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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.

3 of 157 comments (clear)

  1. 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.

  2. 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

  3. 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.

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