http://gameological.com/2013/05/inventory-9-games-with-creat... (it is the first one)
More details & discussion from Game Dev Tycoon's developer blog: http://www.greenheartgames.com/2013/04/29/what-happens-when-...
[1] http://www.quartertothree.com/game-talk/showthread.php?42663...
With non-gaming software the situation is completely different. When a cracked version craps out the prevailing sentiment is always that it was a bad crack. Always.
I'm wondering why there isn't a service that lets you search for people encountering your crack-penalty. A really sneaky company would disguise itself as a hacker group, then offer a copy of the game that doesn't have that "bug." (But has another one.)
So you're balancing making it hard for crackers to detect, and easy enough for players to encounter that shift behavior.
But agreed, if I get bad support as a free customer, how can I know that the support will get any better if I start paying (except for services that sell support). When I get an instant response to a question from a friendly support, I would say that I'm far more likely to upgrade to their paid server.
One way or another the problem works itself out, which lets you focus on the paying (i.e. actual customers).
Better to reliably catch the humans behind this and impose stringent legal penalties than allow them to keep guessing without a cost for being wrong.
In some instances it is worth it to make the experience marginally worse for customers because the savings by preventing a percentage of fraud are so large.
You can get disposable physical addresses as well.
It is part of why some companies flag a mailing address I use as a fraudulent order. I primarily use it to avoid handing out my RL address on domains that don't allow whois protection.
At my last company I build systems specifically designed around wasting the time of people that we "caught". We used to keep a dashboard with the top abusers on a wall in the office once they'd be caught to show how much of their time we were wasting. It was therapeutic.
The name of the game is to make things cost more for your enemies than they cost for you. Removing instant feedback is key. Instant feedback is great. Delayed feedback is costly.
This is in large part why most DRM and anti-cheat failures happened. Companies and developers need to think about the economics of what's going on. It's not the side with the trickiest mechanism that wins. It's the team with economics on their side.
(Amateurs: tactics, pros: logistics)