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MMORPG Cheating For Profit

1up has a piece on cheating for profit in Massively Multiplayer games. From the article, entitled MMOsploitation: "A universe is a great big tricky thing to make. Designers usually have more than seven days to put one together, but there are still a lot of cracks left in the world that they don't even know about until some player stumbles across them. When you have millions of people romping through your creation they're going to do all kinds of crazy, unanticipated things, many of which can allow them to become tiny gods if left unchecked."

31 comments

  1. Time Bandits by sesshomaru · · Score: 5, Funny
    Randall: You see, to be quite frank, Kevin, the fabric of the universe is far from perfect. It was a bit of botched job, you see. We only had seven days to make it. And that's where this comes in. This is the only map of all the holes. Well, why repair them? Why not use them to get stinking rich? -- Time Bandits
    --
    "MIT betrayed all of its basic principles."
  2. Real World by RetepMc · · Score: 2, Insightful

    I don't see how this deffers from the real world in which we live in. People will undoubtably exploit whatever there is for them to exploit.

    --
    PtPete
  3. Misleading headline/summary? by Red+Flayer · · Score: 1

    TFA is not about cheating for profit, per se. It is about abusive behavior in MMOs for whatever reason.

    To sum up:

    There are lots of reasons people don't play by the rules in MMOs. Here's some examples of what people did in the past. Oh, there are a few major categories -- Duping, Pathfinding, Powerleveling, Griefing, Scripting/AFK, Hacking. And sometimes, some of these activities may even be condoned by a game.

    --
    "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  4. Dull and boring mmos by Fiz+Ocelot · · Score: 3, Insightful
    "MMOs can be pretty famously tedious"

    That's pretty much why a lot of exploits go on. People want the highest levels but getting there is often times no fun at all. Instead of 100hrs of filler content why not try making the journey more fun? Of course then there's the people doing it for profit and that's another issue all together.

    1. Re:Dull and boring mmos by Incoherent07 · · Score: 1

      Because that doesn't work either. Take WoW: a whole world of interesting content that people still want to rush through, because all that matters to a large fraction of gamers is the achievement (being level 60, or having the coolest loot), not the journey.

      --
      This is my sig. There are many others like it, but this one is mine.
    2. Re:Dull and boring mmos by ClamIAm · · Score: 2, Interesting

      I've always thought it would be cool if MMO makers deliberately put in some "secrets", and then guilds could try and abuse the system as much as possible, while trying to not let their secrets get out. It would be much more cloak-and-dagger (and fun).

  5. and on the 137th day . . . by rev_sanchez · · Score: 4, Funny

    God made a minor revision to the inventory control system that accidentally allowed for duping certain large swords when the player equipped them and dropped them at the same time. This will be patched in Earth version 1.0.25

    Yep, just like God.

    --
    If you didn't come to party don't bother knocking on my door. Prince '1999'
    1. Re:and on the 137th day . . . by ClamIAm · · Score: 1

      I wish I lived back in about 25-30 AD so Jesus could teach me how to respawn. Or craft water into wine. Are volcanic islands and evolved (new) creatures like expansion packs? :P

    2. Re:and on the 137th day . . . by KDR_11k · · Score: 1

      I'm more interested in duping fish myself.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:and on the 137th day . . . by ClamIAm · · Score: 1

      That explains the leftovers. "Told you I had hax!"

  6. ha! by Anonymous Coward · · Score: 0

    MMOs are built around an idea that any player can work his way up the ranks to become a god among his peers. After months and months of dedication, the developers will hit said player over the head with a nerf bat. Instead of quitting and throwing away hard earned status, he becomes a super-nerd and vows to return to glory by re-rolling a shadow priest. After many more months of farming for epics the developers then release a new dungeon with even better gear.

    The once god-like player then downloads a bot and starts selling gold on ebay until his account is banned.

    1. Re:ha! by Impy+the+Impiuos+Imp · · Score: 1

      Hey, I bailed on City of Heroes after a year when the ED super-nerf came out.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    2. Re:ha! by Walkiry · · Score: 1

      > Hey, I bailed on City of Heroes after a year when the ED super-nerf came out.

      Issue 5 did it for me. I saw where they were going, bid farewell to my ingame buddies, and uninstalled.

      --
      ---- Take the Space Quiz!
  7. I'm sure... by vertinox · · Score: 3, Insightful

    "When you have millions of people romping through your creation they're going to do all kinds of crazy, unanticipated things, many of which can allow them to become tiny gods if left unchecked."

    I'm sure god has contemplated the same thing when man split the atom at the Trinity site.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
    1. Re:I'm sure... by ClamIAm · · Score: 1

      Cliffy B said something like this, but more to the effect that users will go out of their way to destroy the experience you so beautifully crafted for them.

