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Left 4 Dead Bug Patched Quickly, EVE Exploit Takes 4 Years

Earlier this week, news surfaced that some savvy modders of Valve's Left 4 Dead were able to find a way to enable console commands (meant for the PC version) in the Xbox 360 version of the game. This allowed players to increase the size of their character models to ridiculous proportions, spawn unlimited weapons for themselves (or unlimited enemies for other, unsuspecting players), and go around the map deleting objects as they saw fit. A video posted on YouTube showed how to enable the commands. Valve reacted swiftly to the issues, releasing a patch to disable access to the commands a few days later. Several readers have pointed out another exploit-related story which broke recently; in EVE Online, a bug that was reported and went un-patched for four years has recently come to light, apparently responsible for the fraudulent creation of trillions of ISK, the game's currency. An anonymous reader says that (illegitimate) sales of ISK between players and farmers run on the order of $35 per 450 million ISK.

157 comments

  1. Bugs in eve by sleeponthemic · · Score: 0, Flamebait

    are more like "features".

    --
    I record my sleeptalking
    1. Re:Bugs in eve by Davidis · · Score: 1

      ah the Microsoft approach to bugs.

    2. Re:Bugs in eve by Thanshin · · Score: 1

      While L4D applied the Starship Troopers approach to bugs.

      "You like that?! You like that?!" -

    3. Re:Bugs in eve by MaskedSlacker · · Score: 1

      Isn't that line actually from Aliens?

    4. Re:Bugs in eve by MaskedSlacker · · Score: 1

      The 'cat' approach as well actually.

    5. Re:Bugs in eve by Khyber · · Score: 1

      No, in Aliens it's "You want some of this?!" as said by Hudson.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    6. Re:Bugs in eve by sleeponthemic · · Score: 1

      I think whoever modded this misunderstood my point. Bugs in Eve are part of the game. They should be intended. Just as laws in government steadily evolve as people find ways to exploit holes.

      --
      I record my sleeptalking
  2. Eve-online exploit: more information by Anonymous Coward · · Score: 2, Informative

    Eve-online bug was reported but the GM that handeled the report mistook it for an other bug 4 years ago.

    Some players kept exploiting the bug without reporting it again and its effect on eve-online has been "profound" according to CCP.

    It is ofcourse impossible to get all the exploit-isk out of the game, we'll just have to live with it. Tech 2 prices are on the rise and the last 2 days have been heaven for market speculators, making billions on market manipulation (a condoned action by CCP)

    1. Re:Eve-online exploit: more information by Psychotria · · Score: 1

      It is ofcourse impossible to get all the exploit-isk out of the game, we'll just have to live with it. Tech 2 prices are on the rise and the last 2 days have been heaven for market speculators, making billions on market manipulation (a condoned action by CCP)

      This doesn't strike you as being... "insane"?

      I mean, fuck, if CCP can build an economy around a game then I suppose it's good for them. Market speculators in a game. It's a fucking game for c'sake, not a damn country/government. I am not sure what to be more amazed at: that a game has market speculators; or that there are people stupid enough to contribute to this "economy".

    2. Re:Eve-online exploit: more information by powerspike · · Score: 2, Insightful

      when you spend 40 hours a week in a high stress job, and you want to play a game, sometimes spending $20 to get what you want, instead of spending 1/2 of your weekend "earning" it, can seem very tempting....

    3. Re:Eve-online exploit: more information by tolan-b · · Score: 2, Insightful

      There is an in-game market. Why wouldn't there be speculators?

    4. Re:Eve-online exploit: more information by Dunbal · · Score: 4, Insightful

      Market speculators in a game. It's a fucking game for c'sake, not a damn country/government.

            To each their own. Some people like shooting creatures from hell when playing a game called Doom, some people like moving medieval armies around a chessboard, and some people like speculating in make believe markets. All of them are GAMES. If you don't like it, don't play it. I'm amazed at your delusions of grandeur that let you think you are God's One and Only Game Censor, and can decide which games are Worthy and which games are Not.

            Short version: no one cares if you don't like EVE. Go play your shooter and leave us alone.

      --
      Seven puppies were harmed during the making of this post.
    5. Re:Eve-online exploit: more information by Psychotria · · Score: 1

      I'm amazed at your delusions of grandeur

      I am sorry if I gave that impression. It's not true, and I am truly puzzled.

    6. Re:Eve-online exploit: more information by zehaeva · · Score: 1

      CCP does have an honest to god real life professional economist on staff. ~z

    7. Re:Eve-online exploit: more information by Scutter · · Score: 1, Troll

      CCP does have an honest to god real life professional economist on staff. ~z

      Yeah, but these days we call him an "economist" (with quotes) since he's clearly too incompetent to notice the creation of trillions of ISK worth of materials without the requisite manufacturing/mining process to support it.

      --

      "Tell me doctor, with all of your defenses, are there any provisions for an attack by killer bees?"
    8. Re:Eve-online exploit: more information by Farmer+Pete · · Score: 1

      EVE is an acquired taste. Market speculation? Heck, even the most popular MMORPGS have market speculation and manipulation. I remember in WoW buying my competitors items and reselling them at my price to create more business for me. I know people who never left the auction house in WoW or EQ. EVE just has the grand daddy of all market systems. I think it would be a great place for an economist to do research, and I know they have.

    9. Re:Eve-online exploit: more information by fitten · · Score: 4, Insightful

      As the other poster said, Eve's market is huge. Ships, ammo, as well as lots of modules for ships (and lots of other stuff including *all* tech2 items) are made by players. The market is quite large so it's easy to do speculation, provided you have in-game money. The prices of the raw materials for tech2 item production are getting rarer? Well... that's going to mean the prices of tech2 items are likely to increase. So, buy a bunch off the market right now in the hopes that prices will go up and you'll get a nice profit, just for waiting a few weeks.

    10. Re:Eve-online exploit: more information by fitten · · Score: 2, Interesting

      You have to have the methods in the game to tack this stuff... records have to be kept about the creation of minerals, etc. and then all of that has to be tied together. Sure, you may have records that moon minerals were being created... there's lots of that going on and it's something probably logged. But you have to correlate that with certain stations not using fuel to create these minerals, if such a think is recorded... "station X used Y amount of fuel and created Z amount of minerals" is something that probably isn't logged (but may be soon). Plus, if there's a bug in the code, those messages may be in the log anyway... just wrong. You can notice large amounts of isk moving around from player to player in-game, but how do you correlate *that* 0.12 isk (out of literally many trillions of ISK in the game) entered the game through an exploit? I don't know of any game that's able to tag every unit of in-game money that way.

    11. Re:Eve-online exploit: more information by Dunbal · · Score: 1

      I can't believe you cited Doom as an example. This is 2008, almost 2009.

            I cited chess too, which is a far older game than Doom. Grow up.

      --
      Seven puppies were harmed during the making of this post.
    12. Re:Eve-online exploit: more information by Goaway · · Score: 2, Insightful

      If you spend 40 hours a week in a high stress job, maybe you shouldn't play a game that is another job.

    13. Re:Eve-online exploit: more information by khallow · · Score: 1

      This doesn't strike you as being... "insane"?

      Why should it?

      I mean, fuck, if CCP can build an economy around a game then I suppose it's good for them. Market speculators in a game. It's a fucking game for c'sake, not a damn country/government. I am not sure what to be more amazed at: that a game has market speculators; or that there are people stupid enough to contribute to this "economy".

      I am a market speculator in Eve. I do it because it is fun.

    14. Re:Eve-online exploit: more information by Shardis · · Score: 1

      You're assuming that it is trillions of ISK without any actual proof except lots of anonymous coward posts though.

      The whole four year thing is speculation by anonymous posters, while there are quite a few players that have posted checkable facts regarding market activity that makes it seem like only matter of a week or whenever alchemy went in.

    15. Re:Eve-online exploit: more information by haystor · · Score: 1

      That's a bit harsh. Those Icelandic economists are really sharp.

      --
      t
    16. Re:Eve-online exploit: more information by Scutter · · Score: 1

      What you say is true, except that CCP has an economist on staff specifically to analyze this stuff. In the year or so since they've hired him, he should have been able to accumulate enough data to make a judgment regarding the total value of all ISK and items in the game and then develop methods for tracking spikes in that value. If you see a sudden large spike, you need to be able to account for it. That's what an economist does.

      I'm not buying the "4 year" claim, but I'm also not buying CCP's 4 DAY claim, either. They've already shown that they're willing to lie to the player base or otherwise sweep things under the rug.

      --

      "Tell me doctor, with all of your defenses, are there any provisions for an attack by killer bees?"
    17. Re:Eve-online exploit: more information by mweather · · Score: 1

      People play fantasy football, and THIS surprises you? At least in EVE you can blow stuff up, too.

    18. Re:Eve-online exploit: more information by mweather · · Score: 1

      CCP does have an honest to god real life professional economist on staff. ~z

      Yeah, but these days we call him an "economist" (with quotes) since he's clearly too incompetent to notice the creation of trillions of ISK worth of materials without the requisite manufacturing/mining process to support it.

      What's more likely, that a guy who got banned falsely claims he reported this bug 4 years ago in an anonymous forum posting, or that a man whose sole job is to look out for things like this missed it for four straight years? My money is on the guy who got banned being a liar.

    19. Re:Eve-online exploit: more information by Absimiliard · · Score: 1

      Don't underestimate the effects of the recent industrial patch on those wild market swings. The prices for base minerals are going crazy, look at the price of Trit if you don't believe it.

