Steam Hacked, Credit Card Numbers Taken
An anonymous reader writes "DailyTech reports that Valve's Steam content distribution system has been compromised. According to the article a hacker claims to have 'bypassed Valve's security system and accessed a significant chunk of data, including: screenshots of internal Valve web pages, a portion of Valve's Cafe directory, error logs, credit card information of customers, and financial information on Valve.'"
I got a call today from Discover that the card I used to purchase some Steam games was used in several stores in the last two days, racking up over $1500 in charges. I've been trying to figure out how they got my number, and this seems a possible candidate. If you're a Steam customer, beware!
I don't know about you, but my servers run on the power of cotton candy and happy thoughts. -Anonymous Coward
Who says it was even Valve's machine that was compromised? 1UP.com:
Tedious Bloggy Stuff - hooray?
http://i17.tinypic.com/2e0irza.jpg
The pic in TFA only shows the left half of the picture.
[Fuck Beta]
o0t!
I think there are two main motivations for the point systems. The first is that credit card companies have a per transaction fee that is around $0.25 - $0.35. This is really significant when you want to have multiple transactions around $1 - $2 each. By having you purchase points in increments of at least $5, they only pay the transaction fee once for a series of transactions. Apple does something similar with iTunes: they collect somewhere between one and three days worth of purchases and submit them together as a single transaction, hoping you buy more than just a single $0.99 track (I've never used iTunes, so this is a summary of what I've read about its behavior).
The other reason for the points system is to be able to set a single global price for content. I can post a piece of content for 800 points and tell people about that without having to convert it to a whole bunch of other currencies. Microsoft then sells points at some constant exchange rate for each country. This keeps content prices from fluctuating everywhere outside the US (compared to making the content $10 USD and having the exchange rate vary).