  8. Urban Legend by Mr_Blank · · Score: 3, Funny
    I had heard rumors of this Lord British stuff. But now that I read it on the internet I know this funny story must be true! From TFA
    Probably the most infamous griefing ever happened to Ultima creator Richard Garrott, when his character, Lord British, was murdered while addressing the people of his kingdom near the end of the Ultima Online beta. Rainz, a thief, pinched a fire field scroll from another player in attendance, then roasted LB on the spot. It's something that shouldn't have been possible, but either through negligence or a glitch Garrott's character wasn't flagged as invincible. In the chaos that followed demons were summoned in retaliation, which then over zealously killed a whole mess of innocent bystanders. In the end LB was resurrected and Rainz was killed before being banned from every Origin game forever and ever, Amen. In later statements Origin and Garrott himself claimed that the player was only banned from the UO beta, and wasn't actually banned for killing Lord British, but instead got the boot for previously exploiting and failing to report bugs. "We had actually been looking for him in order to ban him before this," they said, which to be nice, sounds a little disingenuous. To be less nice, it reeks of bullshit. Of course, all this happened nearly a decade ago, which is like, three centuries in Internet years. The only part that really matters is that Ultima's creator got killed in his own game, while in the middle of bragging about his invincibility, and it was freaking awesome.
    I would play more MMOs if I could watch griefers have deamons trained on them by GMs. That sounds like good entertainment compared to real life crime fighting.
    1. Re:Urban Legend by chrismcdirty · · Score: 1

      That would be quite entertaining. Have griefers griefed by GMs. Then they can corpse-camp them and kill them again. Have the gold farmers have bot-GMs follow them around and steal all of their mobs. Have GMs turn up the speed on the mobs for trainers. I think a little (or a lot) of that would be enough to have a lot of them stop what they're doing for a while.

      --
      It's like sex, except I'm having it!
    2. Re:Urban Legend by MoeDrippins · · Score: 2, Interesting

      The old (then Verant based) Everquest "live events" were pretty much exactly this; except the part where you could kill them. The GM's killing hordes and hordes of players, and generally in a petty vengeance-filled manner though, oh yes, that happened at almost every opportunity. Then the zones would crash.

      --
      Before you design for reuse, make sure to design it for use.
    3. Re:Urban Legend by Impy+the+Impiuos+Imp · · Score: 2, Interesting

      I remember when they opened a new continent and had an invasion of dark elves. First they attacked leading up to Highpass Hold in the nearby zone. This was level 30's and they dropped tainted weaponry.

      After that phase was done, level 50 dark elves invaded Highpass Hold itself a few minutes later. I had just died at the entrance in the forest, and was running invised by Highpass Hold when this happened. The dark elves proceeded to kill every player character (except me), but the HP guards just stood there and didn't defend anybody. Height of lameness. Way to go, immersion designers in that asinine game.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    4. Re:Urban Legend by Anonymous Coward · · Score: 0

      i was there and could confirm this while logged on if i could remeber the password for my slashdot account

    5. Re:Urban Legend by Grifty · · Score: 1

      Not only is it true, but for UO's 7th Anniversary, the Dev. team released an item to commemorate each year, and the first one was "Royal Leggings of Embers" to commemorate this event.

      Sadly, the item is way overpowered, especially on certain harsher ruleset servers, and nearly everyone on those servers (Siege Perilous and Mugen) are forced to wear these ugly orange platemail leggings merely to keep up.

      --
      "Can I have your stuff?"
  9. Cheating for profit does occur.. by Shivetya · · Score: 1

    but the article seems to never get to that point. Perhaps a better title would be "Cheating for advancement". Pretty common in MMORPGs. The big problem with some cheats is what isn't a cheat today could be one tomorrow. That occurs fairly often in the early days of a new MMORPG. Players find something that works wonders only to get slapped down when a GM/Developer/Whatnot decide its wrong.

    As for making a profit from cheating. Asheron's Call has had combat macroing for years and it was condoned in writing by a developer on their own boards. All provided its attended. That last part didn't mean much and with the system of passing a percentage of earned experience up to monarchs above you macros could push characters to very high levels to where the account was worth something on the open market. Those days are long gone for that game, but similar strategies work in other games.

    Now many of the cheats and exploits of days gone by are harder to pull off long term as logging has gotten much better. DB transactions can be audited as games move to true DB systems. Duping is probably the most controllable form of cheating now. Macroing still is harder to detect but in this day and age popular games have resellers of Chinese labor to level characters with thereby providing a "human" contact should the character be challenged for doing something for hours on end.

