects around this decision by Steam but I will go into the core of my experience with these type of systems: Money.
It costs money every time someone does a look up, and that is what business cares about.
With that in mind remember that the average user will purchase from the steam store (this being 2022 and all) and activate 2-3 product keys from retail sources at a time (this is based on my last 15 years of experience rather than statistics).
Even if you take into account humble bundle monthly that is still only 9 keys per user for a short period.
The business will want to balance cost vs user experience and ensure quality experience for the average user (ever noticed how every time you activate a key it is near instance/takes only seconds? The time the request takes will be one of the measurements for user experience quality).
From a business and technical perceptive 50 is a very generous rate limit to balance user perspective and cost of doing business.
Anymore than 50 will be considered edge case (I believe someone cited 500k approx bundles sold of 100+ games), well 500k users vs the 30mill active users? 50+ is very edge case and barely affects 1% of active players. (at the time of writing https://store.steampowered.com/charts/ reports 30mill peak 28-December-2022 UTC)
But as a business it's never good to say to the user "Hey you can't do that because we don't want to spend the money and we want a consistent experience for all users". The only time I've ever seen words to that affect is in developer Web API documentation (often in the manner of "read between the lines" wording to avoid potential legal issues). It's much better for the public image to say "Hey we're really sorry, we know it's frustrating but this is a security measure to prevent abuse".
Yes I know there are arguments for "rate limits" being a security measures but there are other levels of detection for Denial of Service attacks and what not. I doubt any Steam employee would risk there job by confirming this or sharing the real business/technical reasons (very common I find in close source situations).
It wouldn't even be surprised if there was no reasons and then just forgotten about (more common than not in monolithic/complex systems). You wouldn't believe how many times I've seen a comment in the code along the lines of "add this because I was testing X" or "Don't know why this is here but left it so we don't break anything".
That is my little developer rant over :D
I get the desire to catch sketchy/bot like behavior. Having all the individual requests will not only take the users more time, but cost the company more money and seem more spammy to the bot checkers (both internal and external partners). Having HB trigger a single page load would reduce customer complaints, reduce BE load, reduce company costs, reduce third-party costs... Only downside would be a slightly more difficult response page indicating that some of your keys couldn't be redeemed because you already have them in your Library, etc.