      As for market manipulation . . . Yay! I'm glad some folks are taking other folks ISK over this. Markets have always been PvP and folks who don't realize this DESERVE to lose their money.

      -abs

    20. Re:Eve-online exploit: more information by Greyfox · · Score: 1

      Maybe we like role playing that we have a fun job.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    21. Re:Eve-online exploit: more information by harl · · Score: 2, Insightful

      One who failed to notice that starbase production output of widgets was significantly more than is mathematically possible with the number of moons that possessed the raw material needed for widgets.

      He compiles trivia after the fact. He's a statistician and nothing more.

      --
      I find being offended by me offensive.
    22. Re:Eve-online exploit: more information by Anonymous Coward · · Score: 0

      If your fake job is fun, why spend time trying to get out of playing it?

    23. Re:Eve-online exploit: more information by harl · · Score: 1

      There is an exact number of moons that produce "copper". This number does not change. "Pennies" are produced with "copper". Since the amount of copper is fixed then the maximum possible number of pennies produced is fixed.

      More pennies were produced than was mathematically possible. For years. This is exactly the sort of thing a professional economist on staff to analyze the economy should have found.

      --
      I find being offended by me offensive.
    24. Re:Eve-online exploit: more information by zehaeva · · Score: 1

      except your talking about an mmo that does create money out of thin air. there is no limited supply by which you can gauge against.

    25. Re:Eve-online exploit: more information by zehaeva · · Score: 1

      errr isn't that was every economist does? Also not knowing there is a problem means you don't know to search for the problem. I'm sure that every person who finds out that termites have been eating their house for the past 4 years thinks "how did i miss this?" 3trillion isk over 4 years? tbh that doesn't sound like a lot. What surprises me that there wasn't a singular player over the course of 4 years that didn't report this, or even a series of players that didn't report it. To think that only one player reported it a problem over such a large portion off time really doesn't ring true.

    26. Re:Eve-online exploit: more information by harl · · Score: 1

      That's not true. There are exactly x moons that have "copper". These moons are the only source of "copper." There is a fixed amount of "copper" that may be produced per time period. Money is meaningless in this situation.

      --
      I find being offended by me offensive.
    27. Re:Eve-online exploit: more information by harl · · Score: 1

      No that's that a statistician does. No economy training is required to tell me that x battleships were built and y were destroyed. Go read the economic reports put out. They're mere trivia. Anyone with access to the database could have generated them.

      Your example is pure fail. If you called an exterminator and they looked at the house and missed the termites then you might have something valid.

      Next misinformation: 3 trillion isk. That's one person's account. CCP has admitted that many alliances (group of corp (guilds)) was exploiting this. There is no way the number is 3 trillion.

      --
      I find being offended by me offensive.
    28. Re:Eve-online exploit: more information by zehaeva · · Score: 1
      I wasn't aware that there was "copper" in Eve. Other than that, have I been mislead by TFS? It does say that the exploit lead to the creation of trillions of isk.

      note: after i posted the comment i responded to you i read up on it and went through that mammoth thread at eve online's forums along with the anonymous post saying its been going on for 4 years. I believe i responded to you again below with a more informed mind as to what was happening.

      I will reiterate that I find it hard to believe that only one person spoke up over the course of 4 years. especially with this seemingly to affect some 4 corps. Thats a ton of people to trust a secret to. and for 4 years? It's amazing that everyone from bob to the gs wasn't running rampant with it.

      ~z

    29. Re:Eve-online exploit: more information by Anonymous Coward · · Score: 0

      You sir do not know the EVE economist. HE was supposed to put out a EVE economic report each Quarter. We just got the Q1 2008 last month. He's basically useless, a marketing scheme in and of himself. "Look our game is so huge and complex we even need an real life economist".

      I'm still looking at any value added by his presence.

    30. Re:Eve-online exploit: more information by NoName6272 · · Score: 1
      First thing first, so far 14 puppies have died because of this chain of posts... For shame.

      Any ways I agree that everyone likes different games, I've played Eve, it was interesting just not a game I'd want to play enough. Same with WoW, same with Halo, same with most RTSs. The one thing that we all have in common is the fact that we will play the games that we enjoy, and most likely will insult every other as cyber nature dictates.

      ~
      NoName

    31. Re:Eve-online exploit: more information by zehaeva · · Score: 1

      I have read his reports, I beta tested eve for 5 months and then played it for 3 years or so, granted I have been out of the loop for while, please don't treat me like a 13yr old who's only experience with mmo's is wow.

      It's one person who claims 3 trillion isk, on an anonymous account on a 3rd party message board.

      the CCP post by wrangler said 7 corps were found doings this. 70 accounts(so far) and given that most people have 2 accounts or more thats prolly more like 30 people. in any case 4 years does seem like quite a large bit of time for this to be kept to so few and for the devs who play in some of these high end corps to not notice.

      3trillion isk also is not a huge amount and by reading through the thread its not like they had a license to print money, they made in mats for t2 and had to sell them.

      a titan costs how much to make? bob made how many of them? gs made how many? the russians and on and on. hell Taggart(or was it taggert?) made billions and billion before there were bs's let alone afterwards (do you know what every happened to them? I always wondered but i never really was interested enough to get in there and ask where are they now?)

      also how long as the econ been working there? like 2 years now or 3? If this does go back as far as they say it almost seems that it would have been there before he was, if so then it would have seemed part of the status quo to him. .. Excuse me, his first blog post on eve was dated June 2007, my guess on how he missed it for 4 years is that he wasn't there for 2.5 of them.

      I liked my termites analogy, this is slashdot maybe a car analogy is better? The econ is as much a resident of eve as someone is inside their house, his job is to observe, report and speculate on the future movements of the markets, not to tally up all the inputs and outputs of every last station and moon and compare.

      Why would you call an exterminator in the first place? cause the house is falling apart or you see ants/termites/whatever the people in eve didn't see anything. Again if you are not aware of the problem you do not know to call anyone to fix it.

      ~z

    32. Re:Eve-online exploit: more information by Cornflake917 · · Score: 1

      If only Eve was actually fun.

    33. Re:Eve-online exploit: more information by harl · · Score: 1

      There is no copper in EvE. Other real materials but not copper. Your post showed a lack of fundamental knowledge of EvE so I was trying to simplify by using copper instead of Dysprosium and pennies instead of ferrofluid.

      There are exactly x Dysprosium moons. This does not change unless CCP adds new solar systems. Each moon can only produce 100 Dys per hour. Thus there can only be 2400x Dysprosium produced per day. Period.

      You responded to me. You said there was no limited supply to gauge against. You're flat wrong. This exploit involved moon minerals which as I show above has exactly a limited supply.

      --
      I find being offended by me offensive.
    34. Re:Eve-online exploit: more information by harl · · Score: 1

      *sigh* T2 and static rare moons are in fact licenses to print money. It's one of the single biggest complaints in the game, using those exact words. But you already knew that cause you played before these things ever existed.

      I don't understand your status quo statement. Status quo means the usual not correct. If it's only possible to produce X but you're seeing more than X then it's a problem. The fact that's a been a problem for 2.5 years before you see it doesn't make it not a problem.

      The players have been clamoring for years about the limited input of T2 raw materials. I was hoping the "economist" would maybe look at that market and tell us how efficient it was going, did we need more moons. At least to shut up the players complaining. For Example: tell them that the current rare moons aren't even being used at full cap so we see no need to add more. Instead we get ships produced/blown up trivia. Oh and mineral indexes, which we already had three of before he was hired.

      Again I disagree completely with your analogy. The players are the residents and have all the tools to observe, report, and speculate. They do this with meaningful data not trivia too. Who cares how many Hulks were blown up? This is a meaningless fact to players. They can't use it for market purposes. It offers no advantage hence it's mere trivia. How many were sold now that's meaningful and freely available to players before the Doc showed up.

      As an economist I would expect him to look at meaningful things that the players don't have access too. Like my example above of how close to "full" the moon minerals are. How much of an advantage T2 BPOs give over invention. Long term planning things. The only useful thing I've seen him do is advise the removal of NPC sold shuttles. Something the players had been saying should be done for quite a while before him.

      --
      I find being offended by me offensive.
    35. Re:Eve-online exploit: more information by JDAustin · · Score: 1

      No, your wrong here. The 4 year timeline was confirmed by a player who discovered the bug 4 years ago and has been using it ever since.

      As to the market activity, all history for these materials has been wiped from view.

      Finally, alchemy sets a ceiling price for a material. Once the material rises in price enough, using alchemy will become cost efficient. It still hasnt reached that point even w/ the speculation going on.

    36. Re:Eve-online exploit: more information by zehaeva · · Score: 1

      maybe i'm being a bit strict about this whole license to print money thing, isk in eve is only generated when you run a mission for a agent or you murder a pirate for the bounty. if no one did either of those things (I maybe missing something else, oohh trade runs!) no isk is added into the system and the total amount of isk in eve (should) never changes.

      Also has none of the players in arguing that there are not enough moons ever crunched the numbers themselves? I know they guys over at ccp release a db dump of all the planets moon and stuff, hasn't anyone taken an independent inventory and went "Ein menuten bitter!"? I'm wondering on that.

      Personally If i'm selling hulks, or any ship for that matter, the rate at which they are being blown up is a good thing to know, It would tell me if i need to ramp up production or if i need to scale back, i don't recall if he does provide locational data but if so that would be valuable too.

      also if i'm the mineral suppliers to said hulk producers i'd like to know if theres going to be a spike in demand. I guess what info is useful depends on if you're going to do anything based on it or not. If all i do is run missions i can see how knowing the number of any ships being destroyed wouldn't mean anything to me.