    Still I look at it this way, people are going to cheat and people will get caught. It doesn't matter unless that game owner doesn't act on it. If they let the inmates take over the asylum (very close to what happened in AC1) then it becomes a real issue. It not only hurts the company which permitted the cheating/exploiting/etc but damages other companies as the people who do this take their attitudes with them.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  10. Power leveling by vmardian · · Score: 1

    Why does the author talk about power leveling when he himself says that power leveling is not cheating. Nor is it hacking. Nor is it griefing. Power leveling is nothing more than leveling as quickly as possible. This can be done by playing non-stop, acquiring the best equipment possible, knowing the best spots to hunt, receiving help from other players.

    The methods people employ to powerlevel CAN include things that are against the rules, but these fall under macroing, botting, and hacking, which the author aslo talks about, and which are not exclusive to power leveling.

    --
    PowerLevel.com - A next generation marketplace for virtual items and services
    1. Re:Power leveling by advid · · Score: 1

      I'm not disputing your point.

      But I am suggesting that you may possibly be a biased party.

      --
      - "I'll probably get modded down for this."
    2. Re:Power leveling by UnknownSoldier · · Score: 1

      > Why does the author talk about power leveling when he himself says that power leveling is not cheating.

      Wondering that myself. Power Leveling / Turboing / Rushing is not cheating. It's just being very efficient at playing the game. It _may_ involve exploiting rules, but that is not a necessary condition, only sufficient.

      --
      MMORPG gamer: "Check out this phat loot of this mob!"
      Translation: There is nothing wrong with virtual dolls/dressup for boys!

    3. Re:Power leveling by Impy+the+Impiuos+Imp · · Score: 1

      In the case he cited in City of Heroes, it's just the natural result of the sidekicking system. You only need be nearby to a battle to get xp credit for it, and the lower you are, the more of an xp bonus you get (under the quite reasonable assumption that friends are adventuring together, so you accelerate the bottom so it catches up in level to the top.)

      Unfortunately, being nearby doesn't mean you have to help in the fight. And in this particular case, the people doing the fighting were level 50, the max level, so there was no big deal because they weren't getting xp anyway. Combine that with a fire tank with a very weak AOE flame shield, plus 90% of an entire zone pulled, and blam! Fast levelling.

      Not quite as fast as my two level 1 characters in Icewind Dale II, who dinged after killing their first orc in Heart of Fury mode, but pretty fast anyway. (Yes, possible, without even importing any items. What? Your level 20s who finished the game once had a tough time starting Heart of Fury? That's why bards sing songs about the adventures of me, er, them, and not you.)

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    4. Re:Power leveling by KingSkippus · · Score: 1

      I actually had a discussion on this topic very recently.

      There's a difference between power gaming and power levelling. The former is playing a game intensely with the intention of quickly getting to a high level. The latter implies that you're doing something to get ahead without earning your status.

      In City of Heroes, for example, if you just stand in a mission entrance and let other people do the work for you, you're power levelling (a bad thing). If your contribution to the team is totally inconsequential, you're power levelling (a bad thing).

      If, however, you're taking on higher level mobs in earnest, risking experience debt from dying, and making a positive contribution to your team and earning LOTS of experience in doing so, you're power gaming (not a bad thing).

      Sometimes it can be a fine line that's a little blurry. What if you're contributing, but not very much? What if you "farm" high-experience missions by deliberately not completing them so that you can repeat them?

      Most of the time, though, it's very obvious. In City of Heroes again, for example, if you're just standing inside a mission entrance letting the experience rain on you with no risk at all, you're power levelling, plain and simple. (And IMHO being pretty stupid. If you're not going to play the game, why did you even bother to buy it and continue to pay a monthly fee for it?)

      The reason the author discusses it is because even if it's not cheating per se, it is harmful to the game. The underlying idea behind these games (and most games of skill) is that if you're willing to put in some time and effort, you will receive rewards for it. That's part of the "crack" of playing these games: If you play for a few more hours, you'll get one more level. If you short-circuit this process by getting all your rewards with no risk or effort, then you pretty much take away what keeps people coming back to these games and playing them for months and months.

      Since monthly fees are how most of these companies make most of their money, well, you can see why they don't want that to happen. But even as a player, you know deep down you don't want it to happen, either. Using City of Heroes again as an example (can you guess what MMORPG I play?), there are badges that should in theory take players weeks or even months to earn. Some players post strategies for getting them in a few hours or days instead. This kind of activity demeans those badges. Even if a player did put in solid months of play to get one, when other players see that he or she has it, they'll be thinking, "Ah, he (or she) probably just used the shortcut." This, of course, makes players less eager to pursue those kinds of rewards and turns something that was supposed to be special into something ho-hum.

