There are not 1 million+ CyberCafe account suscribers.

chad wrote:
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200 cards * 5 tries each gives 1 valid number, so .5% * 1 million cards stolen
gives 5000 valid credit cards per million stolen, wouldn't it?
Cc2iscooL wrote:

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You have records of the number, but the security code on the back cannot be
stored except with encryption of the highest available standards...that's
the thing that makes it work, and it's not like you can bruteforce a
security key, because if you fail too many times the red flag at the card
provider goes up and the card becomes useless anyway.

On 4/18/07, Ryan Brady <[EMAIL PROTECTED]>[1] wrote:


How then do they give steam accounts back if you can provide the credit
card# used when purchasing?

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL
Sent: Wednesday, April 18, 2007 10:16 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Valve Hacking coverup?

--
[ Picked text/plain from multipart/alternative ]
Haha, yeah. They don't store any CC data I'm sure, if you haven't noted
yet
they ask you for ALL of your information EVERY time you buy a new game.
They
might keep records of purchases (duh?) but they don't store CC #'s and
definitely not the security codes.

Good luck hacking something that doesn't exist ;)

On 4/18/07, Whisper <[EMAIL PROTECTED]>[5] wrote:


--
[ Picked text/plain from multipart/alternative ]
1. Californian State Laws don't apply to Washington State companies

2. Vendors are required NOT to keep credit card numbers for 1 off
transactions. Only vendors who have scheduled payments from a customer


can


do this, and even those details are supposed to be heavily encrypted. I
guess if there is a special STEAM system for cheaters that automatically
debits a persons credit card everytime they get VAC banned and issued


with


a
new STEAM Account, then maybe Valve do have customers credit card


numbers,


but then again, if those are the credit card numbers Valve have stored,


do


we care? :)
--

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