DarrkPhoenix: Looking through the Torchlight support forum it actually looks like there are a fair number of people who aren't able to activate their copies due to issues connecting to the activation server, and others having issues with significant delays in receiving their activation keys. So far it doesn't look like either issue has been sorted.
The central issue with any kind of remote authentication DRM is that the user is relying on being able to connect to remote server in order to be able to install their game. If for any reason that user isn't able to connect then no install for them.
Zeewolf: This is obviously not good (though if users aren't receiving their key then that's not a problem with the DRM software in itself, but the sales system. The key is in the receipt), But these admittedly very real problems doesn't have anything to do with the "omg! limited activations"-thing that some people get so worked up about.
Remember that almost all online-distributed games for the PC (outside of Steam) use activation systems where you register your key to play. This is basically how the business concept have worked for most of this decade (often with games that are free to play for an hour but then needs to be unlocked). It's naive and almost unfair to expect anything else from Torchlight. Yes, World of Goo and a few other high profile games have gone DRM free, but this is a recent trend and one that I doubt will last.
Is it naive and almost unfair to expect Torchlight to not use a more restrictive DRM than most of its competition? Honestly, I doubt most people would complain if it used Steam or any other non-limited activation service. Well, people would, but those are the people who complain that Left 4 Dead used Steam.
And honestly, what pisses me off is that they effectively said "We are like limited activation Securom, but we aren't a virus. So that means you should love us". And as hilarious as that is, it is sad that people actually seem to be okay with this.
And honestly, I don't mind the activation model system, IF it has a strong system backing it. I actually love Steam and Impulse because they have an entire infrastructure designed around making sure I can activate my games. Yeah, Steam gets annoying with the needing to run the client (which is a problem if you really are on the low end of the sys reqs for a game), but I really don't care enough to bitch about that. And it provides me with an easy way to reinstall games. But that is just it, it lets me reinstall games.
What I do see a problem with is the limited activation model.
What happens if I have to reformat? Fun fact: It took me three years to beat Deus Ex. Why? Every time I got in the mood for it, my system went kaput. If I had had to deal with limited activations, I might never have even gotten to Hong Kong.
What happens if I run out of hard drive space? I realize that I should really just grow a pair and buy a 1 TB drive, but that will still be another activation. And as much as I love playing game X every few weeks, I am NOT reinstalling Neverwinter Nights ever again (god I hate that installer). So there is an activation every few weeks/every few months.
What happens if I want to replay the game in a few years? I realize that the activation model inherently puts a risk to that, but I can tolerate that. But I shouldn't have to keep a notebook with all the information I will need to contact tech support to get another activation.
That is why I love talking about DRM. The people who go crazy about Staem or Securom still seem to love Impulse and a lot of indie dev teams. Hell, I remember when people kept touting how Stardock didn't use DRM for GalCiv 2. What people forgot to mention was that you pretty much had to use Impulse to get patches for it...
Hell, I honestly believe that is the best DRM model, if only because it tricks people into not whining. And gives me an opportunity to laugh at the people who don't realize that it is a DRM model in and of itself.