      I would like to point out that my own count of how long the econ has been there is off by a year, 6 months in 07 and on full yeah (almost!) off 08 means only a year and a half. I apologize. Still not a whole lot of time to get a grip on the whole of the eve universe imo.

      ~z

    37. Re:Eve-online exploit: more information by harl · · Score: 1

      maybe i'm being a bit strict about this whole license to print money thing, isk in eve is only generated when you run a mission for a agent or you murder a pirate for the bounty. if no one did either of those things (I maybe missing something else, oohh trade runs!) no isk is added into the system and the total amount of isk in eve (should) never changes.

      Insurance also generates isk. You're correct but the total number of isk on the server is meaningful only to CCP. The fact that it didn't generate isk is meaningless to a player. It allowed them to move isk from a different player to themselves which is functionally identical to generating isk.

      Also has none of the players in arguing that there are not enough moons ever crunched the numbers themselves? I know they guys over at ccp release a db dump of all the planets moon and stuff, hasn't anyone taken an independent inventory and went "Ein menuten bitter!"? I'm wondering on that.

      Again ignorance. They've released the schema and the records for all items. What moon minerals are at what moons is not released. The number of moons occupied is not released. This is no way for the players to do what you claim.

      Personally If i'm selling hulks, or any ship for that matter, the rate at which they are being blown up is a good thing to know, It would tell me if i need to ramp up production or if i need to scale back, i don't recall if he does provide locational data but if so that would be valuable too.

      No it's not. You are assuming a blown up hulk is a potential sale. This is not a correct conclusion. The number of ships destroyed is greater than the number of ships sold. Not all ships created are sold on the market. The market is PvP. If your corp can keep everything internal it's impossible to help your enemy.

      also if i'm the mineral suppliers to said hulk producers i'd like to know if theres going to be a spike in demand. I guess what info is useful depends on if you're going to do anything based on it or not. If all i do is run missions i can see how knowing the number of any ships being destroyed wouldn't mean anything to me.

      Not so much. Minerals can be used in anything. As a mineral supplier what is getting blown up is meaningless.

      --
      I find being offended by me offensive.
    38. Re:Eve-online exploit: more information by Jedi+Alec · · Score: 2, Insightful

      And if someone else tries to manipulate the markets as well, you can pay people to blow him out of the sky...bit harder to do on Wall Street? :P

      --

      People replying to my sig annoy me. That's why I change it all the time.
    39. Re:Eve-online exploit: more information by Anonymous Coward · · Score: 0

      'kay - you're the new guy making the assertions. You obviously have evidence to prove them then.

      1) Who is this player? I've been actively following this, and I've got six accounts and more than a few billion ISK that's not been generated by this. Post some actual information that conclusively proves that it's been going on for four years and I'll voluntarily give you a billion or two. All you can point to is pointless forum trolling though.

      If I'm wrong, I'll gladly pay up - just because I'd be embarrassed that I/we didn't see the damned stuff affecting the market! If it did get sold - or even just used - where's the ISK?!

      2) If you're referring to the market transactions that I was talking about - That's simply not true. It's the same, in game, right now as of my post. If you think that it's not - again, back up your statements by stating some actual facts. You're making the assertions, so it's up to you to put your money (or reputation) where your mouth is.

      3) Why does Alchemy set a ceiling price for a material?

      It may - and should, if most people were smart enough to act in their own best interest.

      The sad fact - some people are dumb! They'll gladly trade items for much less than market value of the materials because they "made it themselves" or "got it as loot" but don't factor in things like BPO cost, or time taken to gain the item (or materials) and the like.

      Don't you see stupid trades by the thousands on the ingame Market everyday? Isn't that ongoing right now because of the unsubstantiated rumors going on about the POS exploit going on over the last four years?

      That's the whole point of the "four year" thing! That's how daytraders make their money! You're being scammed by many Anonymous Cowards because you believe the same Anonymous Coward's lies.

      Face it - you fell for the equivalent of spam from people that offer to enlarge your penis!

    40. Re:Eve-online exploit: more information by khallow · · Score: 1

      Well, like many games, there's a certain awesomeness that isn't easily found in the real world.

    41. Re:Eve-online exploit: more information by zehaeva · · Score: 1

      functional identical to generating isk? we are talking about an exploit here, permission to print money would be permission to generate it out of thin air, even if you do auto gen materials you still need to sell them, and that isk had to come from somewhere, it came from other players who got it from normal sources, they moved isk around, the over all isk in eve did not increase. they did not generate any isk. they functionally generated it for them selves and only in reference to themselves. i know i'm arguing a semantic point but its an important one i think when you look at a closed(mostly) system suck as an mmo.

      Err what part of taking an independent inventory escapes you? Is it really that impossible for the players to go and find out what each moon out puts and cross reference that with the data that the devs released? No one shares this sort of data with each other? no one talks about any of it?

      while i agree that not every destroyed ship is a potential sale, however, unless every person has their equipment produced internally within their own corp(at which point the whole market in eve dies completely and there is no need for an economist) there is some profit out there to be made. and if this is concerning hulks or iterons or blackbirds or whatever knowing how many are destroyed should help you with selling more. if he said "0 hulks have been destroyed this past quarter" then you will realize that no one is flying them or getting killed in them, you should also realize that if they arnt getting destroyed then there should be almost no market for them. now if say 1mil were destroyed 2 quaters ago and this past quarter say 2mil are destroyed, then either a whole ton of people got careless or they are getting more popular and you can ramp up production.

      there has to be a market in eve to thrive no corp can be (or should be) completely self contained.

      Knowing that a ship that uses high levels of iso who's rate of destruction has double in the past 3 months should give you an idea that iso use maybe on the rise. just a thought.

    42. Re:Eve-online exploit: more information by mweather · · Score: 1

      If CCP told him to release a report, he would have. The fact he did not and hasn't been fired makes me thing that perhaps CCP found a better use for his time than writing TPS reports. Quarterly reports would be nice, but I'd rather he be concentrating on managing the economy than reporting on it.

    43. Re:Eve-online exploit: more information by NuShrike · · Score: 1

      Only if you like paying for something that gets you raped either by gate pirates, lottery fraud, or something else more sinister than real life.

    44. Re:Eve-online exploit: more information by harl · · Score: 1

      functional identical to generating isk? we are talking about an exploit here, permission to print money would be permission to generate it out of thin air

      They are not generating isk but they are generating wealth out of thin air. The form is different the effect is the same. They don't need to generate money. This is true for any MMO.

      Err what part of taking an independent inventory escapes you?

      Again ignorance of a game you don't play. An independent inventory is a hard problem. I'll try and give the short version. Minable moons only exist in free fire zones. People can control these areas. They put up borders. They enforce these borders violently. Secrecy of moons is a good thing. If people know what you have they may come and take it. There is no incentive to share only to hide. Additionally if there is already a POS at a moon scanning you can potentially be shot down before scanning it since they tend to have guns.

      hulks

      0 hulks being destroyed is also meaningless. No destroyed hulks does not mean no sales. There is no direct correlation between hulks popped and hulks sold. Some people are buying their first. Some are retiring. Some have multiple. In general the number of hulks is going to constantly grow. Where they are being sold and in what volume is much more useful than number of destroyed. If you're waiting for numbers and reacting you've already lost to the people who are constant.

      there has to be a market in eve to thrive no corp can be (or should be) completely self contained.

      That's not true at all. If you have a completely internal economy you can never help your enemy. The market is PvP. Since you don't know who you're buying from any purchase could be funding the war machine against you.

      Knowing that a ship that uses high levels of iso who's rate of destruction has double in the past 3 months should give you an idea that iso use maybe on the rise. just a thought.

      This is completely fictional. The example you give does not exist.

      --
      I find being offended by me offensive.
  3. Not a bug, a design feature! by Anonymous Coward · · Score: 2, Funny

    It's a shame that game companies don't realize how much fun this is, and implement a game where the object is to hack the system to inflict grievous nuisances on other players.

    1. Re:Not a bug, a design feature! by Shadow_139 · · Score: 1

      The lack of mods are the main reason I did not buy this for the XBox, There are already lots of mods out for the PC version even without the official SDK been release yet.

    2. Re:Not a bug, a design feature! by Fizzl · · Score: 1

      I have been actually (for years) contemplating creating a MUD where the objective is to bot as efficiently as possible. In addition to exp/money you get better information sources for your bot to use while you progress. For example, at first you only get shape of a monster in rough estimation (good/bad/almost dead), then with progress percentage of health, and finally absolute numbers.

    3. Re:Not a bug, a design feature! by mweather · · Score: 1

      You don't need to hack anything to be a nuisance to other players in EVE. You just have to not care about your security status.

    4. Re:Not a bug, a design feature! by Culture20 · · Score: 1

      I thought that was Second Life.

  4. Bad console players! by Ash-Fox · · Score: 4, Funny

    Bad console players! You're not allowed access to the console! Bad, BAD players!

    --
    Change is certain; progress is not obligatory.
    1. Re:Bad console players! by VShael · · Score: 1, Funny

      Bad console players! You're not allowed access to the console! Bad, BAD players!

      Now you deserve a spanking! And then the oral sex! (Oblig. Python)

    2. Re:Bad console players! by Blakey+Rat · · Score: 1

      Yah, seriously... what the hell's the big deal about getting the same console commands on Xbox that PC players already have? It doesn't strike me as anything particularly harmful.

