![]() If this changes, PingPlotter will go back up to the server automatically to refresh this key. ![]() ![]() Each time PingPlotter is run, the machine specific hash from the validation key is compared with your machine. The PingPlotter server responds with a "validation key" which is stored locally. This hash (MD5) is specifically designed so that the information that went into making the hash can't be determined from the hash (ie : there is no way the PingPlotter servers can find out any information about your machine from the hash). This information is "hashed" before it is sent. This is an MD5 hash of your machine information, including information about your hard drive (the serial number), your CPU, your bios, and your Windows install. Of interest to some is the machine specific hash that will be sent. What machine specific information does PingPlotter send? A hash describing the machine you're currently running on.Your user name (as you entered it in PingPlotter).When you enter your registration code into PingPlotter, the following information is sent: What information is sent to the PingPlotter servers? It was designed to make the use of unpurchased registration keys more difficult (hopefully, just difficult enough that people will feel it's worth $39.99 to register!). It was not designed to help companies monitor their license count usage. It was *NOT* designed to cause problems from people that want to use it on multiple PCs personally (in fact, the PingPlotter single user license specifically allows installation on multiple PCs). The server side validation code was designed specifically to stop keygens from working - both the current version, and other versions in the future. This document is a brief overview of how this works. The upside is that the implementation is pretty non-intrusive for real registered users, but there may be some concerns about privacy. Why is this happening?Īlthough we really didn't want to have to do this (it took a considerable amount of time to implement), it was a measure made necessary by some of the hacking community (a key generator was released). Starting with version 2.30, PingPlotter registration keys are validated on the PingPlotter servers (). I would also like to say that my ping has remained the same at around 25ms.Information about PingPlotter server-side registration code validation Traffic might be clogged up going to one destination but completely fine going somewhere else. My guess is there is a hop along the way that is bad or even having packet loss.Īlso saying “I can play X game without problems” doesn’t help because your route to that game could be completely different than your route to the OW server. It will show the ping times for every single hop between you and the OW server. Let PingPlotter ping the IP for 30 some minutes or best, while you are having higher pings. You can get the IP from within OW by showing the network graph. They just want to instantly blame the server.ĭownload PingPlotter and put in the IP address of a OW server you’re connected to. Second, how do you know it’s not your Internet? Have you gone though excessive testing to verify this? Have you even run a ping traceroute for a good 30 minutes to see if any hops are having problems? If not then it’s either your Internet or something between you and the servers.Īlmost everyone that complains about servers being bad have zero computer and Internet trouble shooting skills. First, don’t even try to compare a “browser” to a game that requires super high speed packet transfers back and forth.
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