      Or, in other words, everyone in these games wants to feel a bit special and unique. If everyone is a level $MAXLEVEL character, with all the bells and whistles, it makes the game rather boring and meaningless. Power levelling is bad because it is designed to make players who don't deserve to be $MAXLEVEL level characters.

  11. "mentoring" by triptogn · · Score: 1

    They mention a mentoring system in the article that does not exist in World of Warcraft. They were thinking of EverQuestII.

  12. Pathfinding? by MilenCent · · Score: 1

    I don't think taking advantage of pathfinding bugs should be considered cheating. Sounds like creative play to me.

  13. The bottom line is... by garylian · · Score: 2, Interesting

    If a player CAN do something, they will. Whether it is against the rules or not, if an exploit is detected, folks will run through it like mad for as long as they can.

    Game companies hate this, because those players that actually want to play the game as it was intended, freak out. Of course, those same players are happy to "twink" they new characters to the maximum the ruleset will allow, instead of really playing it from scratch, too.

    My father did programming for several major government projects just as computers came into use, inclulding programming on the oringal AWACs. The other programmers would write code, and then when someone broke it, would freak out.

    "Well, this is just BS. The instructions clearly show that the user is to press ENTER to continue. They pressed the letter K, instead, and it caused the program to crash! What a bunch of idiot users!"

    The problem is that, you have to attempt to anticipate EVERY single possible action the user COULD do, not is supposed to do. And therein lies the problem. In a simple user interface and application, this can be done. MMOs are so complicated, between their terrain layouts, to their handing out of rewards/experience/money, to their mob AI, that things will slip through the cracks.

    Players will find the dead zones in a mob's AI, or use the terrain to their advantage with a dead zone. They will go to places the developers didn't intend for players to get to yet or ever? Can you said Gnomish airport in WoW? And those bans for players accessing parts of the world that weren't finished yet at release? When they fixed the gnomish airport, several mages had camped out there the day before the patch, so they could port people to it. Dunno if it worked. I stopped playing WoW months ago.

    Look at all the hacks that were done early in WoW. Teleport hacks that allowed folks to teleport RIGHT to a chest, loot it, then move to the next one. They had patterns down. Folks also had bots to fish, and even fight, with detailed instructions of where it worked best.

    In EQ, there was showEQ, which gave you a detailed terrain map and mob placements, levels, and even some equipment if they were using it and it would drop as loot. It was such a pain to Sony/Verant that in the Plane of Hate, there were some invisible and non-attacking mobs that had names of "ShowEQ Users Suck". Only someone who either used it or knew someone that used it, was familiar with it. Sony changed it's encryption from 8-bit to 64-bit or 128-bit (I forget which) that changed with each patch, and it was hacked in LESS THAN 24 HOURS! For a glorified freakin map!

    In the DDO beta, there was a quest that players could use invisibility potions/spells on, and bypass all of the tough mobs, and then loot something at the end for easy and big XP. There was another dungeon with massive loot for almost no risk; having to beat only one boss mob (that was just buffed up bigtime) and a few easier mobs. It's a freaking beta, and this was only reported by a handful of players, but exploited by hundreds. For characters that get wiped in a month and a half. Turbine had to close one of them, it was being abused so much.

    And then there is the fun that griefers have with exploits to kill other players. Summonings that killed everyone in the bazaar in WoW. Summonings in the DDO beta, where the greater elementals would be summoned in the newbie inn, and when the summoner leaves, the elementals kill everyone in there, as they are too powerful for the toons in the inn to touch. Anyone remember the legacy of Fansy the Bard from EQ? (Wholesale rules changed for bards in PvP due to his exploits, which were hilarious.)

    What MMO players will do when they think they aren't being observed is scary. EQ GMs and WoW GMs would sometimes hide invis and WATCH the exploit in process, then ban everyone involved. And the player base would rally to the cheaters as being unfairly persecuted. "But, Player Bob just happend to be going through the zone! And you

  14. I wish that worked. by Onan · · Score: 1


    I've been an admin of a mud for well over a decade now, and I can tell you that no method of discipline will backfire faster or harder than this.

    "Griefers" are mostly people who've gotten bored by the real game, and are trying to make their own game to entertain themselves. Usually that's trying to make themselves as annoying as possible, and creating as much misery and unhappiness as they can.

    But note that this new game isn't about winning, or accomplishing anything in the context of the original game. Like any other troll, they just want attention, and attention from an admin is the best kind. So sure, an admin can easily make sure they they can't progress in the real game, but as long as the admin is involved and annoyed, the griefer is still winning his new game.

    The only way around this seems to be to make the consequences for misbehaviour as impersonal, anonymous, and automated as possible. Only hobbling the griefer _without_ giving him the attention of a human can make it feel like not winning.