    3. Re:Bad console players! by JCSoRocks · · Score: 1

      Maybe you should try reading the entire summary. Ok, now you know.

      --
      You are using English. Please learn the difference between loose and lose; they're, there, and their; your and you're.
    4. Re:Bad console players! by MBGMorden · · Score: 1

      I read the summary, and I still don't get what you're saying. Sure those exploits are a problem, but I think that it's more an issue that such exploits were available from the console (the interface) in the first place, and not that console (the platform) players had access to the console the same way PC players did.

      Basically, the summary almost made it sound like the PC players would still be able to cheat since the problem was simply that console players had access to PC-only cheat methods.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    5. Re:Bad console players! by TheGeniusIsOut · · Score: 1

      Microsoft does not allow cheating on the Xbox, and they go to great lengths to prevent it. Player cheating falsely inflates their gamerscore and online statistics, which impacts the ability of the match finding scheme to appropriately match players of similar skill levels for online multiplayer.

      --
      Ignorance is Bliss -- And the Opposite is True -- Genius is Madness
    6. Re:Bad console players! by MBGMorden · · Score: 1

      Um, yeah. All well and good. Nixing cheating seems fine to me.

      What I (and I presume the earlier poster) had a problem with was that rather than stating that the ability to cheat using the console was the problem (and hence fixing that), it seems that they found that access to the console in the first place was the problem.

      Almost like having a room with a leaking roof and proclaiming the problem fixed once you put a big lock on the door. Well, sure, nobody's getting wet, but it just seems like it'd have been smarter to just fix the roof instead . . .

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    7. Re:Bad console players! by Adradis · · Score: 1

      PC side, cheats are controlled by the hosting server, and can only be turned on/off (sv_cheats 1/0) by an administrator of the server. If it's 0, NO client side console commands marked as 'cheats' can be used.

  5. I hate consoles, and the article is wrong. by Tei · · Score: 0, Troll

    Earlier this week, news surfaced that some savvy modders of Valve's Left 4 Dead were able to find a way to enable console commands (meant for the PC version) in the Xbox 360 version of the game.{{yea, why no? console commands are fun. Are console commands disabled on the consoles? aaaarghh...}} This allowed players to increase the size of their character models to ridiculous proportions{{WRONG, the player is on a unreal-style "roomsky". is like a skybox made of a real room somewhere on the map}} , spawn unlimited weapons for themselves (or unlimited enemies for other, unsuspecting players), and go around the map deleting objects as they saw fit {{cool!}}. A video posted on YouTube showed how to enable the commands. Valve reacted swiftly to the issues, releasing a patch to disable access to the commands a few days later.{{WHY?.. its like the "forge" that Halo have. Or whatever other tool to change the gameplay of YOUR server. More locked down, hum??.. no nice to play on consoles!!}}

    --

    -Woof woof woof!

    1. Re:I hate consoles, and the article is wrong. by Anonymous Coward · · Score: 5, Funny

      English motherfucker, do you speak it?

    2. Re:I hate consoles, and the article is wrong. by Anonymous Coward · · Score: 0

      -Woof woof woof!

      Sadly, that's the only part of your post I could read. The preview button is quite handy, don't you agree?

    3. Re:I hate consoles, and the article is wrong. by jabithew · · Score: 1, Informative

      Post to cancel mod.

      --
      All intents and purposes. Not intensive purposes.
    4. Re:I hate consoles, and the article is wrong. by Anonymous Coward · · Score: 0

      English motherfucker, do you speak it?

      He's American, which is why you can't understand him.

    5. Re:I hate consoles, and the article is wrong. by Anonymous Coward · · Score: 0

      What makes you think he's english?

  6. well..... by powerspike · · Score: 1

    if the xbox players where "accessing" the console, does this mean they all voided their's warrenties and got banned from live! ? =)

  7. What about Castle Crashers? by Anonymous Coward · · Score: 1, Interesting

    Valve patched this problem within a few days? How did they do that?

    Players have been waiting for a patch for Castle Crashers for ages now. (The game is plagued by bugs that result in connection loss and even savegame deletion.) According to the developers, the patch has been done for a while, but the slow Microsoft approval process hasn't allowed it to get released yet.

    What's going on here?

    1. Re:What about Castle Crashers? by FlyveHest · · Score: 1

      Yes, makes you wonder, doesn't it?

      Kotaku have run a story on how long Sony and MS respetively took approving an update, and average was about a week. (Which was probably rushed with this, as I think they consider L4D quite a premium title at this time)

      So, my guess is that The Behemoth simply can't fix the bugs, and are using MS as an excuse.

      And yes, I an not very pleased with the very long time this has taken.

      As soon as I read that, I put Castle Crashers on the shelf, because I didn't want to risk savegame corruption and the like, and I must admit that I have more or less lost interest in the game by now :(

    2. Re:What about Castle Crashers? by azuredrake · · Score: 1

      If Castle Crashers is trying to patch anything else besides these bugs, they may be trying to roll those all into one. Also, the approval process for XBLA games might be slower - since they're lower demand/lower userbase.

      The way xbox patches work in general is that the developer only gets one patch for free. After the first patch, you have to pay MS a fee if you want to patch the game again, as a disincentive to release sloppily coded games on consoles. Thus, Castle Crashers' producers may have decided to wait and use their one free patch when they have substantive content to update as well as the bug fix, whereas valve probably figured this issue was glaring enough that it needed to be fixed right away.

      --
      Quis custodiet ipsos custodes?
    3. Re:What about Castle Crashers? by SCPRedMage · · Score: 2, Informative

      Actually, they only fixed this when playing on dedicated servers, meaning there hasn't been an actual update on the user's end. The update stop this from happening on local games hasn't actually been released yet.

      They probably just put "sv_cheats 0" in the config files...

      --
      My sig can beat up your sig.
  8. The article is WRONG, no gigant, but a 3D skybox. by Tei · · Score: 5, Interesting

    Half-Life engine uses a tecnique to have "3D skybox" using a special room where stuff displayed here show in the sky, so anything there looks gigantic.

    Tutorial here:
    http://www.moddb.com/games/half-life-2/tutorials/3d-skybox-tutorial

    --

    -Woof woof woof!

  9. Valve are NOT quick at releasing patches for bugs by PincusJr · · Score: 1, Insightful

    G'day, I'd like to point out that Valve isn't usually this quick. Take for example Half-Life 2: Deathmatch, the multiplayer component for the famous single player game. http://forums.steampowered.com/forums/showthread.php?t=248425 http://www.halflife2.net/forums/showthread.php?t=76660 These two links list quite a few bugs. There hasn't be a decent update for HL2: DM in about 2 fucking years.

  10. I understand... by Darundal · · Score: 1

    ...patching the L4D issues on the online servers, but why must they do the same for user hosted servers or with system link?

    1. Re:I understand... by Anonymous Coward · · Score: 0

      I never understood why people expect console access in first person shooters. No other genre (except maybe RTS) offers this by default, but somehow shooter games are expected to provide you with access to a console so you can use cheats (or modify the game, if you prefer that term). This seems like an extraordinarily bad idea for online multiplayer games, since it provides players with tools to cheat and thus ruin the game for everyone else.

      The console's original intent was always debugging. Players of the final product shouldn't need, or even want, it.

    2. Re:I understand... by Kneo24 · · Score: 2, Insightful

      It's actually quite useful to see certain things that you normally can't see. A lot of times you can't see your choke, ping, FPS, movement speed, etc... Just the diagnostic information alone is nice. If I'm lagging really bad, I'd like to try and figure out why, not blame just outright blame it on the server.

    3. Re:I understand... by Anonymous Coward · · Score: 0

      In L4D I have to disagree. You can setup a modified server where the zombies shamble toward you (instead of running), then set the director to send endless amounts of zombies at you, and finally make it where head shots are the only practical way to kill them. I run a server for friends and we love the feel of slow but never ending zombies. It is quite hard all the same, even without running zombies.

      Or, in other words, allowing access to the console gives a good game some variation which adds to its overall longevity.

    4. Re:I understand... by JCSoRocks · · Score: 1

      Not only that but it allows other third-party developers (modders, mappers, etc) to actually test and debug their work. You can make a map without the console... but it's going to suck. No cubemaps and no way to tell where you need to optimize your map.

      I don't think I've ever bothered to use the console for "cheats" but I've used it countless times while mapping. Of course, I also use it in CS and other games to see my damage stats. Hitting "~" as soon as I die is habit.

      --
      You are using English. Please learn the difference between loose and lose; they're, there, and their; your and you're.
    5. Re:I understand... by Kneo24 · · Score: 1

      The game is designed to flow a certain way, and with certain things being changed, game balance is broken. The console is already a locked down environment, and one of the advantages of that is that every can play the game as it should be played as far as this is concerned.

      Trust me, it sucks to be playing Versus mode when some asshat decides to force the infected to spawn far away from the survivors. It's easy mode for the survivors (they already have the advantage with the health) and hell for the infected. The game just isn't meant to be played that way and it isn't any fun.

    6. Re:I understand... by Danse · · Score: 1

      It also comes in handy when you need to bypass a bug in the game, such as when a quest doesn't advance as it should or an NPC doesn't appear as they should. Without a console you'd be fairly screwed, as Oblivion players are well aware.

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
  11. ISK value and the creation of ISK by Anonymous Coward · · Score: 3, Informative

    As you can buy in game time for $35 and resell it for ISK at around the 450 million mark, I believe this is what the poster was referring to; this is actually a legitimate transaction and is supported by CCP (this is nice because it sets a cap on the price that gold/isk sellers can charge out of game and allowing indirect regulation). This exploit didn't allow the creation of ISK, just the creation of high end materials for module and ship production. While those sell for a lot of ISK, it is only other players that buy it so the net player isk production wasn't effected.

  12. Bug? by Anonymous Coward · · Score: 0

    Why is this a bug? This is possible on the PC version but the server has to have sv_cheats enabled explicity... do XBox servers all have sv_cheats enabled or is this deemed a bug becasue all servers on the xbox are hosted by players which could potentially enable/disable the cheats to their advantage? (again the PC players could do this but sv_cheats change notifications are replicated to all clients via a text alert so you could just leave a cheat server).

    1. Re:Bug? by OverlordQ · · Score: 1

      Why is this a bug?
      Because it's not intended behaviour

      do XBox servers all have sv_cheats enabled

      No, see above.

      or is this deemed a bug becasue all servers on the xbox are hosted by players which could potentially enable/disable the cheats to their advantage?

      No, they're dedicated servers, as the article stated.

      --
      Your hair look like poop, Bob! - Wanker.
    2. Re:Bug? by SCPRedMage · · Score: 1

      Because it's not intended behaviour

      Everything is functioning as intended, it's just that people are accessing functions that they aren't supposed to be able to. That makes it a hack, not a bug.

      No, see above.

      There are files left in the PC demo (might still be there in the final, I didn't look) that are specifically for the 360 version, and although the PC version isn't supposed to support it, early in the demo you could do two player splitscreen; later, they patched that out.

      What I'm trying to say here is that it looks like both versions were built simultaneously off of the same code base, so it stands to reason that the cheats that work in the PC version still exist in the 360 version. The fact that the cheats shown in the video are identical in function to the PC cheats kinda proves that.

      My bet is that Valve turned sv_cheats on for the 360 version at some point in the development cycle for testing purposes, and simply didn't turn it off, considering that they didn't see any conceivable way to enter console commands in that version.

      No, they're dedicated servers, as the article stated.

      Most L4D games are on dedicated servers, yes, but it is still possible to play locally hosted games. Specifically, when you play system link (read:LAN only) games, or when the game can't find a dedicated server for your lobby to join.

      For the record, this fix is on dedicated servers only. These cheats can still be preformed on locally hosted games, although Valve HAS stated that they intend to fix that.

      --
      My sig can beat up your sig.
    3. Re:Bug? by OverlordQ · · Score: 1

      The fact that the cheats shown in the video are identical in function to the PC cheats kinda proves that.

      Imagine that, using the same engine for the same game.

      For the record, this fix is on dedicated servers only. These cheats can still be preformed on
      locally hosted games, although Valve HAS stated that they intend to fix that.

      Again, exactly as the article stated. Thank you Captain Obvious.

      --
      Your hair look like poop, Bob! - Wanker.
  13. Pathetic by Anonymous Coward · · Score: 4, Interesting

    As someone who played Half-Life and particularly Team Fortress Classic for numerous years and clans at a fairly advanced level (not to mention all the Quakes, Unreal Tourney, etc. etc.) this whole story is a gigantic WTF for me.

    The ranting and frothing of the various console owners who, quite simply don't have a clue - or appreciate - what the in-game console is or does is stunning. I suppose it's kinda to be expected from not really having a keyboard to access this stuff but the responses from the vast majority are shocking (see the kotaku article on this:
    http://kotaku.com/5106048/left-4-dead-xbox-360-hacks-to-ruin-everything ).

    First off these aren't hacks or exploits in the traditional sense and generally can't be run unless the server owner has set their server to cheat mode on (console command: sv_cheats 1). The reporting of this isn't crystal clear in the Half-Life engine and can catch people unawares, but only the server host/admin can adjust it. I suppose this wasn't such a big deal back in the day when a 'server' was usually dedicated as opposed to the way it runs on todays consoles (the host player runs the server and plays in it at the same time). At any rate, I imagine that even on the Xbox only the host player can run these commands (or anyone with remote server admin logon). It's not like JoeySmacktard can join your game and use these commands without you going out your way to allow him to do so.

    Secondly, this kind of tweaking is absolutely HILARIOUS (at least amongst consenting adults ;) ). I've some fond memories of many games and mods run on my LAN with friends running around maps in low gravity, movement speed set to several hundred miles per hour or friction set to be negative, throwing everyone all over the place. If valve truly has nuked these commands for good on xbox then I can only say it is a sad day for console owners of the game. It's a co-op game for god's sake, you're probably playing with good friends and once you've worked your way through the standard game such 'tweaks' really give it a new lease of life.

    If these commands were left in without sv_cheats being the toggle and usable by anyone on the server - I will humbly stand corrected. But frankly I doubt it. Glad I'll be getting the PC version so that this sort of stuff is left optional to me - as it should be.

    1. Re:Pathetic by JCSoRocks · · Score: 2, Insightful

      I'm sure the problem is that 90% of the people on consoles aren't computer savvy enough to get that. In my opinion if you have a PC and a console, you're going to get the PC version just because the mouse is so much better for gaming. So the sorts of people on the console or that prefer it won't necessarily be the sorts that "get" what's going on. Particularly if the person "cheating" is just using it to send endless hoards in versus while they're infected and then they turn it off when they're survivor. In my example if someone doesn't know the people he's playing with it just looks like the other team is hacking to send endless zombies at you.

      If the console works the same as the PC there's no way to choose between dedicated games and locally hosted games... so you have no way (aside from joining friends) of controlling whether you join a game that allows "cheats" or not. I think this is something valve needs to fix on both platforms. It's pretty easy to host a game locally and then jack around with the people that join your game without them realizing it.

      --
      You are using English. Please learn the difference between loose and lose; they're, there, and their; your and you're.
    2. Re:Pathetic by fastest+fascist · · Score: 4, Insightful

      The problem with server-side variables in L4D is that with matchmaking you have no way of knowing if you're connecting to a vanilla server or some 4chan hellhole. Of course allowing the user to filter out servers that allow cheats should be trivial, but as it is the matchmaking system doesn't let you do that.

    3. Re:Pathetic by IorDMUX · · Score: 1

      I've some fond memories of many games and mods run on my LAN with friends running around maps in low gravity, movement speed set to several hundred miles per hour or friction set to be negative, throwing everyone all over the place.

      Agreed. In my old LAN parties, one person would serve as a "referee" to control the physics of our TFC or CS world while the rest of us duked it out in a game world with friction that might turn off at a moments notice, or a gun that could turn into a rocket launcher when you least expected it. It wasn't "fair", but it was hilarious and immensely entertaining to all involved.

      There's another important use for the console, as well: Fixing mistakes from the original developers. I can't count the number of times in Oblivion that I've had to use the console to get my character un-stuck from a pile of rocks at odd angles, or to edit the status of my quest log to get the game to realize that, yes, I did actually kill the mark, now let me progress in the storyline. The bug-fixing powers of the console become even more essential once you begin experimenting with user-created content with even less QA.

      --
      >> Standing on head makes smile of frown, but rest of face also upside down.
    4. Re:Pathetic by DeskLazer · · Score: 1

      actually, you can play a versus mode as well, where you control the zombies versus the survivors. you can be on opposite sides.

      quality post though, I agree; they should have access to it if the server admin wants cheats on via the console. I'd love to randomly delete objects on the map or change character sizes just for the hell of it on a server.

    5. Re:Pathetic by CaseM · · Score: 1

      I'm sure the problem is that 90% of the people on consoles aren't computer savvy enough to get that. In my opinion if you have a PC and a console, you're going to get the PC version just because the mouse is so much better for gaming. So the sorts of people on the console or that prefer it won't necessarily be the sorts that "get" what's going on.

      You better fucking take that back. The 360's got plenty of gigabits on its motherboard to do all that shit and then some. Not to mention the CPU has more disk space than it knows what to do with!

  14. Re:Valve are NOT quick at releasing patches for bu by OverlordQ · · Score: 1

    Maybe because hardly anybody plays HL2:DM?

    --
    Your hair look like poop, Bob! - Wanker.
  15. Culture of Complacency by ObsessiveMathsFreak · · Score: 2, Informative

    I've said it once and I'll say it again. PC game developers are complacent about quality. Too complacent. There is in fact a culture of complacency among PC developers. Console developers by contrast, owing to many years of zero patch capability after release, have much, much higher standards and bugs, major and minor are not tolerated to anywhere near the same extent as they are in PC titles.

    This problem has not gone away and is only becoming more evident as PC developers attempt to port or move into console development. Almost universally, they run into serious quality issues, allowing bugs, glitches and crashes to occur far, far more frequently that any console player is used to dealing with.

    In 1995, I spent over four hours trying to get Discworld to run with sound on my PC. Last month, my brother spent over six hours trying to get Fallout 3 to even play on his PC. In 1995, every single game on the SNES, Mega Drive, and nascent Playstation ran flawlessly from the moment it was turned on. Today, that is still the case with consoles.

    PC gamers can say what they like about games on consoles and the people who play them. But one thing they cannot deny is just how solid and reliable console games have been, and continue to be. You put in the cartridge/disc, and the game "Just Works(TM)" from day one. No patches, no bugs, no crashes. This is a standard which PC developers should obviously be reaching from, yet in over a decade, by objective measures, they have not made one lick of progress in this direction.

    This complacency is what will spell the end of PC gaming if developers do not get their acts together. People are not going to spend four hours downloading and installing patches for games that refuse to work out of the box when consoles begin to offer those same titles, with the same specs and control schemes. People are not going to keep buying $200 upgrades just to turn something on anymore, when custom hardware consoles offer long term(5+ years) powerful capabilities in just one purchase. People are not going to put up with imbalanced, glitchy or hacked PC games for months in online play, when console developers aggressively pounce on issues and issue automatic mandatory patches within days (Many developers already do this in Xbox360(see article) and PS3 titles).

    In short, the culture of quality in console gaming that the PC gaming industry needs to swiftly adopt.

    --
    May the Maths Be with you!
    1. Re:Culture of Complacency by Anonymous Coward · · Score: 2, Insightful

      Poor comparison.

      There is 1 hardware configuration for a Nintendo. The developer develops to it and it is done.

      There are probably a billion hardware configurations for a PC. Impossible to test everything.

    2. Re:Culture of Complacency by RyuuzakiTetsuya · · Score: 1

      But there's one software developer for the platform.

      There are a dozen or so MSX configurations and, granted compatible, on all of them, I can slap metal gear or gradius into it and play

      There were half a dozen or so CD-i consoles. They "Just Worked" all the same.

      This isn't the only case. The FM Towns platform back in the late 80s and early 90s were another example. They even ran on the x86 platform!

      Why are gamers putting up with this bullshit? Windows SUCKS for this reason. There's no reason to accept broken, buggy, and incompetent drivers running on a broken driver model running on a buggy, broken and idiot built kernel.

      --
      Non impediti ratione cogitationus.
    3. Re:Culture of Complacency by Farmer+Pete · · Score: 1

      Ah, I had the same Discworld sound problem. I'm glad I wasn't the only person who was screwed over by that. As far as console games go, I think you will see more and more bugs going out as consoles are afforded the luxuries of PCs (Hard Disks and Internet connections). How many PS3 games have you put into your system that didn't require an immediate update from the web? Heck, half the time I have to update the PS3 itself to a newer firmware to even play the game. I've seen a lot of bugs in console games. KoTOR 1 and 2 were horrid, horrid, horrid for bugs. KoTOR 2 crashed on me 5 times in the first hour of gameplay. Of course after I copied the game to my XBox HD, the bugs disappeared. It really makes me think the developers were testing on modded XBoxs. :-)

    4. Re:Culture of Complacency by zysus · · Score: 2, Insightful

      You are missing a key point here, something that embedded developers understand. It is much easier to support software on 1 platform, where you have complete control. (Such as a console)
      On a PC you have thousands of hardware and driver configurations, other conflicting pieces of software that you may or may not know about, library versions. All kinds of unknowns. It is a whole different beast.

    5. Re:Culture of Complacency by Anonymous Coward · · Score: 0

      You put in the cartridge/disc, and the game "Just Works(TM)" from day one. No patches, no bugs, no crashes.

      hahahaha

      merc2
      gtaIV
      blacksite area 51

      as a 360 owner since release, your "consoles are high quality game environments" thing is wrong on a lot of levels but as an AC no one's gonna read this anyway.

      so fuck it.

    6. Re:Culture of Complacency by LingNoi · · Score: 2, Insightful

      This is the dumbest thing I have ever read.

      It just shows you have no idea about game development.

    7. Re:Culture of Complacency by mrgreenfur · · Score: 2, Insightful

      Good points. But this won't last for long as games get more complex and consoles get internet enabled for post-release patching.

    8. Re:Culture of Complacency by Kneo24 · · Score: 2, Insightful

      Today, that is still the case with consoles.

      That is not true. Console games are having these issues now too. Fable II, Fallout 3, GTAIV, and the list goes on.

    9. Re:Culture of Complacency by Anonymous Coward · · Score: 0

      There's a huge difference between "half a dozen" and damn near infinite - but don't let the reality stop you from expressing your bile. I'm certain your amazing competence could straighten out the whole situation if only you could be bothered, right?

    10. Re:Culture of Complacency by brkello · · Score: 1

      You obviously have no idea what you are talking about. It is infinitely easier to program and test on one platform (i.e. a console) than it is to test for every possible PC configuration out there. It doesn't matter how good you are or how hard you try, there are always going to be combinations out there that you wouldn't even think of testing on that cause these issues. The only way to deal with this is with patching after the fact. So you have to give PC games a bit of slack.

      You have to be realistic in this. It has nothing to do with a "culture of quality". It has to do with completely different problem spaces. Console games should be near flawless since you have the hardware. Unfortunately, a lot of people are like you and don't understand the problem. That hurts PC games image and there isn't much they can do about it. But it really is a much harder problem and someone posting to Slashdot should know better.

      --
      Support a great indie game: http://www.abaddon360.com
    11. Re:Culture of Complacency by RyuuzakiTetsuya · · Score: 1

      But that adds another layer to it. Why are gamers putting up with shitty hardware? Why is QA such a luxury?

      It's not easy to fix. Fixing an APIs and OSes to work will break existing products. The question I have is, why are gamers buying into this? it'd be one thing if crashes, incompatibilities, API bugs, etc. weren't the norm, but they are.

      --
      Non impediti ratione cogitationus.
    12. Re:Culture of Complacency by Draek · · Score: 1

      one thing they cannot deny is just how solid and reliable console games have been, and continue to be. You put in the cartridge/disc, and the game "Just Works(TM)" from day one. No patches, no bugs, no crashes.

      And yet, this is an article about the patch Valve put out to fix a bug in the console version of Left 4 Dead. Not to mention that if you've never had a console game crash on you, you mustn't be a very serious gamer either.

      This is a standard which PC developers should obviously be reaching from, yet in over a decade, by objective measures, they have not made one lick of progress in this direction.

      Use Steam.

      People are not going to put up with imbalanced, glitchy or hacked PC games for months in online play

      Exactly. Which is why they won't buy those games for consoles. Compare and contrast the console version of Team Fortress 2 with the PC version, then tell me about "imbalanced".

      --
      No problem is insoluble in all conceivable circumstances.
  16. ISK? by Simon+Brooke · · Score: 3, Funny

    Eve Online's currency is Icelandic Kronur? No wonder they're in trouble!

    --
    I'm old enough to remember when discussions on Slashdot were well informed.
    1. Re:ISK? by Quince+alPillan · · Score: 1

      Interstellar Kredit is what the original abreviation was for, but seeing as CCP, the company that makes EVE Online is from Iceland I would say yes.

    2. Re:ISK? by Greyfox · · Score: 1

      One (in-game) isk is still worth more than a Zimbabwe dollar. Food for thought (Perhaps Zimbabweans should play EvE for a living instead...)

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

  17. TFS Is Wrong About the EVE Exploit by rsmith-mac · · Score: 4, Informative

    apparently responsible for the fraudulent creation of trillions of ISK

    No, that's not it at all. I'm not sure how TFS ended up at that conclusion

    The bug was a manufacturing bug, similar in some respects to an item duping bug. Certain types of production in EVE are multi-step processes where materials get made in to other materials before everything finally is made in to a finished good*. Players could build certain mid-process manufacturing materials (we'll call the fake materials [stuff]) without needing the materials/inputs normally required to build said [stuff]. This resulted in a lot of [stuff] being made out of nothing that was then used to build finished products. No ISK was ever created since this exploit created [stuff], not ISK. The exploiters could sell their fake [stuff] to other players for ISK, but there was never any more ISK in the game because of it.

    Ironically this was better for the vast majority of players who were not in to manufacturing, since the deflation that results from the excess [stuff] meant they could get many finished goods for cheaper than what they should actually be at. The flip side is that correcting this means that prices on the deflated goods are about to shoot up like a rocket, in other words the game is about to hit a period of rapid inflation as the market corrects for the lack of further fake [stuff].

    *Specifically, it was an exploit involving Tech 2 manufacturing. The production chain looks like this, and things that could be fraudulently made are tagged with [stuff]: Raw Materials -> Basic Materials [stuff] -> Advanced Materials [stuff] -> Components -> Finished Goods

    1. Re:TFS Is Wrong About the EVE Exploit by NoisySplatter · · Score: 1

      The 4 years bit is also speculation and hasn't been confirmed by any proof.

      --
      In Soviet Russia meme tires of you!
    2. Re:TFS Is Wrong About the EVE Exploit by Anonymous Coward · · Score: 0

      proof HAS been shown by links to old forum posts that sometime in 2005 a petition was made by an evoke alliance member, so at the very least it has been 2 1/2 years since CCP knew about this.

      the lower t2 prices aside, the implications are staggering. entire alliance cap fleets may have been built on this bug, changing the sociopolitical climate of eve for years.

      cheaters suck, heads should roll

    3. Re:TFS Is Wrong About the EVE Exploit by NoisySplatter · · Score: 1

      That was about a different exploit. One does not "suffer" from free items and get "frustrated" when it continues.

      --
      In Soviet Russia meme tires of you!
    4. Re:TFS Is Wrong About the EVE Exploit by Tryle · · Score: 0

      Being able to control the amount of final product in an economy directly translates into money. The fact that you can create the final product faster, cheaper, and in more quantity allows you to directly affect the market value of the final product and any other items that require the final product to be manufactured. If you control the market on a certain item, you can set the price. Even people who were making the final product legitimately were probably being bought out immediately so that the main suppliers remained dominant in that aspect of the market. So yeah, it may not be directly printing money, but just as good.

    5. Re:TFS Is Wrong About the EVE Exploit by trytoguess · · Score: 1

      I don't play EVE, but it sounds like if one could make an infinite amount of item x then if I wanted fast cash it'll be faster to just sell the items to a NPC, which would create ISK.

    6. Re:TFS Is Wrong About the EVE Exploit by Anonymous Coward · · Score: 0

      Not all NPC's buy all items - and NPC buys of the higher end items are pretty much non-existent.

      By 'higher end', I mean Tech 2 items or better, or the equivalent in what components are used to create t2 items.

    7. Re:TFS Is Wrong About the EVE Exploit by Anonymous Coward · · Score: 0

      So yeah, it may not be directly printing money, but just as good.

      No, it still isn't.

      No extra ISK was created. Wealth was redirected in scope and direction where it shouldn't have been, however. It was (and is) a very serious problem and exploit, yes. But do try to keep separate concerns separate. It's complicated enough as it is.

      Ok?

    8. Re:TFS Is Wrong About the EVE Exploit by rsmith-mac · · Score: 1

      Exactly. NPCs don't buy [stuff], nor do they buy any of the resulting products [stuff] is used in. There was no way to directly create ISK from this exploit. At most (and this is a stretch), you can say ISK was created by players being able to afford better gear and then killing more NPCs in a set period of time, generating fauceting in more ISK as bounties - and that would be such little ISK that it's not even worth mentioning other than to be pedantic.

    9. Re:TFS Is Wrong About the EVE Exploit by V+for+Vendetta · · Score: 1

      You do suffer, if others are using this exploit. And you get frustrated, if your enemy alliance keeps (ab)using this exploit.

      I'm not sure it was meant that way, but you could read it that way. Besides, the banned player hasn't tried to blame any competitors as in "they're using the exploit as well". All he said in his posting, when he revealed the bug (and already was banned), that it *did* exist and that for quite some time. Anything else he wrote, was proven to be true. Why should he lie on that part? (Which doesn't mean, that part could be untrue.

    10. Re:TFS Is Wrong About the EVE Exploit by Anonymous Coward · · Score: 0

      If the only cost for the final product was the fuel for the station running the bugged reaction, then it was just as good as printing ISK.

      The normal expense to get a finished T2 material is multiple steps, requiring logistics and fuel for the other POSes involved in the initial mining, the first reaction then the second reaction to get the T2 material.

      Creating the T2 material (or one of the other reactions) out of thin air skips all those other costs, including the big one of defending the initial moon mining operation from folks who would want that valuable moon mineral.

  18. The name of the guilty was leaked on kugutsumen by Anonymous Coward · · Score: 0

    I don't why they point to SHC.. which is just noise and no content. Kugutsumen is the place to go for EVE scandals. It's the only place CCP hasn't managed to censor.

    EV0KE DIR: "Today I become freed from my chains in EVE"

    http://www.kugutsumen.com/showthread.php?t=3428

  19. Not entirely true... by Junta · · Score: 4, Informative

    In terms of complaints about getting a game to run 'at all' or 'with sound at all', that comes down to hardware complexity. No development company will have this sort of glaring omission on any sane console platform, due to the consistency of hardware in the field. You'll note also that PC developers have tweak-able settings for resolution, geometric complexity, etc etc, because they don't know what hardware they are going to run into. It's just that simple. Richer APIs have helped abstract the differences better, but they are still there.

    I think the console development issues can be more attributed to the complexity of the platform. Frankly, I don't remember having to acquire many patches before the latter half of the 90s for PC games. Some of the fancier DOS games had issues, but a lot of the DOS games simply didn't have a lot to worry about.

    Another complicating factor is the aspect of multi-player games. The mentioned bugs, for example, would not even be worth a patch if it were not a multi-player game. The multi-player aspect requires all bugs that must intentionally be triggered that can provide unfair advantage to be patched. You can find scores of bugs that were exploits in Console history. Final Fantasy 7 W-ITEM underflow bug and Wild Arms Item underflow bug come to mind off the top of my head, The vast majority of patches for modern games have fallen under this category, fixing exploits and fine-tuning balance. This goes for both PC and Console games. Take a look at a single player game and a multiplayer game in the current generation and you'll be hard pressed to find a multi-player game without patches, yet single-player games exist commonly without patches. Before the current generation, internet multi-player gaming on consoles hadn't gotten off the ground, so it wasn't as much a concern, while internet PC multi-player has been common over the last 6-8 years.

    And finally, I have seen on occasion games lock up or just glitch in the console world too. Some games released multiple versions of ROM cartridges, and a publisher, if bothered, would exchange an older, buggy one for the new version. It was rarely worth anyone's time to do so, but they still had glitches that slipped past QA. Generally you could avoid them, but still.

    --
    XML is like violence. If it doesn't solve the problem, use more.
    1. Re:Not entirely true... by AdamHaun · · Score: 1

      Frankly, I don't remember having to acquire many patches before the latter half of the 90s for PC games.

      There wasn't really a good way to distribute patches prior to the late 90s. When Microsoft was forced to change the disk compression program in MS-DOS 6 due to a lawsuit, it actually had to mail floppies to everyone. It wasn't until widespread adoption of the internet that people could reasonably be expected to play a version of the game different from what came in the box.

      --
      Visit the
  20. On this Eve bash by khallow · · Score: 4, Insightful

    I play the game, Eve and there's a bunch of hate going on for the developers, CCP as a result of this bug. I think the bashing of CCP is excessive, but it's worth considering why it might have happened.

    First, much has been made of the claim that CCP "knew" about the exploit. Why has this assertion been made? Because the exploit in question was "petitioned", that is, someone complained about the exploit to an ingame admin some time four years ago. I gather this was reported multiple times in the same way though it's hard to figure out who's telling the truth. But what is the petition proces for? Resolving an ingame problem with a user. If the user is ok with the outcome ("I have free stuff!") and isn't currently cheating, then I gather the petition is closed. So one possibility for the failure is simply that the exploit never got reported as a bug either by players or by the admins handling the problems. I wouldn't be surprised, if the admins never bothered either because it wasn't their job (since the bug wasn't resulting in actions that required immediate admin correction) or because that part of the game was notoriously buggy.

    Now as I understand it, the bug is as follows. There is something called a "player owned station" or "POS". You start by anchoring something called a control tower which for our purposes can only be anchored in a fixed number of spots, one per "moon" in the game (my SWAG is hundred thousand locations). Near that tower, you can anchor other POS structures. Some are for defense. One is to extract a resource "moon minerals". You can attach factories, drug labs, asteroid ore refineries. The most important structures are (chemical) reactors. You store various moon mineral resources and reactor products in "silos". The reactors take input products from some silos and dump the output in other silos. Think of it like a flow chart made of industrial widgets. There are two layers of reactions known as "simple" and "complex". Every moon mineral (of which there are maybe 15-20 types) goes through a simple reaction (where it is combined with another moon mineral) and then a complex reaction (where the resulting simple reaction product is combined with 1-3 other simple reaction products).

    Economically, most of the value coming out of reactions comes out of the second layer of reactions. The reactors for complex reactions are bigger and most POS can only handle one such reactor. That often means that a chain of reactions can spread over half a dozen reactors or more. The really efficient corporations (Eve equivalent of guilds) can run dozens of these things to generate all the reaction products that the Eve markets consume. That's if you do it the fair way.

    Eve like many such games has a one hour downtime. Some enterprising players apparently discovered that one can manipulate a single reactor so that over downtime it fills the output silo with the desired reaction product even though no input material was used. Normally it takes a week or longer in real time to fill that silo and you need to fill the input silos with the appropriate materials. The complex reactions, being the more valuable ones and the final product of POS reactions (which would immediately be bought by manufacturers), were the ones that were exploited. Certain moon minerals were far more scarce than others. In fact, it was to the point that a lot of the game activity centered on controling sources of those moon minerals. This was all bypassed by creating the complex reaction products that had the valuable moon minerals in them.

    For your edification, here's a screenshot halfway down the page showing a control tower (the big vertical thing), a bunch of silos (9 of them present along with a "coupling silo" which looks identical, meant to buffer the flow of output product), and two reactors (on the far left), one complex and one simple. "Online" means it is active and able to do something. "Anchor

    1. Re:On this Eve bash by KagatoLNX · · Score: 1

      I think the downtime aspect was the key.

      When you petition in EVE, normally a GM shows up and they can use the game's audit trails to find the smoking gun. If it's a bug, it gets pretty obvious.

      The auditing infrastructure is built around the realtime game. During "downtime" it's all batch processing, and I would be willing to bet that it either generates tons of useless audit logs with cryptic descriptions (which EVE is kind of famous for). Worse, it may be that it generates none at all!

      Since there was really no way a GM could observe the bug, and the audit information that might have found it was nonexistent or buried in tons of useless information, CCP was really ill-prepared to deal with the problem. They just had no way to catch it at a low-level to get it escalated to the programmers--who presumably have to tear through the batch-processing code to find the actual bug.

      I am an industrialist in EVE, and I can imagine that this would have been an limitless source of ISK for the cheater.

      --
      I think Mauve has the most RAM. --PHB (Dilbert Comic)
    2. Re:On this Eve bash by khallow · · Score: 1

      I just realized something. I gave enough info in my previous post to link me to my primary character in Eve. You just need to be an adequate data miner to find it. Hi data miner!

      Moving on, you have a good take on it. It's remarkable that the exploit stayed hidden for so long. Honestly, I thought such things would crash the market hard. So I'd have to disagree on the "limitless source". Something kept t2 gear from becoming dirt cheap. I'm guessing that the knowledge wasn't that widespread. Maybe the cheaters had some sort of agreement or collective strategy as well.

    3. Re:On this Eve bash by Anonymous Coward · · Score: 0

      You do realize that in this screenshot has a number of flaws, such as mismatched "online/offline" tags and other items? Why keep the ingredients to keep the reaction running there once the process has started and you can turn it off and it keeps running due to the bug? It seems like 1/2 a second of though could've given a clear indication of cheating instead of the muddled mess that is displayed.

      The whole four year thing is also speculation by anonymous posters, while there are quite a few players that have posted checkable facts regarding market activity that makes it seem like only matter of a week or whenever alchemy went in.

    4. Re:On this Eve bash by khallow · · Score: 1

      You do realize that in this screenshot has a number of flaws, such as mismatched "online/offline" tags and other items? Why keep the ingredients to keep the reaction running there once the process has started and you can turn it off and it keeps running due to the bug? It seems like 1/2 a second of though could've given a clear indication of cheating instead of the muddled mess that is displayed.

      I don't know that this image has flaws or not. First, no clue what the date of the image is, but supposedly this guy was banned so he probably wouldn't have a chance to take a nicer image. Second, the tags don't look mismatched to me for what that's worth. Third, keep the ingredients in there to save time (more important at the time than taking a nice picture). I bet these guys cycled through a ton of POS. They probably needed some materials in the input silos just to get the reactor to start (instead of generating an error). Maybe they even needed to seed the reactor with one hour of material. Might as well leave it in the silo either way.

    5. Re:On this Eve bash by Anonymous Coward · · Score: 0

      All POS componants show(ed? did imageshack get slashdotted?) "online" in the graphical overview and in the status indicators in the status view pane on the right. Some silos show "put online" and "put offline" buttons in that same status view pane.

      Which is right? These details should be obvious if you're actually interested in determining if the screencap is genuine.

      Sure, these aberrations could be part of the bug - but I'd guess photoshopping is a much more likely scenario.

      Also sure, the guy got banned - but since he/she was there in a ship anyway when the pic was taken - why not take two seconds to dump the ingredients into the ship cargohold or even dump 'em into a jetcan just so it's obvious that they're not being actively used to fuel the reaction?

      If you're trying to actively show an exploit - two seconds of thought using two brain cells would've resulted in a better screen cap.

    6. Re:On this Eve bash by Andy+Dodd · · Score: 1

      "Something kept t2 gear from becoming dirt cheap."

      The limiting factor on T2 gear prices quickly became the values of datacores required for invention. Even if the production materials were 100% free, T2 items would have been expensive due to the value of blueprints per production run.

      --
      retrorocket.o not found, launch anyway?
    7. Re:On this Eve bash by khallow · · Score: 1

      One can create arbitrary numbers of alt accounts and these accounts do not need to be active and paid for in order to farm datacores.

    8. Re:On this Eve bash by khallow · · Score: 1

      All POS componants show(ed? did imageshack get slashdotted?) "online" in the graphical overview and in the status indicators in the status view pane on the right. Some silos show "put online" and "put offline" buttons in that same status view pane.

      Sorry, you are incorrect. I count 5 anchored (not online) silos which matches the count in the process control window. No silo mixes "put online" and "put offline" buttons. Now maybe you saw an older photoshop with these errors, but the current image doesn't show them.

      Also sure, the guy got banned - but since he/she was there in a ship anyway when the pic was taken - why not take two seconds to dump the ingredients into the ship cargohold or even dump 'em into a jetcan just so it's obvious that they're not being actively used to fuel the reaction?

      Sorry, I wasn't clear in my previous reply. We don't know how many years old this picture is. He likely didn't take it after the ban since supposedly the towers were destroyed in addition to the banning of accounts.

    9. Re:On this Eve bash by Anonymous Coward · · Score: 0

      They changed the image. I saw the one that didn't match, but now it does.

    10. Re:On this Eve bash by brkello · · Score: 1

      The issue with Eve is that it wouldn't surprise anyone that devs knew about this exploit and used it themselves. That's the problem when you have a history of dev cheating and not firing the people responsible. This is also the problem with having a single shard. The whole game is effected by this. And the people who don't use exploits suffer from not being able to compete on a level playing field. Hopefully CCP does the right thing this time and bans people who used this exploit.

      --
      Support a great indie game: http://www.abaddon360.com
    11. Re:On this Eve bash by khallow · · Score: 1

      Nevermind then. I'll believe you over them any day.

    12. Re:On this Eve bash by TOGSolid · · Score: 1

      This is something that I speculated about on the Eve-O boards. Four years ago is quite a while, and a CCP employee using something to their benefit in game has happened before. It's been a while since that has happened that we know of (though there have definitely been some fishy situations since the last time, but I'll leave the tinfoil hat off for now). So really it's not completely off the wall to contemplate that whoever saw the exploit report all those years ago just swept it under the rug and put it to use for themselves.

      As far as banning are concerned, there's already been a wave of mass account bannings and several corporations have collapsed because of it.

    13. Re:On this Eve bash by Anonymous Coward · · Score: 0

      Not to mention the exploit was explained as only working with a Gallente tower, but the one pictured is Caldari.

  21. I Can Tell You're Not A Developer by Chabil+Ha' · · Score: 2, Insightful

    The decision to release buggy software often does not lie in the hands of the developer, but the business paying the developer. In many cases, bugs and vulnerabilities are well known, but a business decision is made to release anyway.

    --
    We're all hypocrites. We all have hidden parts, it's the contrast between them that make us more a hypocrite than others
  22. Re:Valve are NOT quick at releasing patches for bu by PincusJr · · Score: 0

    Just because it doesn't have 10 billion players, like Counter-Strike doesn't mean nobody plays it. http://store.steampowered.com/stats/ then click "View Steam players per game". As you can see, it is 9th on the list. It's definitely not unpopular! There was only a bug-fixing update a few weeks before the Verizon US$100 000 duel tourney. Valve have basically Left HL2: DM 4 Dead.

  23. No. by way2trivial · · Score: 1
    --
    every day http://en.wikipedia.org/wiki/Special:Random
  24. Not a bug. by Tei · · Score: 1

    This is not a bug. Is a feature that all quake engines, a console to adjust some gameplay and functioning settings for the server.

    Valve is removing this to make these people that cry "hack hack hack" happy, but this is like removing cmd.exe from windows because some people are scared at black windows with white text.

    --

    -Woof woof woof!

  25. Your numbers are broken - Legal RMT is cheaper by harl · · Score: 1

    Your illegitimate isk sales numbers are nonsensical. The legal means of buying isk is cheaper. Why would you pay $35 for 450m and risk getting banned when you can pay $35 for 600m and _zero_ risk of a ban?

    --
    I find being offended by me offensive.
  26. Re:The article is WRONG, no gigant, but a 3D skybo by JCSoRocks · · Score: 1

    FYI - We're running on the Source Engine. The 3D skybox isn't really a room... it's just a hollow box covered in Skybox texture that's anywhere in the map outside of the bounds of the regular map area accessible by the players. Everything in the skybox is 1/16th scale to make it cheaper to render. The source engine scales everything up 16 times when it renders it as the Skybox. This is all from memory so I may be off on something slightly... I was going to link to the Wiki but it's down for some reason.

    --
    You are using English. Please learn the difference between loose and lose; they're, there, and their; your and you're.
  27. models couldn't be resized by amurenbeeld · · Score: 1

    models couldn't be resized. They were in the skyboxes, using noclip

    --
    Aley Tannes
  28. Re:Ask and you shall receive by xclr8r · · Score: 1
    --
    Beware of those who profit off the docile and persecute the unbelievers.
  29. Ockham's razor doesn't work where EVE goes. by Behrooz · · Score: 1

    Heh, you've never played EVE, have you?

    Quit that shit five years ago shortly after realizing that CCP had no incentive to fix the poorly designed interface and game balance... haven't looked back.

    Had a lot of potential, but gawd, the implementation sucked.

    --
    "We have to go forth and crush every world view that doesn't believe in tolerance and free speech." - David Brin
    1. Re:Ockham's razor doesn't work where EVE goes. by mweather · · Score: 1

      So that makes an anonymous forum posting by an allegedly banned player credible how exactly?

  30. On EVE faucet/sink balance. by Anonymous Coward · · Score: 0

    While the mechanics of specific exploit may be hard to catch in testing and production, CCP ought to run reports of stuff being created and destroyed in game universe.

    It is not just a matter of some players getting rich through cheating. If such thing gets widespread enough, the cheaters will be the only players able to play. This would be a disaster for CCP.

  31. Other game companies, take notice! by Max+Threshold · · Score: 1

    If the bug really was reported four years ago, I hope the publishers of EVE suffer financially for their blunder. I don't play EVE, but I've railed against the bug reporting and tracking schemes used by other companies. Blizzard, for example, thinks that a Web forum in which 99.9% of bug reports receive no official feedback or acknowledgment is an acceptable way to manage bug tracking for one of the largest and most complex software projects in existence. I've considered setting up an unofficial Bugzilla to show the world just how long exploitable bugs in WoW go unfixed, but I'm afraid they'd consider it a violation of the TOS and track it back to my game accounts. If the publishers of EVE take a hit in the pocketbook, maybe Blizzard and others will finally wake up and get a fucking clue.